Defending is a reaction in the game's action economy; it is technically an action where player choice is concerned, but is not counted towards the number of actions a player may take during their turn, nor is there a limitation on the number of times a character may defend. Instead, defending against attacks occurs on the attacker's turn. This is primarily because every attack roll is contested with a defending roll; there is no passive defense in SURGE!. While the argument this can slow down gameplay or it make gameplay more complex is valid, it is also a valid counterpoint to say that every player should have the right to roll for their characters' survival and influence their fate. With that out of the way, here are the ways to defend against different kinds of attacks:
Defending against Melee Attacks. Contest the attacking roll with Martial Combat Skill roll + Strength level. If donning a shield , apply the applicable modifier.
Defending against physical (non-magic) Ranged Attacks. Also called Dodging. Contest the attacking roll with a Dexterity roll. If donning armor, apply the applicable Dexterity modifier.
Defending against Magical attacks. Most spells have a defending roll specified, however spells that do not use the following rules:
A ranged magical spell may be dodged and must be dodged for each attacking action used to keep the spell in place. For example, if a spell requires the caster's focus to remain in effect, and the defending target is within the spell's area of effect on the tactical map, it must attempt to defend against the spell for each action that the spell remains cast in play.
A magical spell that directly effects a target without the ability to dodge it (a typical ranged spells will have an elemental or physical property to it, but there are exceptions - such as spells in the School of The Third Eye), should contest the attacking spell with Mystic Skill roll + Intelligence level.