The rough draft was a little far afield of the core ICRPG mechanics; it works great as a direct port, but it’s not ICRPG.
So, take 2:
- When you take stress, roll vs WIS (base difficulty 12)
- if you fail, you take all stress inflicted by the attack.
- If you succeed, roll d10 effort. Final “stress damage” is attack – effort.
Loot and other factors may protect against stress, offering a higher effort die.
The 0-100/101-200 scale and rules remain the same as before.
I think that fixes the basic mechanic to be closer to ICRPG than before, while retaining the same kind of “attack/resist” system.