Damage

Soak

When damage is taken, the defender must roll their soak rolls. This can be modified by the GM depending on the context of the damage – for instance most physical damage will permit an armour soak in addition to the natural soak of the characters.

The value rolled is compared to the damage roll of the attacker. Should the soak be greater than or equal to the damage roll, no wounds are suffered. For each multiple that the damage roll is above the soak roll, one wound level is taken.

Some examples:

  • The attacker rolls a damage score of 13. The soak roll of the defender is 15. No wound is taken.
  • The attacker rolls a damage score of 16. The soak roll of the defender is 15. One wound is taken.
  • The attacker rolls a damage score of 22. The soak roll of the defender is 7. Three wounds are taken.

Wounds

There is no penalty to skills while a character is wounded. So long as the wounds remain above 0. Characters whose wounds drop to 0 or less are incapacitated. They are in danger of dying unless they can be healed quickly. In addition, a Resist Shock roll is required. This is against a difficulty of 5 when wounds are at 0; difficutly 10 when wounds are at -1; difficulty 15 when wounds are at -2 and so on. A failure in this roll leaves the character permanently marked from their ordeal. This is open to suggestions between the player and the GM. It can be a reduction on an attribute or skills, a change in personality, a new flaw. Essentially whatever suits the campaign and story.

Wounds may be treated immediately after they are inflicted, i.e. at the end of the encounter. This can be done with the first aid skill or through magical means.

Damage

The Eye of the Dragon davew