Combat

this is for the rules for combat. Yay!

You get your movement and one action. Minor actions can be performed by spending movement: an easy, trivial task is 1 movement, while other tasks are 3 movement.

## Commands

### Attack

When a character uses the attack command, they typically perform either a melee or ranged attack with an equipped weapon. Dice are rolled according to the number of edges they have for that attack and compared against a target number to determine hits. The default number to hit a player is 3, but enemies have a target number between 2 and 5. If the attack targets a character, they may roll defense to reduce the number of hits.

Any hits against the target have resistance or weakness applied and is then applied to the target as damage. If the damage the target accumulates exceeds their HP, they are defeated. If there are hits remaining after damage is applied, the attack could cleave. If a melee attack cleaves, the excess hits can be transferred to another target within melee range. If a ranged attack cleaves, the excess hits can be transferred to another target if they are on a straight line drawn from the attacker that passes through the original target.

Melee attacks can be made using improvised weapons. Improvised weapons gain any abilities and perks from their size, but damage is automatically counted as being resisted. Unarmed attacks are generally considered improvised.

### Magic

When you intend to cast a spell you first choose the spell's power, between 1 and 3. The spell's power increases the effect, but also affects the chance of consuming Mana. At power 1, the spell has a range of 3, an area of 1, and rolls 1 die. Each point of spell power can choose 2 of the following effects: increase range by 3, increase area by 1, or increase the dice rolled by 1. If you have an edge to casting that spell, you may roll the extra die, but it does not raise the spell's power.

Every die that rolls high enough counts as a hit. Each die that rolls less than or equal to the spell's power drains 1 point of Mana. If you don't have enough Mana to cover the Mana cost, any excess cost is dealt to you as Spellburn.

The first hit deals 1 damage to a chosen area, and each die that further causes a hit either does 1 more damage or increases the area of effect by 1. Spells that deal damage can deal no more than 3 damage and the area cannot exceed 3 unless the spell specifies otherwise.

If a spell would heal, use the rules above but all damage that would be dealt to a target instead heals them that amount.

If a spell would cause an effect it deals no damage but if the target would have taken damage it instead is subjected to the effect. Some spells require multiple hits for a target to be subjected to the effect.

### Run

When you take the Run command, you add 5 to your movement until the end of that turn.

### Breather

The breather command is used to refocus your mind, steady your body, and concentrate on the situation at hand. You take no actions, but you recover all used pips. Many jobs have special abilities that activate when using the Breather command. Additionally, the Breather command can be used to flip jobs if you have a flip job in your loadout.

### Wait

Spend 3 movement. You can take your action any time before your next turn.

### Maneuver

You attempt to grab a target in an adjacent square. This is an opposed strength test, and edges and hindrances from size are applied. For each hit you get, choose an effect from the options below.

Push - The target moves 1 square in a direction you choose. You can spend multiple hits from a Maneuver on pushing.

Knock Down - You push the target to the ground, giving them a hindrance to attacks and forcing them to either expend 3 movement to stand or spend double movement for each square moved. You get an attack against a creature that stands up if you attacked or maneuvered them last turn and are still in melee range.

Grapple - You grab the target with an empty hand. While grabbed they cannot move and you and the target have a hindrance to attacks.

Pin - If a target is prone and grappled you can spend a hit from the maneuver command to pin them. You no longer suffer a hindrance from grappling them and have an edge to attacks against them. You can keep them pinned without keeping a hand empty, but doing so gives them an edge to escaping on their next attempt.