Attacking and Defending
Basic rules for Attacks and Defenses are located below, the basics of all combat encounters.
- An Attack is any roll where the intent is to directly damage a character or object.
- Spells that deal damage are covered in Magic and are considered attacks as well.
- A Defense is any roll where a character tries to stop or mitigate this damage.
- Spells that allow you to defend as well as any rolls to defend against other spells are considered Defense Rolls.
- Any Defense Roll costs an Action Point even though it might not be your turn.
- Attacking and defending follows the same formula for all Dice Rolls:
- [Relevant Derived Stat] + [Bonuses] - [Penalties] = Attack or Defense Roll
- Which stat is used in an Attack or Defense Roll is described below.
- Attacking uses a Major Action, and thus, costs an Action Point.
Attack and Defense Rolls
- Attacking - An attack begins when a character declares an Attack on their turn and spends a Major Action.
- This uses an Action Point and a Major Action as normal.
- If the Attack is a Melee Attack, roll Athletics, and any modifiers you might have (including bonus dice from abilities).
- If the Attack is a Ranged Attack, roll Reflex, and any modifiers you might have (including bonus dice from abilities).
- Defending - A defense may be rolled when an Attack is declared against you.
- A character that is being attacked may be allowed a Defense Roll by spending an Action Point.
- A character may choose not to defend, and they are assumed to automatically roll no Sets. The Attacking player still has to roll.
- If the Attack is a Melee Attack, roll your defense with Athletics and any modifiers you might have (including bonus dice from abilities).
- If the Attack is a Ranged Attack, roll your defense with Reflex and any modifiers you might have (including bonus dice from abilities).
- Successful Attack!
- If the Attacker wins the roll, They deal Damage equal to the Face of the winning set.
- If the Attacker does not defeat the defender, no damage is dealt.
- Like any other roll, Additional Sets can spent for Criticals.
- Critical Hit: Spending additional Sets deals bonus damage equal to the Face of each Set.
- Critical Effect: Disarming, knocking an opponent over, maiming for 1 point, adding the Broken Condition to a device or other advantages at the Judge's discretion can be added to a success.
- Defy Death: You avoid death or other dire consequences, at the cost of maims or other severe problems at the Judge's Discretion.
- Flinch: Reduce incoming damage by 1
- Any armor worn reduces the incoming damage, but any remaining damage is subtracted from the Defender's Health.
- When a character's Health drops to zero or below see Damage, Death, and Dying for more info.