Attempt to harm or hinder an opponent is an Attack triggering a Clash.
In Clash both parties choose what they aim to achieve and make an opposed Test. Winners result is resolved.
• Damage: Deal damage to opponent. Dealing damage requires prepared weapon able to reach the target
• Position: Move up to your Pace or continue your movement
• Maneuver: Create a Maneuver effect on the adversary
• Magic: Channel magic.
Attacker Tests with a Prowess fitting the action. Defender Tests with a Defense.
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
- 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
Clash with magic
Magic can be Channeled for both attack and defense. Magical Gift and Intents determine the effect and the result can be a combination of damage, maneuver and other effects.
• Channeling magic as a Defender requires a Response
• Tests for magic are always made with Attunement
Situational Clash rules
Multiple Targets: When attack has multiple targets one of them is designated as the main target, they are the only target that chooses a Clash option. All targets that succeed in defense are unaffected but only the main target resolves their Clash option. All who fail are affected.
Charge: On your Turn moving to the range of a melee or thrown weapon allows making a melee or thrown attack as part of the movement.
Close Quarters: Only weapons with Intimate quality roll for damage in a grapple or similar close quarters engagement.
Obstructed Aim: Attacks with Missile and Thrown weapons are made with Disadvantage when there is an adversary within melee reach.
Knockout Blow: When you remove adversary from Conflict you can choose to render them unconscious instead of killing them.
Two-weapons: When you wield a weapon in each hand you can use a Response to make an attack with intent to deal damage.