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Purgatoria
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===Defenses=== Purgatoria's system is pretty lethal, needing only three or four clean attacks to drop character HP low enough to acquire permanent wounds. To balance this out, a chunk of the combat system revolves around being able to mitigate attacks through one of three defensive styles. * '''Damage Soak''': Damage soak measures how much of an improbably badass person a character is. Generating soak in combat lets characters simply grimace and shrug off injuries that would kill lesser men. This is mechanically represented in a form of damage reduction that decreases whenever damage is applied to the user. * '''Dodge Techniques''': Instead of playing around with comparing stats, dodge techniques allow a character to simply dramatically avoid the attack without a scratch. As these techniques let players just completely dance their way out of trouble, they're the most expensive to use. Most classes feature some sort of mechanic that allows a player to uses dodges for much cheaper, provided certain conditions are met. * '''Deflect Techniques''': These techniques introduce new elements into the battlefield to make a character more stylish, and thus much harder to hit. In a sense, this mechanic functional similar to AC in other games, but these boosts are generally very short lived, meaning that players can't simply turtle behind them. ** '''Passive Defense''': As long as a character has one or more Style AP, they receive their passive defense, a flat deflect threshold based on their greatest loaded style attribute. So stylish characters don't have to waste AP on defending themselves when fighting hordes of mooks, and can save that AP for busting out their wombo combos. <!-- Talk about when which defenses are useful, and when defenses can be avoided. In the case of things like "this attack can not be dodged" or Needle Claws AWP -->
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