Combat Damage

In combat, damage is determined by rolling the attack score of the attacker vs. the defensive score of the one being hit. Attack score is determined in melee attacks by STR plus the weapon bonus plus a bonus based on the success rate of the attack. If the attack is ranged, it is usually based on the base damage score of the ranged weapon plus bonuses based on the success rate of the attack. For magical attacks, refer to the specific attack's description. For non-attack-based damage, see Other Damage.

Defense rolls are usually STR plus armor bonuses, unless the attack or defender is magical or otherwise indicates a different stat for defense.

Attack Rolls

All melee or thrown attacks default to prowess. Any missile attacks are a skill - firearms, archery, etc. If the character has no skill in a missile weapon, they roll awareness as the default, but with a penalty (usually between -3 and -6, depending on the weapon being used). If the character has a higher AWA than PRO, they may take a turn to aim a thrown weapon and roll AWA for a bonus to PRO the next round. They may do this for a missile weapon even if their skill is lower than their AWA.

When a character attacks, they roll their PRO or relevant substat or skill against the target's athleticism/dodge or PRO/block/parry. The following chart explains the results of such a contest:
Roll Description Parry ResultSorted ascending Block Result Dodge Result Damage modifier
           
1-3 below target Normal failure Attack is parried Attack is blocked Attack is dodged None
4-6 below target Special failure Attack is parried, target may counter attack Attack is blocked Attack is dodged None
7-9 below target Exceptional failure Attack is parried, target may counter attack with a special maneuver Attack is blocked, target may attempt disarm if in melee Attack is dodged None
10 or more below target Critical failure Attack is parried, target may counter attack with a special maneuver or take a single full action Attack is blocked, melee weapon might break, missile may ricochet Attack is dodged, missile may ricochet None
10 or more above target Critical success Critical hit Critical hit Critical hit +9/+9
7-9 above target Exceptional success Exceptional hit Exceptional hit Exceptional hit +6/+6
Tie Tie Grazing hit Grazing hit Grazing hit -3/-3
1-3 above target Normal success Normal hit Normal hit Normal hit None
4-6 above target Special success Special hit Special hit Special hit +3/+3

Damage and Toughness

When a hit is successful, the attacker rolls damage and the target rolls toughness (or defense). This defaults to a strength roll, but there may be bonuses if the target is wearing armor or the attacker using a weapon. Both roll stun and wound.

Stun is the effect of the attack on the target's ability to continue fighting. Wound is the physical damage done to the target.

Stun

The degree of success on a stun roll determines the level of disorientation or consciousness of the target.
Roll Description Effect
Attacker rolls below target's roll Failure No effect on target
Attacker and target tie Tie Target rolls -1 to their next action
1-3 above target Normal stun Target loses their next action
4-6 above target Special stun Target is stunned - they cannot act until they roll their WIL against the base stun score of the attack
7-9 above target Exceptional stun Target is knocked out - they will not wake up until intentionally awakened
10 or more above target Critical stun Target is knocked out and suffers permanent brain damage (-1 to AWA and -1 to WIL)
     
Wound

The degree of success on a stun roll determines the level of physical damage on the target.
Roll Description Effect Recovery
Attacker rolls below target's roll Failure The target is unharmed None needed
Attacker and target tie Flesh wound A superficial wound forms on the target Within a day or so
1-3 above target Normal wound Minor bleeding or bruising, -1 to all rolls during combat, -3 to all rolls outside of combat (except STR) Within a few days if attended to, within a week if not, roll against a 4 to resist infection if untended
4-6 above target Deep wound Moderate bleeding or bruising, -3 to all rolls during combat, -6 to all rolls outside of combat (except STR), target rolls STR against wound score-3 to see if a bone breaks Within a week if attended to, within a month if not, roll against a 10 to resist infection if untended, if a bone breaks, recovery times are tripled, permanent penalties if the broken bone is untended
7-9 above target Mortal wound Major bleeding or damage, -6 to all rolls in combat, -9 to all rolls outside of combat (except STR), target rolls STR against wound score to see if a bone breaks Within a month if tended to, no recovery if not tended to - character bleeds out within 5 minutes from external or internal injuries, if a bone breaks, recovery times are tripled, permanent penalties if the broken bone is untended
10 or more above target Critical wound Massive bleeding or damage, -9 to all rolls in combat, -12 to all rolls outside of combat (except STR), target definitely has a broken bone, target roll STR against wound score+3 to see if they lose a body part Within a year if tended to, no recovery if not tended to - character bleeds out within 3 minutes from external or internal injuries, missing body part cannot be healed mundanely, permanent penalty of -3 to relevant stat depending on lost body part, -6 if poorly tended
       

Doubles and Triples

If there are two exceptionals or two criticals in the hit, stun, and/or wound, it will create special conditions.
Hit Stun Wound Result Healing Difficulty
Lower Exceptional Exceptional Target suffers permanent bodily damage and cannot be awakened from unconsciousness until the next day Wound+3, Stun+3
Exceptional Exceptional Lower Target is in a coma and will not come out of the coma until they receive mundane or magical medical attention Stun+6 or 5d20+20 days
Exceptional Lower Exceptional Target loses a minor body part or breaks a major bone that will not heal right without mundane or magical medical attention Wound+6
Exceptional Exceptional Exceptional Target is medically dead and may only be recovered on a mundane or magical medical roll Stun or wound+12 OR 19, whichever is higher
Lower Exceptional Critical Target suffers permanent bodily damage and cannot be awakened from unconsciousness until the next day Wound+3, Stun+6
Lower Critical Exceptional Target suffers permanent bodily damage and cannot be awakened from unconsciousness until the next day Wound+6, Stun+3
Exceptional Lower Critical Target loses a minor body part or breaks a major bone that will not heal right without mundane or magical medical attention Wound+9
Exceptional Critical Lower Target is in a coma and will not come out of the coma until they receive mundane or magical medical attention Stun+9 or 5d100+200 days
Critical Exceptional Lower See exceptional stun Stun
Critical Lower Exceptional See exceptional wound Wound
Lower Critical Critical Target suffers permanent bodily damage and falls into a coma Wound+12, Stun+12 or 1d20 years
Critical Lower Critical Target loses a major body part that will not heal right without mundane or magical medical attention Wound+12
Critical Critical Lower Target is in a permanent coma and will not come out of it without mundane or magical medical attention Stun+12
Exceptional Exceptional Critical Target is medically dead and may only be recovered on a mundane or magical medical roll Wound+15 or 22, whichever is higher
Exceptional Critical Exceptional Target is medically dead and may only be recovered on a mundane or magical medical roll Stun+15 OR 22, whichever is higher
Critical Exceptional Exceptional Target suffers permanent bodily damage and cannot be awakened from unconsciousness until the next day Wound+6, Stun+6
Exceptional Critical Critical Target suffers permanent bodily damage and falls into a coma Wound+15, Stun+15 or 3d20 years
Critical Exceptional Critical Target is medically dead and may only be recovered on a mundane or magical medical roll Wound+18 or 25, whichever is higher
Critical Critical Exceptional Target is medically dead and may only be recovered on a mundane or magical medical roll Stun+18 or 25 whichever is higher or 5d20 years
Critical Critical Critical Target is dead beyond recovery N/A
         
Topic revision: r2 - 23 May 2026, SallyJaneBlack
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