Meta Rolls (2d6) determine resolutions for most in-game actions—from combat and social interactions to searching or crafting—and can be boosted by character attributes and items. Outcome is determined by the result: success achieves the goal, mixed success yields a partial result with potential drawbacks, and failure or worse results in no progress and possible consequences. For example, finding a broom in a closet might require a general meta roll, while cleaning the closet may call for a 'cognition' roll to get it done thoroughly, or a 'physiology' roll for getting it done quickly.
Note: Unless otherwise stated, a stat boost duration is applied to the attribute rolled, or to the attribute related to an activated boon or bane. In some cases, a major fail also equals 1 roll, round, turn or quantity, at the GM’s discretion.
Refer to Wounds Inflicted when attacking, and Wounds Sustained when defending. The GM will typically ask for a physiology, safety, or cognition roll to block, dodge, or evade an attack.
The GM will determine additional wounds sustained from items or the environment.
Wounds can be healed by utilizing certain items.
A character is considered fallen when the threshold maximum is reached. (See Fallen)
AOE: Whenever an AOE attack is used, increase the wound output by one tier for whoever takes damage. 1 Wound becomes 2 Wounds. 1d6 Wounds becomes 2d6 Wounds. 2d6 Wounds becomes 3d6 Wounds.
Critical wounds can be inflicted by spending 1 drive point on an offensive action. A Superb roll inflicts 4d6 wound damage. A Success roll or less inflicts normal wounds, and the drive point is lost.