In any given story, characters will test their limits to accomplish their goals. This is done by making a Challenge. When a character is trying to solve a problem, accomplish a task or some other solitary activity, this is relatively simple: take your rating in the appropriate Skill, add bonuses due to Tagging Aspects (see below), then roll (4dF) to generate a result. If the result is greater than a set difficulty, you succeed. Exceeding the difficulty (or conversely, failing badly enough) shows how significant your effort was, and may generate extra bonuses (or problems).
Every Challenge: Skill + Tagged Bonuses + 4dF = Result vs Difficulty/Opposition
Tagging for Bonuses
Whenever you are faced with a Challenge roll, you have the option to Tag appropriate Aspects to gain an extra +2 to the result. These Aspects may be on your own character, the environment or other characters. There is no cost the first time an Aspect is tagged in a Story, but each additional Tag costs one Fate point. Each Aspect can only be tagged once in any given Challenge.
If you desperately need to grab a ledge on a long jump using Athletics, Tagging the Aspect "Strong Legs, Weak Knees" if you have it can help you out with a +2 bonus.
Compelling For Points
Each Aspect defines particular facts about your character, both internally and externally. When this acts as a complication, you can gain Fate points at the discretion of other players and Storytellers for acting in accordance with it. If you wish to avoid this, it is possible for you to instead spend a Fate point to deny the Aspect, although this effectively costs you two (one that you spend, one that you would have received). Once Compelled for any given action (whether refused or not), no further attempt to force a Compel may be made for that action.
You can compel yourself, if you introduce complications based on your own Aspects. This is one of the primary ways to generate Fate points, and is a very good reason to make your Aspects double-edged swords.
When hanging precariously from that ledge, you might be Compelled with your "Strong Legs, Weak Knees" Aspect to be paralyzed with terror, and thus gain a Fate point.
Defining Facts
A third use of Fate points is to define facts about the Moonlands. This is a standard Challenge at a variable difficulty for a particular Skill, based on the complexity of the fact, and costs a Fate point. If successful, the fact is counted as having always existed. Often, this acts as a "Dues Ex Machina", giving you options where none existed before to save yourself.
If you can't get up that cliff, might as well go down. Roll your Alertness against a Great (4) difficulty and spend a Fate point. If successful, you may notice that just to the left is a niche barely large enough to crawl into, leading into a tunnel into the face of the cliff .
Zones
A conflict can be broken up into a number of Zones, each being a discrete distance determined as "near" or "far" from each other Zone. For instance, if you are in the same Zone as another character, you can act against them physically. If at least one Zone away you must make use of long-range attacks, such as bows or spells to affect them. Further Zones may make some types of attacks impossible. In addition, Zones can be defined as "above" or "below", if special powers are in play. Zones may have barriers between them that hinder the speed one can move through them, such as a locked door or a wall of thorns, and some are impassable without particular abilities such as flight.
The standard speed of movement is one Zone per Exchange, in addition to any other action you may take. If you wish to spend the full Exchange running at the expense of other actions, you can move an additional Zone. Those with the Speed power are able to move faster.
Energize
Each turn, magi recover a number of Energy Stress equal to their Energize rate, as well as any Dream Creatures they may have active that are capable of Energizing. The base Energize rate for starting Magi is 4 Energy per turn, while Dream Creatures normally do not Energize.
Physical Attacks
If a magi has any Dream Creatures summoned who are able to provide a Block (which is the default case), it is not normally possible to attack a magi directly. This Block effectively prevents physical attacks to a magi if within the same Zone as a Dream Creature he controls.
Dream Creatures and Combat
When a Dream Creature takes enough stress to it's Energy to completely fill the track, the Dream Creature is undreamed and sent back to the Dream Plane, ready to be summoned again the next turn. ___
Relics Use in Combat
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Spells in Combat
Each spell has an Energy cost equal to the points invested in the Spell. To cast the spell, you must take an action to focus and bring about the desired effect. ___
Stress and Consequences
Energy (Stress)
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Consequences (Minor, Moderate, Severe, Extreme)
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Concessions
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