The game doesn't concern itself with that (or even what gear does outside of tags). You could (if you wanted) have tags on gear be ones you can cross off when you suffer a setback, after which the gear would be destroyed (if it was out of tags). If I ever do an appendix, maybe I'll include this idea.
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A short supplement adding firearms, two new backgrounds, and more to Sacrifice!
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Ok, so to lay it out:
If you want to attack, you roll d20+Body (Value)+Violence(die)+Weapon(die).
You would sum it all up. If the result was higher than your body difficulty, you are successful and deal 1 wound.
I can see where Armor for enemies is unclear (as you'd not want to add the enemy's armor die to the total you rolled. I got a wire crossed somewhere. I'll take a look and clarify in the next updated revision (aiming for this weekend).
To avoid harm, you would roll d20+Body(Value)+Dodging(die) vs Difficulty 17. If you fail, you then roll the armor die. You then get hurt.





