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Playing out Attacks

  • Attacking and Defending

    After an attack is declared, the defender must choose how they defend. Possible means depends on what kind of weapon the attacker is using, and what kind of weapon the defender is using. Please use the chart below to find which method is possible, and the flow of events.
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    Damage 

    Damage is 1 point per success.  After hitting a target with an attack, determine the number of successes. On a typical attack, each of your dice that rolls higher than the target’s highest die is a success.

    Example
    For example, if you rolled 7, 6, 4 … and your target rolled 5, 3, 1 … then you have two dice (7 and 6) higher than your target’s single highest (5), so you have two successes. That’s two points of Damage.
    For determining Damage, only dice that beat the target counts. For example, if you rolled 7, 5, 4 and your opponent rolled 5, 3, 1 … then you’d only have one point of Damage.


    A few weapons are more efficient. A Slaying attack gains +2 damage per success – twice was much! A Critical attack gains an extra +1 damage for every two full successes. (So that’s +1 Damage for one success, +3 for two successes, +4 for three successes, +6 for four successes, etc.)

    Add your weapon's damage bonus 

    Almost every weapon has a Damage bonus, listed as “Damage +2”. After counting the successes, add the weapon’s bonus.


    Targets resist Damage with Soak Dice vs. 3 

    When a target suffers Damage, they must roll their Soak Dice. Every target may roll their Body Dice as their base Soak Dice. The Gift of Resolve lets you include your Will Dice as extra Soak Dice. Most folks who expect trouble will wear armor, which gives them Armor Dice, which can be used as bonus Soak Dice. After being hit with an attack, roll all your Soak Dice. Each die that comes up 4 or better Soaks one point of damage. If you roll all 1s, then you Botch, and you suffer +1 Damage!
  • Effects of Damage

    - Any successful hit sends the target Reeling (concealment penalty d8 to defense, must Recover ) Even if an attack fails to cause any Damage – say, because the target Soaked every point successfully – the target will still be sent Reeling. Reeling targets are confused and off-balance. Other combatants can claim a bonus d8 to hit them, and they cannot Counter, only Parry or Dodge. Reeling can be cured by being Rallied or with the “Recover” action.
    - 1 point of damage = Target is Hurt (+1 on future Damage) A Hurt target is scratched, beat up, and sore. On all future Damage results, a Hurt target suffers +1 Damage. Hurt can be cured with five minutes’ worth of first aid, or by a common healing spell.
    - 2 points of damage = Target is Hurt and Afraid (Cannot Attack) An Afraid target has been beaten so hard, they are losing the will to fight. Afraid targets may not take the “Attack” action. They may still defend normally – and yes, they may still Counter. Afraid can be cured if someone else Rallies you, or if you can end the round out of line of sight by all hostiles.
    - 3 points of damage = Target is Hurt, Afraid, and Injured (+1 on future Damage) Like Hurt, being Injured makes you suffer +1 Damage. It stacks with Hurt, so now you suffer +2 damage. Curing the Injured status is a lot harder than curing Hurt, and it often won’t happen during the fight.
    - 4 points of damage = Target is Hurt, Afraid, Injured, and Dying (helpless, needs first aid) Dying targets are out of the fight. Unless they can get some help, they are in danger of losing their life. Dying can be cured by first aid.
    - 5 points of damage = Target becomes Dead Dead combatants are out of the fight. Only powerful magic can revive the dead, and it’s not without consequences.
    - 6 or more points of damage = Target is Overkilled (allies become Afraid) The stuff of nightmares, the Players and the Game Host are encouraged to come up with graphic descriptions of this result. Overkilling is so gruesome, all of the target’s allies Near the target (within 4 paces) become Afraid.