Combat Mechanics

Starting Combat
At the start of a fight, each combatant rolls wits + agility. The turn order goes from highest to lowest.

When it is a character's turn, their player has 30ft. of movement as well as an action. The player then specifies which area of the body they'd like to attack, and rolls wits + coordination to hit. During this time, the defending party can announce a reaction, which determines their dice pool which opposes the attack:

If the attacker has more successes, then they hit. Otherwise, the attack misses.

Now damage is rolled against the defender's absorption pool. Each success more than the defender counts for one point of damage.

Momentum
Each time an attacker rolls, and more than half the dice are 6's, they gain a momentum die, which is added to attack rolls and rolls to hit.

Ripostes
Each time a defender rolls, and more than half the dice are 6's, they get to make a riposte action, which functions like a normal attack, but breaks initiative order.

Injuries
Once a character's endurance dice have been depleted in a region, then that character gains an appropriate injury. If three injuries are gained over the course of a fight, then your character is incapacitated, and on death's doorstep.

Death's Doorstep
When a character is on death's doorstep, they need immediate medical attention. Otherwise, they will die, and soon. On the first turn the character has in this state, they roll a d6. A one or a six ends the state, in death or a recovery, respectively. A 2 or 3 results in a character worsening in condition to a second strike death state, where a 1 or 2 results in immediate death the next roll. A 4 or 5 results in the character recovering to a state where a 5 or 6 results in immediate recovery on the next turn. States continue stepwise like this until the character either recovers or perishes.