Making An Attack

Attacks take the form of ranged attacks or melee attacks. A ranged attack uses a bow, gun, thrown weapon, or other form of ranged weapon. A melee attack is either unarmed (punches, kicks, claws, bites, and the like) or uses a melee weapon such as a sword or club.

Making An Attack

Spending attack dice is an important part of combat, and without it a character may find it difficult to do much damage. It is fundamental to the way that powerful or accurate attacks do a lot of damage or achieve special effects. The larger your dice pool, the more you have to spend on damage and effects. Follow this process:

1. Form your dice pool from attribute + skill + equipment up to your maximum dice pool.

2. Adjust the dice pool for positional factors (cover, range, etc.)

3. Choose how much of the dice pool to spend on damage and effects. Add any bonuses or costs from exploits.

4. You may add LUCK dice, which enables you to exceed your maximum dice pool. Spending on damage. 

Spending on effects. Your exploits tell you what effects you can spend attack dice on. You can spend dice on knockdowns, disarms, blinding attacks, trips, arm-locks, and many more effects.

Remember, the maximum dice pool limit applies to the initial attribute + skills + equipment dice pool. Positions, exploits, and LUC can all exceed that limit once it has been formed.

Attack Rolls

Attack rolls are attribute checks, and are made as follows:

Attack Options

When you make an attack, choose one of the following options as long as (a) it makes sense, and (b) the target is not immune to that condition or action. You cannot, for example, disarm a tiger, trip a snake, or grab a hologram.

Called Shots

Alternatively, you may pay 2d6 to make a Called Shot and if you also beat the target's VITAL DEFENSE you can apply one of the following effects. 

Damage

Damage is indicated as a dice range, and is deducted from the target's HEALTH.  SOAK reduces damage before it is applied to HEALTH.

Spending on damage. Everybody can spend attack dice on damage; this allows you to choose between easier, less damaging attacks or more difficult, more damaging attacks. Before making an attack roll, spend one die for each extra die of damage you wish to do. A base attack, with no dice spent on extra damage, will often be easy but have little effect.

SOAK

There are three types of SOAK: natural, armor, and special (which includes SOAK granted by magic). The different types of SOAK don’t stack with each other; you use the best available. For example, if you have 5 natural SOAK and 8 armor SOAK, you apply 8 SOAK any time you are struck by an arrow.

These types of SOAK interact differently with certain damage types. You always use the best which applies against the specific damage type involved.

In addition to most weapon damage, natural SOAK protects against falling, acid, and gas- and liquid-based damage. Armor SOAK, on the other hand, does not protect against falling, acid, or gas- or liquid-based damage.

Psychic/psionic damage is only SOAKed where specified.