Defence

Even if the **Attack** was successful, characters still can try and avoid its consequences.

## Passive Defence

### Armor

When the **Attack** manages to hit the character, the **Armor** value at the body part being hit is substracted from the **Attack Strength**. If this reduces its value to 0, the character will take no damage. However, the **Durability** of the item providing the **Armor** will suffer, losing 1 point in case the damage reduced to 0 or the amount equal to the **Attack Strength** if the character recieved damage.

### Resistance

Sometimes the equipment can also have **Resistance** to certain **Elements**, halving the **Attack Strength** for each level of **Resistance**. The halving happens before substracting **Armor**.

Some characters can have **Traits** reducing damage or allowing to ignore certain **Elements** altogether.

## Active Defence

If character feels that the **Armor** won't save him from the attack, he can try and do something more proactive. Performing **Active Defence** requires spending 1 **Reaction** for each attack that character will try to avoid, as well as spending some of the **Energy** **Reserves**. There are four types of **Active Defence**:

### Dodge

**Dodge** is evading the **Attack**. It is be performed by spending 5 **FP** or **CP** (or **SP** for double the price) + the amount of **FP** / **CP** equal to the **Attack Precision**. The price can be also increased from wearing **Armor** or being in certain **Positions**. When dodging, character must also move 1 meter in some direction (this wastes **Speed**). If the character is unable to move, he is unable to dodge. Stepping further into the **Attack Pattern** is possible, but is not recommended. If escaping the **Attack Pattern** requires to **Dodge** more than 1 meter, the distance can be increased by spending 1 **FP** or **CP** per meter, but doing this will also force the character to go **Prone**. **Dodge** is not subject to **Interrupt**.

### Block

**Block** is simply putting something in the way of the attack. It is performed by making an appropriate **Skill Check** with penalty equal to the **Attack Precision** and all the other possible penalties. If the item **Durability** is too low to negate the **Attack Strength** completely, the leftover damage is transferred to the character. **Block** can be made **Powerful** or **Precise** by making the appropriate **Skill Check** and paying the usual 5 **FP** (**CP**) per each point of **Strength** or **Precision**. Such **Block** will use basic **Strength** or **Precision** of the character.

### Parry

**Parry** is trying to subvert the enemy attack with brute force. It is performed by spending 1 **FP** (or **SP** for double the price) + the amount of **FP** equal to the **Attack Strength** difference. Weapon with lesser **Attack Strength** also loses **Durability** equal to the **Attack Strength** difference. **Parry** can be made **Powerful** or **Precise** by making the appropriate **Skill Check** and paying the usual 5 **FP** (**CP**) per each point of **Strength** or **Precision**.

### Deflect

**Deflect** is trying to subvert the enemy attack with accurate application of force. It is performed by spending 1 **CP** (or **SP** for double the price) + the amount of **CP** equal to the **Attack Precision** difference. **Deflect** can be made **Powerful** or **Precise** by making the appropriate **Skill Check** and paying the usual 5 **FP** (**CP**) per each point of **Strength** or **Precision**.