Hits

(Normal) Hits

  1. Roll attacks (if applicable).
  2. Roll Defense for each Hit (not for each wound).
  3. Reroll Defense if allowed. May use Grit.
  4. Last chance for instant healing such as bandages.
  5. Take the indicated damage. If not stated on the enemy or effect, 1 Wound per Hit.
  6. Roll Armor for each Wound (if available).
  7. Reroll Armor if allowed. May use Grit.

Horror Hits

  1. Roll attacks (if applicable).
  2. Roll Willpower for each Hit (not for each wound).
  3. Reroll Willpower if allowed. May use Grit.
  4. Last chance for instant healing such as whiskey/sake.
  5. Take the indicated sanity damage. If not stated on the enemy or effect, 1 Sanity Damage per Hit.
  6. Roll Spirit Armor (if available) for each Sanity Damage.
  7. Reroll Spirit Armor if allowed. May use Grit.

Corruption Hits

  1. Roll attacks (if applicable).
  2. Roll Willpower for each Hit (not for each wound).
  3. Reroll Willpower if allowed. May use Grit.
  4. Last chance for instant healing such as whiskey/sake.
  5. Take the indicated corruption points. If not stated on the enemy or effect, 1 corruption per hit.

Corruption Resistance

Corruption Resistance starts at 5. When you equal your Corruption Resistance, you take a mutation.

Old terminology: Your Max Corruption or Corruption Limit is 4. When you exceed your Max Corruption, you take a mutation.