Hurt characters heal once a week. A character with nothing but Flesh Wounds heals daily. Speed is used for initiative. Mind is used to keep from freaking out at bad moments. Some GMs might change the difficulty with the severity of the stress.
Soul has no specific task, but is used for mystic resistance and sensitivity.
If they succeed, they will deliver a wound, with the severity based on the level of success. A result five steps up is lethal. Remember to add a step for armored vicitms. Combat is an opposed roll, with both combatants rolling their combat skills and comparing the results. If the roll is a tie, nothing happens.