Attribute 1 + Attribute 2 + Attribute 3 + Technique Ranks + Group Ranks + Focus Ranks + Prowess
Each character must decide which two Attributes they wish to use for each specific weapon and they should be recorded or indicated on their sheet.
As a player, you should explain your characters fighting style. If he is a hard hitter and uses all his strength and body to hit normally, to then switch to hit a precise point and quickly, would be more difficult for them as opposed to a player whose main fighting style is precision and speed.
Every time an attack is made, a D60 is rolled to see where the Attack landed. This D60 can be modified based on your Advantages and Weapon selections.
If the Attacker is specific enough and the situation calls for it, they Arbiter can decide to allow the Attacker to roll a 1D16, to show some areas would be impossible to hit. See example below.
Physique + Resilience + Insight + Willpower + Prowess
Any non-damaging spell like ability that attacks the mind and body by domination effects, magical persuasion or suggestion, slows or impairing effects, uses this save to either reduce or nullify the effectiveness upon the target.
The total rolled by the caster is their Spellpower. You would then roll your Resistance Save, reducing or negating their Spellpower by your amount.
If a spell is still impacting you, you may also roll your Reaction and you get a roll against the enemies remaining Spellpower again.
Agility + Insight + Intellect + Dexterity + Dodge Ranks + Prowess
The best of the Physical defenses, this allows you to move ½ of your original Walking speed but suffer a +1 second to your Initiative. Your roll reduces their Attack roll. While you can Evade at anytime, typically this is used for the purposes of getting out of an area or diving behind cover.
Agility + Dexterity + (Willpower or Insight) / 2 + Dodge Ranks + Prowess
When using this defense, you stay occupying the same spot, allowing you to reduce the opponent's Attack roll without sacrificing an increase in your Initiative like Evade.
½ Agility + ½ Dexterity + Dodge Ranks + Prowess
The worst of the Physical Defenses, you must use this if your opponent is behind you or you do not see the attacker or the attack.
If your ½ Agility or ½ Dexterity puts you at a 3, then you receive the penalty of that Attribute. So, by the same measure, you will not get an Advantage, Specialization or Proficiency bonus unless you had a 14 in one of those two Attributes, as half of 14 is 7, giving you your first Expertise in that Attribute.
Ingested = Physique + Resilience + Fortitude
Neuro-toxin = Strength + Physique + Resilience
Any digestive or poisonous substance that is used against you, uses this save and additional saves are granted depending on the
level of the toxin.
The Attacker keeps record of his Attack Roll. If he beats his opponents Defense roll, then the difference between the two is the Event Chart that the Attacker will roll for damage.
Your weapon has a bonus Damage Dice and Increment. When you successfully hit, you get your weapons Damage Dice bonus. Every time you roll past your weapons Increment on the Event Chart, you also get an additional +1 Damage Die.
After the Damage roll is calculated, the victim’s Damage Resistance will then decrease the total damage and give how much actual damage the defender receives.
The Damage Increment is used as a means of showing that the better your Attack, the more Damage Dice you receive. Every time you surpass your Weapon Increment, you receive +1 Damage Die to your roll.
Your Strength and Agility reduce the Damage Increment, as a percentage, of every weapon you use in Melee or Thrown.
Character’s have an option to wear Armor and/or use Spells to grant Damage Reduction. Once an Attack is made and determined that it hit, the attacker then rolls their damage and announces that number to the defender hit. The defender, if armor or spells are granting Damage Resistance, reduces the Attacker’s damage by the Damage Resistance number.
An Attacker uses a mace to attack another entity using a staff. The Mace Attack rolls a 98 to Hit, the Staff Defender rolls a 54 to Defend. The Attack takes the difference of 44 (98 - 54 = 44) and this gives the Mace Attack a Damage Event roll of 44.
The Attacker rolls Event 44 with all appropriate bonuses and ends with a result of 112. On the Hit Chart he rolls a 7 which is the Right Elbow. The Defender is wearing Chain with a Damage Resistance of 34. He takes the 112 dealt Damage and subtracts 34 from it giving a total of 78 total Blunt damage dealt.
The damage would be logged, and Injury Reduction would be checked to see how many, if any, injuries were inflicted.