A character’s standard Defense is 1. A character can defend to increase the Difficulty an attack must overcome to successfully hit its target. In response to an attack, the player may reflexively roll the highest of her Resilience Attributes without any Skills. Apply the successes on this roll to generate Defensive Stunts. Defensive Stunts persist until the end of the round. Penalties to Defense from sources such as Injury Conditions can never bring the character’s Defense below 1.

A character may want to spend her action in the round to take a Full Defense. To do this, roll double the character’s Defense pool. Each success increases the Difficulty required to inflict Injury (effectively providing soft armor — see below), or may be split among other Defensive Stunts (including any Defensive Stunts granted by Knacks or other powers). This is a simple action, and may not be part of a mixed action.


Defensive Stunts

Defend: Unlike most Stunts, Defend generates successes, which an opponent must overcome in order to inflict an Injury. If this roll generates no successes, use the standard Defense.

Dive to Cover (Difficulty 1): In response to a ranged attack, you move up to one range band away to reach cover established in the Field. Cover utilized by this stunt absorbs Injuries as hard armor (p. 125).

Roll Away (Difficulty equal to opponent’s Composure): Move away from the attacker one range band.

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