Sustaining damage from hazards and attacks is part of any RPG. You’ll be hit by arrows, knock your head, sustain sword cuts, or drop items when exhausted. However your gear can help you mitigate the damage you take, by shielding you and taking the damage in your place.
Attack Roll
Roll a d20 + skill modifier against the Armor Class (AC) of the target, to see if the attack hits.
If the result is equal or above the AC of the target, the attack succesfully hits, roll for damage.
Usually the skill modifier to use is either: Force, Agility depending on the type of weapon, or Arcane if you cast a spell that requires a roll to hit.
- If the attacker rolls a natural 20 on the attack roll, then it is considered a critical success, the attack will hit even if the total attack roll is less than the target’s AC, also the total result of the Damage Roll will be doubled.
- If the attacker rolls a natural 1 on the attack roll, then it is considered a critical failure, and the attacker will always miss, no matter how high of an attack bonus he/she has.
Your GM might also add a malus, like your weapon hits the ground and it recives 1 damage (see Equiped Gears’s Health), or others. However most of the time a critical failure just means that the attack misses.
Damage Roll
Each attack has its own rules for how to calculate damage, and additional effects to take track of. The most common way to deal damage is to throw a single damage dice, for example if you hit an enemy with a dagger you deal 1d4 damages.
Taking Damage
If you are succesfully hit, you need to take damage. discard from your State Deck (to your Discard Pile) a total value of Health Cards equal or greater than the damage the enemy has dealt.
An enemy has hit you, describe how it has hit you, and remove your cards accordingly.
The enemy has dealt 6 damage, you have in your deck:
• 2 x Helmet Health (3)
• 1 x Lower Armor Health (1)
• 2 x Character’s Health (2)
You describe how the blade of the enemy has crossed over all your body, most of the damage was blocked by your armor however the blade has menage to leave a mark on the unshielded parts of your body, you discard the following cards:
• 1 x Helmet Health (3)
• 1 x Lower Armor Health (1)
• 1 x Character’s Health (2)
For a total of 6 damage taken.
Aimed or Precise Attacks:
You can try to aim at a particular body part, and depending on the enemy you are facing and the situation you’re in, you’ll get a certain malus to your Attack Roll, but you’ll probably gain a certain bonus and/or additional effect to your Damage Roll.
Also when succesfully hit in a specific part of your body you cannot choose how the damage gets distributed.
Here you can find the “defaults”.
Remember that the GM has the final say on what are the bonus, malus and additional effects that a particular attack will cause (if any), also the GM might decide that an attack even if it is not aimed could cause additional effects:
- Aim for the head:
You get a-8
to the Attack Roll.
If you succesfully hit, then only the target’s Helmet Gear’s Health Cards can help prevent this damage, if the target’s Helmet does not have any more Health, then it must discard its Character’s Health Card instead, if at least 1 Character’s Health card is discarded, then it is considered a flesh wound and the target is stunned for 1 round. - Aim for the chest:
You get a-5
to the Attack Roll.
If you succesfully hit, only the target’s Upper Armor Gear’s Health Cards can help prevent this damage. - Aim for the legs:
You get a-7
to the Attack Roll.
If you succesfully hit, only the target’s Lower Armor Gear’s Health Cards can help prevent or reduce this damage.
Also if the attack causes a flesh wound, the target’s movement speed is reduced by 3 m. - Aim for a specific piece of Gear:
You get a-15
to the Attack Roll.
If you succesfully hit, the target can prevent or reduce this damage only with that particular Gear Health Cards.
Also if that Gear reaches 0 Health it is destroyed. - Aim between the cracks of the armor:
You get a-10
to the Attack Roll.
If you succesfully hit, the target cannot prevent or reduce this damage with Gear Health Cards.