Conventional combat:<br/>Roll to hit (Fighting/Marksmanship)<br/>Base Damage per Success= Equal to Athletics for larger, one-handed weapons (swords), Athletics -1 OR Agility-2 for light weapons (daggers) Athletics-2 for unarmed.  Large, two-handed weapons do Athletics+1<br/><br/>Combat with spells:<br/>Choose Mind or Body<br/>Choose DC(3 minimum, multiples of 3)<br/>Roll to cast (Magical Expertise)<br/>Roll to hit against Combat Defense (use Fighting/Marksmanship  Note: Marksmanship takes a -3 in hand to hand combat)<br/>Base Damage per Success (based off DC) = DC 6: MP-3, DC 9: MP-2, DC 12: MP-1, DC 15: MP (Minimum total damage is 1)<br/>Add 1 to base damage for every 5 by which the DC is exceeded<br/>Damage is subtracted from Composure or Health.<br/><br/>Derived Stats<br/>Intrigue Defense=Cunning + Status<br/>Used as your defense in Social Combat.<br/><br/>Composure= 3x Will<br/>Basically your health against Mind spells and Social Combat, when reduced to 0, you lose the social combat.<br/><br/>Combat Defense=Agility + Athletics<br/>How difficult you are to be hit in combat.<br/><br/>Health= 3x Endurance.<br/>Your HP for combat, once you are reduced to 0, you lose the combat.<br/><br/>Passive Resistance (against spells)=Endurancex4 + Fortitude OR Willx4 + Discipline, depending on whether the spell is physical or mental<br/><br/>Movement= 4yards + (Run/2)<br/><br/>Sprint= Movement x4