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Attack

1 APAction Point CombatAction Points (AP) are the resource you spend to use Actions when your Game Manager tracks Rounds. (or by SpellSpell RuleSpells are supernatural recipes that create Effects through magic, psionics, or any force beyond the mundane.)

Action

Part of Action

Attack is the ActionAction RuleActions are structured ways to act when your Game Manager tracks Rounds. you use to strike at a foe.

Core Rule—Attack

  • Use a WeaponWeapon Item · Weapon · Tier 1Weapons are Objects you use to Attack. or SpellSpell RuleSpells are supernatural recipes that create Effects through magic, psionics, or any force beyond the mundane. to make a CheckCheck TestChecks are Tests your Game Manager calls for when you take proactive, deliberate actions to accomplish something. to hit your TargetTarget TargetTargets are anything that Effects can affect, interact with, or influence..
  • Each Attack after your first on your TurnTurn CombatTurns are the part of each Round when you get your chance to act. gains MisfortuneMisfortune TestMisfortune is a Modifier that your Game Manager imposes when circumstances work against you..
TriggerTrigger StatTriggers are the events or circumstances that cause Effects to occur.
On UseOn Use StatOn Use is a Trigger for Effects that happen when you use them.
OriginOrigin StatOrigins are the points where Effects are created.
SelfSelf Range RangeSelf Range is a Range for Effects that can Originate within and affect only you.
ReachReach StatReach is the Range an Effect extends from its Origin.
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TargetTarget TargetTargets are anything that Effects can affect, interact with, or influence.
1 CreatureCreature TargetCreatures are animate Targets, distinct from inanimate Objects. or ObjectObject TargetObjects are inanimate, discrete physical Targets you can manipulate. (or by SpellSpell RuleSpells are supernatural recipes that create Effects through magic, psionics, or any force beyond the mundane.)
DurationDuration StatDurations are the lengths of time Effects last.
InstantInstant StatInstant is a Duration for Effects that resolve the moment they happen and don’t last.

TestTest TestTests are die rolls that resolve actions with meaningful and uncertain outcomes. CheckCheck TestChecks are Tests your Game Manager calls for when you take proactive, deliberate actions to accomplish something.

SuccessSuccess TestSuccess is a Test Result that means you achieve your goal.
Deal the listed DamageDamage HealthDamage is harm that reduces your Hit Points., plus:
  • BodyBody TraitBody is a Trait that measures your physical durability, stamina, and resilience. for MeleeMelee FeatureMelee is a Feature of items built for close combat. WeaponsWeapon Item · Weapon · Tier 1Weapons are Objects you use to Attack. or those with PropulsivePropulsive FeaturePropulsive is a Feature of items that turn your strength into extra force.
  • MindMind TraitMind is a Trait that measures your applied knowledge, understanding, and perception. for RangedRanged FeatureRanged is a Feature of items built to strike from a distance. and ThrownThrown FeatureThrown is a Feature of items built to be hurled at Targets. WeaponsWeapon Item · Weapon · Tier 1Weapons are Objects you use to Attack. or those with FinesseFinesse FeatureFinesse is a Feature of items that reward precision as much as strength.
  • SoulSoul TraitSoul is a Trait that measures your charisma, confidence, willpower, and courage. for SpellsSpell RuleSpells are supernatural recipes that create Effects through magic, psionics, or any force beyond the mundane.
SetbackSetback TestSetback is a Test Result that means you either achieve your goal but face a complication, or you fail your goal but avoid a complication.
Deal the listed DamageDamage HealthDamage is harm that reduces your Hit Points..
FailureFailure TestFailure is a Test Result that means you don’t achieve your goal.
No effect.

Source Player Codex