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(+7)

When you fight, use the rules for doing something risky (2d6+stat). On a 10+, you deal damage. On a 7-9, you trade hits with your foe. On a 6-, you get hit.

(That's one way to interpret the roll. It's not totally set in stone and is flexible by design. Let the situation guide your judgment calls.)

Your armor value subtracts from damage you take.

(+1)

Thanks for the swift reply!