[h2][u][b]Rolls, Tests and Saves[/b][/u][/h2] [b]Attack Roll:[/b] Power + 1d6(whatever the dice formula stated on the attack) minus opponents toughness. (Will always do at least 1 if lands) [b]Grapple Attempt Roll:[/b] 2d6 + Technique vs Opponent's 2d6 + Strength [b]Grapple Attack Roll:[/b] Power + 1/2Strength + Attack Formula Minus toughness. [b]Counter Roll:[/b] 1/2 speed and 1/2 technique (rounded up) needs to be higher than 2D6 roll. [b]Block Roll:[/b] Technique minus 1d8 (1d10 if hands are injured) to see how much points are reduced. [b]Consecutive block difficulty..[/b] Roll a die with a value of 1 (+1 for every attack ) at the end of string to see if guard gets broken. Must be lower than toughness. [b]Throw Roll:[/b] Same as attack roll but strength is used instead of power plus 1/2 of technique rounded up. [b]Hold Success Roll[/b] Strength and Technique + 2d6 vs opponents same roll. Every turn -2 from attacker. [b]Step-in or Step out Success Roll[/b] Speed needs to be greater than 1d10 [b]Taunt success[/b] 1d10 + charisma vs opponents 1d10 + charisma. [b]Escape! Success[/b] Speed + Charisma vs 1d10 and 1d6 (charisma then takes a -2 penalty afterwards. [b]Grapple Reversal[/b] Speed + Technique + 1d4 Vs opponents Speed and Technique + 1d6 [b]Grappling for position [/b]1/2 Speed + Strength + Technique + 1d6 vs Same.