kelbar wrote:Attack check is. D20+ core stat/power level. Vs Def check
The ability used is either Fighting or Dexterity. There's also the Close Combat and Ranged Combat skills (which apply to specific attack modes).
kelbar wrote:Def check is. 10 +def class vs attack check.
Correct. The defense is Parry or Dodge, based on the Fighting or Agility abilities. So:
Melee combat: d20+Fighting vs 10+Parry
Ranged combat: d20+Dexterity vs 10+Dodge.
kelbar wrote:And this one I still not sure on.
Resistance check is 10/15 + toughness/Will/Fortitude vs 10 + damage rank. (light pistol dose 3 +10)
Have I got this rigth?
No. Damage is d20+Toughness rank vs. 15+Damage rank.
So the light pistol has a Damage DC of 18.
All other effects are d20+Resistance rank vs. 10+Effect rank.
Also remember: the offender rolls to attack, the defender rolls to resist.
kelbar wrote:And damage is 4 levels damage from fit to dead.
Basically yes. You can be injured, dazed, staggered, or incapacitated by damage depending on degree of failure. (Injured is shorthand for the cumulative "-1 circumstance penalty to further resistance checks against damage".) If incapacitated any further damage causes you to shift to dying, and if dying further damage causes death.
Next up: Recovery. You recover from one damage condition per minute of rest, starting from the worst to least serious. Dying characters must make a Fortitude check (DC 15) immediately and each round thereafter to stabilize or die (with two degrees of success required to stabilize, but a
total of three degrees of failure causes death; as per page 19, the Dying condition).