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COMBAT SKILLS & ENCHANTMENTS
Combat Skills and Enchantments are used during Combat. In
case of a timing conict, Defense Skills and Enchantments
always take eect before Attack Skills and Enchantments.
The first part of a Combat Skill or Enchantment specifies which
combat pe the Hero must be performing in order to use it:
Attack: Must be performing any pe of Attack Action.
Melee: Must be performing a Melee Attack Action.
Ranged: Must be performing a Ranged Attack Action.
Magic: Must be performing a Magic Attack Action.
Defense: Must be Defending yourself from any pe of Attack
Action.
Melee Defense: Must be Defending yourself from a Melee Attack
Action.
Ranged Defense: Must be Defending yourself from a Ranged At-
tack Action.
Magic Defense: Must be Defending yourself from a Magic At-
tack Action.
E
The dierence beeen a Combat Skill and an Enchantment
is that Enchantments must be triggered by
or symbols
obtained on the Actors dice (or other Skills). Right aer the
Combat Type, and before the colon, Enchantments list the pe
and quanti of symbols that must be spent to trigger its eect.
Enchantments can only be triggered once per Combat Action,
unless they have the Repeat proper:
(Repeat X) – This indicates that the Enchantment can be
triggered up to X times per Combat Action by spending the
indicated symbols each time.
NOTE: Enchantments that subtract dice are activated aer the roll,
so the Hero can choose to remove the dice with the highest results. Skills
that subtract dice do so before the roll, so those dice aren’t even rolled.
E
The last part of a Combat Skill or Enchantment is its Eect. This is
what happens when the Skill is used or the Enchantment is triggered.
+X
/ -X Add or subtract X Hits to your result.
Attacker -X
– Subtract X Hits from the Attacker’s result.
+X
/ -X Add or subtract X Shields to your result.
Defender -X
– Subtract X Shields from the Defender’s result.
+X
– Add X Bams to your result.
+X
– Add X Diamonds to your result.
+X Wounds Automatically inflict an extra X Wounds to the
Defender.
+X
/ +X Add X Red or Yellow Attack dice to your roll
(up to the limit of  dice per pe)
-X
/ -X
Subtract X Red or Yellow Attack dice from your
roll.
Attacker -X / -X – Subtract X Red or Yellow Attack dice
from the Attacker’s roll.
+X Attack Dice Add any combination of X Red and/or Yellow
Attack dice to your roll (up to the limit of  dice per pe)
Attacker -X Attack Dice – Subtract any combination of X Red
and/or Yellow Attack dice from the Attackers roll (aer dice are
rolled, if this is an Enchantment).
+X
/ +X
Add X Green or Blue Defense dice to your roll
(up to the limit of  dice per pe).
-X / -X Subtract X Green or Blue Defense dice from
your roll.
Defender -X
/ -X
– Subtract X Green or Blue Defense dice
from Defender’s roll.
+X Defense Dice - Add any combination of X Green and/or Blue
Defense dice to your roll (up to the limit of  dice per pe).
Defender -X Defense Dice – Subtract any combination of X
Green and/or Blue Defense dice from the Defenders roll (aer
dice are rolled, if this is an Enchantment).
Defender rolls no dice – Subtract all dice from the Defender’s roll.
+ Re-roll Attack You may re-roll all Attack dice one additional time.
+ Re-roll Defense – You may re-roll all Defense dice one addi-
tional time.
+ Re-roll Attack or Defense – You may choose the Attack or
Defense dice to re-roll one additional time.
Cancel an Attack
– Subtract a Bam from the Attack result.
Cancel an Attack
– Subtract a Diamond from the Attack result.
Cancel a Defense
– Subtract a Bam from the Defense result.
Cancel a Defense
– Subtract a Diamond from the Defense result.
Cancel all Defense
and – Subtract all Bams and Diamonds
from the Defense result.
Cancel all Attack
and – Subtract all Bams and Diamonds
from the Attack result.
MASSIVE DARKNESS - RULES
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