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==Defence== <br>You can defend whenever you are attacked. This does not take an action. When you defend, you get three modifiers: *'''Evasion:''' This defence is deducted from the attacker's Motion. By default, Evasion is equal to the defender's active Trait. Evasion cannot reduce Motion to less than 1. *'''Interference:''' This defence is deducted from the attacker's Accuracy. By default, Interference is equal to the defender's active Trait. Interference cannot reduce Accuracy to less than 1. *'''Absorption:''' This defence is deducted from your attacker's Power. By default, your Absorption is equal to the defender's active Trait. Absorption cannot reduce Power to less than 1. So, for example, in a Physical Conflict, let us assume that ''Moon Shadow'' is attacking an ordinary guardsman, who has Physical 1. This gives the hapless guardsman Evasion 1, Interference 1 and Absorption 1. Now, ''Moon Shadow'' only gets to roll 2 dice, score a hit on a 2 or less, and deals 2 physical damage on each hit. As a second example, in a Physical Conflict, let us instead assume that ''Moon Shadow'' is attacking a powerful demon, who has Physical 5, and from this: Evasion 5, Interference 5 and Absorption 5. Even though the demon has mighty defences, ''Evasion, Interference and Absorption'' can't reduce ''Motion, Accuracy and Power'' to less than 1. ''Moon Shadow'' still gets to roll 1 dice, score a hit on a 1 or less, and deals 1 physical damage on each hit. Note that as always, Kung Fu Secrets can break these rules, with many defensive secrets specifically stating that they can reduce an attack number to zero. <br><br>
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