The rules for combat are virtually the same for children of clay as they are for the children of fire.  The child of clay involved in combat rolls using his athleticism score and compares that to his opponents roll with the same aspect (power if the adversary is a celestial).  The higher roll wins the conflict, and the greater the number by which the winner exceeded his roll, the greater the victory.

As explained in the original source book, only one roll is made at the beginning of combat.   This roll dictates the entire flow of the combat scene.  The actual occurrence of each event is role-played through, with the die roll giving the storyteller a general guideline for the outcome.   As always, excellent role-playing or innovative ideas can offset the results of the die roll.    The next section will give a combat example.

The children of clay are far frailer than the children of fire.  If the opponent's roll beats theirs by a score equal to their health aspect, they are on the verge of death.    When the conflict ends, the character is so battered that death is imminent.    If medical attention is not received immediately (within 10 minutes or less) the character will certainly die.   Even if brought to a hospital, there is still a good chance of death.  The final decision is left in the hands of the storyteller.   The storyteller may also decide that if a combat roll exceeds the loser's roll by a substantial amount over the victims health score death is instantaneous and there is no chance to be saved.

As should be obvious, children of clay can only physically contest children of fire if they are in a material state.   While celestial and mortal are in different states, neither can affect the other except for the use of forces.

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