Attack
To attack make a Test against one Defense of the adversary. On success inflict damage or a Maneuver.
Physical attacks: Attacks from weapons, fireballs and other external physical threats are opposed with Reflex.
Physical Maneuvers: Grappling, shoving and other similar physical maneuvers can be opposed with Vigor in addition to Reflex.
Mental: Mind affecting attacks are opposed with Will.
Internal: Internal body affecting attacks are opposed with Vigor.
Applying Damage
- Check the Degree of the Test
- Roll damage die/dice of the attack and add bonuses
- Apply Resistance and/or Vulnerability for total damage
- Reduce Hit-points by total damage
- Mark Wounds and Test for death if needed
Situational Attack Rules
Charge: On your Turn moving to the range of a melee or thrown weapon allows making an attack with that weapon.
Close Quarters: Only weapons with Intimate quality roll for damage in a grapple or similar close quarters engagement.
Knockout Blow: When you remove adversary from Conflict you can choose to knock them unconscious instead of killing them.
Multiple Targets: When attack has multiple targets only one can use a Response to Clash. All targets that succeed in defense are unaffected. All who fail are affected.
Obstructed Aim: Attacks with Missile and Thrown weapons are made with Disadvantage when there is an adversary within Reach.
Two-weapons: When you wield a weapon in each hand you can use a Response to make an attack with and intent to deal damage.
Advance
Work on a goal. Break a pillar holding the ceiling. Work on a complex lock. Advance a Ritual.
Test to advance Arduous Challenges that are part of the Conflict.
Break
Attempt to remove an effect from self or another. This can be a condition from a Hazard, maneuver or magic.
• If the attempt directly affects a being creating the effect this is a Clash. For example pulling a grappling adversary away
• Successful Break against a Hazard with a Duration reduces Duration by one
Change Equipment
Rummage through backpack for weapons and tools. Change Equipment. Armor cannot be changed as an Action.
Move
Move up to your Pace.
• To jump, overcome an obstacle or difficult terrain make a Test. On failure movement is cut short
• Moving through anothers space is a Clash, unless they allow moving through
Study
Test to Search for one time Advantages or useful information.
• Found Advantage can be used by anyone who knows of it by incorporating it to the description of their Action
• Difficulty of Study starts at 10 and increases by +5 every time Study action is used in Conflict
Use tools and skills
Search for hiding adversary, pick pockets, operate simple devices or drink a potion.
Minor actions
As a part of an Action character can take a few steps, speak a few words, drop an item, drop to ground or perform other minor acts.
Bearer has the final say on what is considered a minor act.