Attack Test

Attack Test

Attack Tests are opposed tests where one side tries to inflict Damage on the other side. An Attack Test involves an Attacker and a Defender.

First, the Attacker rolls a Complex Test using the indicated attacker skill. This is called an Attack Roll. If the Attack Roll is a failure, the attack has missed its target and the action ends. If the Attack Roll is successful, the success level determines the amount of damage the attack inflicts upon the Defender (see table below).

Any damage bonuses or penalties are then added to the damage value. A character adds a Attribute Damage Modifier, a damage bonus or penalty, based on the type of attack and the type of damage they are attempting to inflict. For instance, characters receive a bonus (or penalty) on Physical damage based on their Strength attribute when making attacks unarmed or with melee weapons using the Strike action. However, characters do not include an attribute damage modifier to attacks with ranged weapons using the Fire action.

Damage TypeDamage AttributeReserveOverflow
PhysicalSTRStaminaWounds
MentalINTFocusStress
SpiritualCHACourageFear

The character might also add any item bonuses to damage, such as from a weapon for Physical damage. Once the damage bonuses and penalties are included, the total is called the Potential Damage.

Attribute ValueDamage Modifier
4-2
5 – 6-1
7 – 9+0
10 – 11+1
12+2

Next, the Defender rolls a Complex Test using one of the indicated defender Resistances or Skills. This is called a Defense Roll. If the result of the Defense Roll is a failure, the potential damage is unchanged. If the result of the Defense Roll is a success, the level of the success determines the amount of damage that is subtracted from the potential damage (see table below).This value is called the Final Damage.

If the Defender happens to roll a Critical Success (matching the Target Number exactly) on the Defense Roll, the final damage equals zero (0).

The Defender then receives the final damage. This damage is applied to the listed Reserve by reducing the Defender’s current value of that Reserve by the amount of damage received. Reserve values cannot go below 0. Any additional damage is applied as Wounds, Stress, or Fear. See the next chapter for more information about what happens when a Reserve falls to 0.

Attack Roll: The Attacker rolls an  Attack Roll, using their Target Number. If successful, they roll damage based on the success level.  This result is combined with any damage bonuses or penalties, this is the amount of potential damage.

Attack Roll Results

Weak Success  1d3 damage + modifiers
Success  1d6 damage + modifiers
Strong Success  2d6 damage + modifiers
Great Success  3d6 damage + modifiers
Critical SuccessIncrease the success level by one degree.
FailureYour attack fails.
Critical FailureYour attack fails, and you take 1 Mental damage.

Defense Roll: The Defender rolls a  Defense Roll. If successful, they reduce the potential damage by the result.

Defense Roll Results

Weak Success1 damage prevented.
Success  1d3 damage prevented.
Strong Success  1d6 damage prevented.
Great Success  2d6 damage prevented.
Critical SuccessAll damage is prevented.
FailureNo damage is prevented.
Critical FailureDamage is increased by +1.

The Defender then receives any remaining damage by reducing the current value of the associated Reserve on a one-for-one basis. Any overflow (after the Reserve is at 0) is applied as Wounds, Stress, or Fear.

Example: The warrior Thorfinn, a PC, takes the Strike action to attack a bandit with his greataxe. Thorfinn rolls his Attack Roll, using his Fighting skill. He has a Rank of 13, so his Target Number is 13.  He rolls his Attack Roll and rolls a 5 on the d20, a success! He rolls 1d6 and gets a 4. His potential damage is now 4, plus 1 from his high STR attribute, plus 1 from his greataxe’s damage bonus, for a total of 6 potential damage. The bandit chooses to dodge the attack with their Reflexes for their Defense Roll. The GM gets lucky and rolls a 2 on the d20 for the bandit, compared to the bandit’s Reflexes Rank of 9, a weak success! This reduces the final damage from 6 to 5. The bandit takes 5 Physical damage and thus reduces their current Stamina by 5 points.