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The game wouldn’t be called Splattermancer if there weren’t the opportunity for violence. Combat begins once one character attacks another, and ends once the offender ceases their attack or the defender escapes. Once in combat, gameplay breaks into rounds (see Rounds and Action). To determine the order of action, players and GM attempt to roll equal to or under the characters’ Dexterity. Priority is given to those who beat their Dexterity by the highest margin, with those who succeeded by the least or failed by the lowest going last. Ties can either be broken by a high roll on the die, or players can defer to one another.

Shielding, Parrying, and Armor

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