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Combat

Combat in this system is fast, descriptive, and tactical. It uses the same basic mechanics as any other action (see Actions), but applies them to offensive and defensive situations with a focus on Aspects, Evasion, Armor, and damage thresholds.

Attacking

To attack a target, you perform an action using a relevant Aspect (such as Control, Ingenuity, or Finesse) and a weapon or spell.

You roll:

  • A number of d4s equal to the Aspect value minus your Action Load
  • The weapon or spell’s damage die (e.g. 1d8 for a longsword)

Then, add all the dice together and declare the total.

Resolving the Attack

The GM subtracts the target’s Evasion or Defense DC from your roll total. The remainder is the raw damage dealt.

That value is then compared to the target’s Armor Thresholds (see Damage and Armor) to determine how much injury is actually inflicted.

Area Effects and Resistance Checks

Some spells or features affect multiple targets at once or don't use regular attack rolls. These area-of-effect (AOE) abilities work slightly differently from standard attacks. This includes spells like Fireball, cone-shaped breath attacks, or shockwave-style features.

Casting the AOE

To cast an AOE spell or use a feature that affects a zone or group:

  • The attacker makes an Aspect Check using the Aspect specified for the spell..
  • This check sets the Resistance DC for the targets (equal to the total result of the roll).

The caster also rolls any damage dice at the same time as their Aspect Check.

Resistance Checks (Our Saving Throws)

Each affected target must make a Resistance Check using the Aspect specified by the effect (e.g., Reflex for a Fireball, Fortitude for poison, Willpower for fear).

  • The target rolls d4s equal to their Aspect value.
  • If the result meets or beats the DC, the target succeeds (often taking half or no damage).
  • If the result is less than the DC, the target fails and suffers the full effect.

Resistance Checks typically do not subtract Action Load unless the GM decides otherwise.

Risk Dice (Advanced Option)

When the caster rolls their damage dice, they may treat one or more of those dice as Risk Dice.

  • Each Risk Die that is sacrificed increases the DC by the result of that die.
  • However, that die is excluded from the total damage — you don’t add its value.

This allows a player to trade raw damage for a harder-to-avoid effect.

Example: A caster rolls 5d4 + 2d6 (for a fireblast). They get a total of 12 on the d4s and a 5 and 3 on the d6s. They choose to sacrifice the 5 as a Risk Die:

* Final DC = 12 (Aspect Check) + 5 (Risk Die) = 17
* Damage = 3 (remaining d6)

This gives the caster tactical flexibility: weaken the effect but hit more targets, or go for raw power and accept some targets might resist it.

Notes

  • Spells or features should clearly state what Aspect to use for the Aspect Check that sets the DC, as well as the Resistance Check. These may, and likely will, be different.
  • GM adjudication may adjust results — half damage on success, full on failure, or other effects depending on the power.
  • Risk Dice are optional, but recommended for cinematic, tactical casting.

Interpreting Results

The GM narrates the outcome based on how much damage is dealt.

Examples:

  • Barely hit → a light wound or grazing blow
  • Large margin → staggering hit, knockdown, major injury
  • Zero damage → blocked, deflected, or narrowly avoided

>Note: Players typically don't know exact Evasion or HP values. Narration and observed effects provide tactical clues.

Evasion and Armor

Each combatant has:

  • An Evasion score — how hard they are to hit or affect
  • A set of Armor Thresholds — how much damage it takes to injure them

Together these define how easy they are to harm and how well they absorb damage.

Movement and Positioning

Moving normally on your turn usually does not require an action.

Movement does cost an action when:

  • Disengaging from melee without provoking a strike
  • Navigating hazardous or difficult terrain
  • Attempting to move an unusually long distance
  • A spell or feature says so

Teamwork in Combat

Players are encouraged to coordinate and assist each other using Team Actions. Support actions can:

  • Boost ally rolls
  • Weaken enemy defenses
  • Set up combo attacks

Initiative and Turns

For details on turn order and combat structure, see Initiative.

Finishing Combat

Combat ends when all threats are defeated, pacified, or withdrawn.

Afterward, characters usually:

  • Take a Rest
  • Search for treasure or investigate the scene
  • Roleplay the consequences of victory or wounds