10 Steps of Combat Resolution
One - Declare Attack
The attacker chooses a valid target, describes the attack (for stunt bonus), and uses Charms as appropriate; attacker must declare if the attack is unblockable or undodgeable.
Two - Declare Defense
The defender chooses defense type, describes the defense (for stunt bonus) and uses defensive Charms as appropriate; defender must declare if a Charm offers "perfect" protection against the attack.
Three - Attack Roll
The attacker rolls their Accuracy pool, minus internal penalties, such as multiple action or wound penalties.
Four - Attack Reroll
If a reroll Charm is used by the attacker, apply its effects.
Five - Apply Penalties and Defenses
Remove external penalties, range penalties, and the target’s DV from the attack. Defender rolls stunt and other dice from Charms or powers and adds them to their DV.
If the attack roll results in no successes, the attack is defended or has missed. If the attack succeeds, note the extra successes.
Six - Defense Reroll
If the defender uses a reroll Charm, apply its effects.
Seven - Calculate Raw Damage
Add remaining successes to the base damage of the attack’s weapon. Announce the total.
Eight - Calculate Damage
If Raw Damage is less than the target’s Hardness, the attack causes no harm.
If Raw Damage is greater than the target’s Hardness, apply the target’s bashing, lethal, or aggravated soak, as appropriate. The resulting number is the damage pool--damage pools have a minimum (attacker’s Essence score).
Overwhelming weapons have a minimum damage and may substitute for attacker's Essence score, if higher.
Nine - Counterattack
If the defender uses a Charm or power that allows for a Counterattack, break from this attack and go through Steps 1–9 of the Counterattack, then resume for both in Step 10.
A Counterattack cannot be countered.
Ten - Apply Damage and Effects
Roll damage pool, apply effects, note health level damage and check defender for Stunning and Knockback.