Derived Attributes form the basis of most combat ability and challenges in this quest, barring direct tests of Base attributes. Derived attributes are formed by the averaging of either two attributes or an attribute and a skill. The Derived attributes used in this quest are as follows.
Health: Measured by the average of Stamina and Qi, determines how much injury a cultivator can withstand before being incapacitated. Injury will gradually penalize this attribute.
Speed: Measures the characters ability to quickly cover distances, created through the average of the higher of Strength or Dexterity, and the athletics skill
Initiative: Measures the characters reaction time, and the order in which they react. Determined by Wits and Dexterity
Combat Perception: measures the characters ability to pick up on details and keep track of multiple factors in combat, determined by Wits and Perceptiveness.
Social Perception: measures the characters ability to keep track of important factors in social situations. Determined by Manipulation and Empathy
Hit: The characters accuracy in combat, divided into physical and spiritual. Uses dexterity and an appropriate mastery for physical. Uses manipulation or wits plus mastery for spiritual
Penetration: How hard a characters attacks hit in combat, divided into physical and spiritual. Uses Strength and mastery for physical, and Intelligence or presence plus mastery for spiritual
Avoid: The characters ability to avoid attacks in combat, divided into physical and spiritual. Uses Dex and mastery for physical, and manipulation or wits for spiritual
Armor: The characters ability to withstand attacks in combat, divided into physical and spiritual. In effect, reduces damage and mitigates debuffs of the appropriate type. Uses Stamina and mastery for physical and Resolve or Composure plus mastery for spiritual.
In combat the author will compare the combatants derived attributes, then taking into account the effects of techniques, environmental factors and plans, and determine outcomes in an organic fashion arising from this. Please remember that the system's primary function is to give readers who prefer a a crunchier view a point of comparison between the protagonist and any opponents in a combat, as well as provide a concrete measure of growth for the simulation aspects. It does not exist to determine exact outcomes through pure math.
Having an avoid higher than an enemies armor does not guarantee that they will always miss, but it does make it more likely, and the greater the discrepancy in ranks, the more likely those misses become, but there are no exact percentages or dice rolls involved.