Attack Test
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
Damage Type | Damage Attribute | Reserve | Overflow |
Physical | Wounds | ||
Mental | Stress | ||
Spiritual | Fear |
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
Attribute Value | Damage 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
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
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 | ![]() |
![]() | Success | ![]() |
![]() | Strong Success | ![]() |
![]() | Great Success | ![]() |
![]() | Critical Success | Increase the success level by one degree. |
![]() | Failure | Your attack fails. |
![]() | Critical Failure | Your 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 Success | 1 damage prevented. |
![]() | Success | ![]() |
![]() | Strong Success | ![]() |
![]() | Great Success | ![]() |
![]() | Critical Success | All damage is prevented. |
![]() | Failure | No damage is prevented. |
![]() | Critical Failure | Damage 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