This game, incontrast to most others, uses percentile dice to hit rather than a d20.
If the roll is less than the attack value of the attacker, then the attack
succeeds. If not, the attack fails. Even if the attacker's attack value
is greater than 90%, a 91 always fails. 1-9 are critical sucesses, inflicting double damage that is undodgable
and unparriable. 100 is a critical failure, inflicting the damage on the attacker.
Parry is a defensive manuver, a way to prevent taking damage. The parry
is successful if the defender rolls lower than their parry value on percentile dice. A critical
failure results in double damage to the defender. A critical success results in not only the block of
the attack, but also a free attack for the defender. You can only parry
once per turn.
Dodge is the last form of avoiding damage. Though it doesnt matter if the defender critically
succeeds on this, it does double damage to the defender if they critically
fail. The bonus about it is that the defender can do it an unlimited amount of times.
After attacking is resolved, damage is determined. Damage is pretty simple. Roll to
the dice. Reduce the defender's hit points by the die roll result.
The defender's counter to damage is defense, the absorbtion of damage
as the result of wearing protection of some sort. Simply reduce the damage dealt by the defensive roll result.
Alternatly, the GM can select to run it by degrees of damage, Grazing, Minor and Major. Basically grazing renders the
limb hampered at use. Minor makes the limb unusable, Major causes not only the limb to suffer but the entire body as well,
taking severe blood loss per turn. There is another step, called Critical, but you're pretty much dead if that happens to
you.