Defending


Players defending:

flowchart LR start{Have\nMomentum?} start -- Spend 1 Momentum --> block["Block"] start -- Spend 1 Momentum --> dodge["Dodge"] start -- Spend 1 Momentum --> parry["Parry"] start -- no --> wearArmor{"Wearing\nArmor?"} wearArmor -- no --> fulldmg{{"Take Full\nDamage"}} wearArmor -- yes --> rollArmor[["Roll Armor Use\nvs.\nStrike Value"]] rollArmor -- Roll Higher --> soakArmor{{"Soak AR\nfrom SV"}} rollArmor -- Roll Lower --> fulldmg parry --> rollParry[["Roll\nWeapons Use\nvs.\nStrike Value"]] block --> rollBlock[["Roll\nShield Use\nvs.\nStrike Value"]] dodge --> rollDodge[["Roll\nManeuvers\nvs.\nStrike Value"]] rollParry -- Roll Lower --> fulldmg rollParry -- Roll Higher --> noDmg{{"No Damage"}} rollBlock -- Roll Lower --> fulldmg rollBlock -- Roll Higher --> noDmg{{"No Damage"}} rollDodge -- Roll Lower --> fulldmg rollDodge -- Roll Higher --> noDmg{{"No Damage"}}
  • When attacked, player chooses their defense mechanism:
    • If a player has Momentum left, they can roll an active defense:
      • Parry: requires a non-light Weapon; roll Weapon Use against SV
        • Botch breaks the weapon (depending on quality)
        • Success avoids all damage (and effects which rely on a successful attack).
        • Triumph additionally allows immediate free attack (riposte)
      • Dodge: requires a free open space adjacent; roll Maneuver against SV
        • Botch applies a Wound and drops the player Prone
        • Success avoids all damage (and effects which rely on a successful attack).
        • Triumph additionally restores one Momentum immediately
      • Block: requires a shield; roll Shield Use against SV
        • Botch breaks the shield (depending on quality)
        • Success avoids all damage (and effects which rely on a successful attack).
        • Triumph additionally applies the STUNNED condition, removing all remaining enemy Momentum.
    • If they have no Momentum left, they can roll their passive defense:
      • Deflect: requires Armor roll Armor Use against SV
        • Botch breaks the armor for the rest of the combat
        • Success provides Soak at the armor’s AR
        • Triumph absorbs all damage

NPCs defending

Most minions don’t get active defenses, in order to speed through combat without too much delay:

ENEMY TIER PASSIVE DEFENSES ACTIVE DEFENSES BODY
MINION Defense Rating - 1
THUG Defense Rating, Health - Pool
RIVAL Defense Rating, Health, Armor All Pool x2
NEMESIS Defense Rating, Health, Armor, Resistances All Pools + Phases
  • MINION tier enemies have only Armor Rating, which Players must roll over in order to achieve a success. Minons have no health to speak of and will die in one hit.
  • THUG tier enemies have Armor Rating, Soak, and Body. Players must roll over AR for successes, and damage to Body will be reduced by Soak. Once Body reaches zero, the THUG dies.