Effect Dice

In some situations the outcome of a Conflict Action might be too much or too little to determine the resulting fiction. For the most common situations - Harm and Resolve - characters have an additional rating system to keep track of how injured they are and how close they are to giving in.

Effect Dice

The Dice rolled to mark the effect of an attack are called Effect Dice.

When an attack is made against you, you can roll to Soak the results that the Effect Dice would cause. The GM will tell you what Stat to roll and if you have any Skillsets or Specialties that apply, roll those, too. You cannot Stunt a Soak roll, but you can Stunt an Action to Take The Damage Head On as a Reaction to the Attack - in this case you can roll over Extra Hits into your Soak Roll.

Physical effects are called "Harm." All other effects are called "Resolve." Harm is separated into Damage Boxes and Wounds, Resolve is separated into Stress Boxes and Trauma. Trauma and Wounds are referred to collectively as "Conditions" - meaning things that should reflect how you role-play your character.


Harm is the measure of physical effects from pain, injury and sickness

Harm is a measure of how cinematically beat up and wounded your character has become through the course of their adventures. It would be pretty abrupt and brutal if every action an enemy took could result in instantly killing or maiming the protagonists. So this is, to some extent, an abstraction of the 'damage' a character can take. It guarantees the player will at least get to do a few things before their character is out of the action.

By default no player character can die in this game without putting that on the line themselves. You can always say your character gives up or falls unconscious - you can, at any point, collaborate about your character's fate with your GM.

Damage Boxes

Damage Boxes are a measure of the look and effect of generic damage from battle. There are two sets of Damage Boxes.

The first is Temporary Damage - Temp Damage is any hurt brought to bear against your character that would be cinematically appropriate for you to basically ignore. Temp Damage is mostly a marker for how ragged or harried your character looks.

The second is Critical Damage - Crit Damage happens when the attack against your character was something frightful or significant. Crit Damage marks your character's suffering, and cannot be ignored.

The difference between Temp and Crit damage is entirely subjective and based on the collaboration of the GM and Player. Getting slammed into the wall with a Force push might be Temp damage if the attacker is fleeing in a panic and lashing out quickly to brush their opponent aside. It might be Crit Damage, however, if the attacker is focused and enraged and mustering all their hatred to plant their opponent into the earth. How you describe your actions, and how the story feels are what determine the difference between Temp and Crit.


Wounds are significant, defined injuries that take time and effort to overcome. Damage Boxes can be cleared with rest and a good stretch. Even Critical Damage can be undone with most in-fiction means. But a Wound is something significant to the character and their story. To deal with a Wound the character must play out a scene that addresses the harm done.

Taking Damage and Wounds

When an attack is successful, the attacker will roll their Damage Die Pool and person getting hit will roll a Soak Roll.

The Formula
Damage: Damage of Weapon (+ Stat)
Soak: Stat + Skillset + Specialty (+ Extra Hits)

If the Soak Roll has equal or more Hits than the Damage Roll, there is no Harm done - unless the weapon has rules that state otherwise.

If the Damage Roll has more Hits than the Soak Roll, the person being attacked takes one Damage Box per Hit.

Marking Damage
As you mark Damage to a character start at the Top of their Damage Boxes, and make a single slash for a Hit, going down. If you go past 5 Boxes, start again at the top, making an X out of each Slash for every Hit. If you X out all of your Temporary Damage Boxes, start marking Critical Damage Boxes. If you X out all of your Critical Damage you are knocked out of the conflict.

Marking Wounds
Once you take X marks in Critical Damage you can trade them in for Wounds and erase them all. This does not mean your damage disappears, it means the attack just made against you has serious, obvious long-lasting Harm that is worse than just Critical Damage.

You can only take 3 Wounds total. The first Wound erases all X marks. The second erases 3 X marks. The third erases one X mark.

Your First Wound is intense and lasts the rest of the scene, but can be dealt with afterwards.
Your Second Wound is ongoing and lasts the rest of the session before it heals.
Your Third Wound is overwhelming and lasts until you can do something about it within the fiction to fix the lasting effects.


Your resolve marks your ability to withstand mental and emotional effects.

Resolve is the measure of how much your character can endure emotional or mental stress before they react or succumb to the negative effects. When an enemy makes an attack on your Resolve they're trying to get you to do something. Dealing with that attack causes Stress, but that Stress can lead to emotional wounds called Trauma.

The result is the same as physical Harm, but measures social or intellectual attacks. When someone threatens, tempts or mocks you it can result in Stress. If a situation becomes dangerous and the threats against you become rushed, maddening or frustrating that, too, can cause Stress.

When you take emotional wounds they function as emotional or mental conditions: Trauma - these are effects that a character suffers based on collaboration between the GM and the Player. A player and GM must agree upon the Trauma they take, and on what that Trauma means, how it will impact the character and alter how they are played.

Taking Stress and Conditions

When an attack is aimed at your emotional state, or is an attempt to elicit a reaction or action out of you, you can roll to resist.

The Formula
Impact: Stat + Skillset + Specialties
Soak: Stat + Skillset + Specialties

Stress is marked just like Damage - starting at the top with Slash marks, and going down creating X marks. If you reach all X marks you are no longer capable of resisting and must take a Trauma or succumb to the Stress in a way that is negotiated by you and your GM. If you have 3 Traumatic Conditions you cannot continue to resist, and the effects of the Trauma break you.

You can only take 3 Traumatic Conditions total. The first erases all X marks. The second erases 3 X marks. The third erases one X mark.

Trauma and Healing
Your First Trauma is sudden and lasts until you can shake it off.
Your Second Trauma is ongoing and lasts the rest of the scene before it you can shake it off.
Your Third Trauma is profound and lasts until you can do something about it within the fiction to fix the lasting effects.

**Wolfstar World Cheat Sheet*



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