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DEFENSE TOTAL
Quickness + Combat Ability + Weapon Defense Modifier + Stress Die
DAMAGE TOTAL
Strength + Weapon Damage Modifier + Attack Advantage
SOAK TOTAL
Stamina + Armor Soak Bonus
ATTACK ADVANTAGE
Attacker’s Attack Total – Defender's Defense Total
RECOVERY TOTAL
Stamina + Medic's Chirurgy or Medicine score+ Magical Aid + Stress Die
NON-COMBAT DAMAGE TOTAL
Damage Bonus + Stress Die
NON-COMBAT SOAK TOTAL
Soak Total + Stress Die
COMBAT SEQUENCE
I. Roll initiative and calculate initiative order.
II. Party with highest initiative attacks.
a. Attacker rolls and generates an Attack Total.
b. Defender rolls and generates a Defense Total.
c. Calculate Attack Advantage: Attack Total – Defense Total.
d. If Attack Advantage is 0 or less, the attack missed. Move on to step 3.
If it is 1 or greater, calculate Damage Total.
e. Calculate damage taken by defender.
III. Repeat attack sequence (II. a. – e.) for party with next highest initiative.
Once all parties have acted once, return to step II. Note that initiative is not re-rolled.
ARMOR
| Partial Armor | Full Armor | ||||
| Material | Protection | Load | Protection | Load | Cost |
|---|---|---|---|---|---|
| Quilted or fur | 1 | 2 | n/a | n/a | Inexpensive |
| Heavy leather | 2 | 3 | n/a | n/a | Inexpensive |
| Metal reinforced leather | 2 | 2 | 4 | 4 | Standard |
| Leather scale | 3 | 3 | 5 | 5 | Standard |
| Metal scale | 4 | 4 | 7 | 7 | Standard |
| Chain mail | 6 | 4 | 9 | 6 | Expensive |