Skip to content

Dispatch

1 APAction Point CombatAction Points (AP) are the resource you spend to use Actions when your Game Manager tracks Rounds.

Action

Part of Action

Dispatch is an ActionAction RuleActions are structured ways to act when your Game Manager tracks Rounds. you use to finish off a HelplessHelpless ConditionHelpless is a Condition that leaves you open to harm. CreatureCreature TargetCreatures are animate Targets, distinct from inanimate Objects..

Core Rule—Dispatch

  • Use a WeaponWeapon Item · Weapon · Tier 1Weapons are Objects you use to Attack. 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..
  • Your AttackAttack ActionAttack is the Action you use to strike at a foe. can’t miss.
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.
—
TargetTarget TargetTargets are anything that Effects can affect, interact with, or influence.
1 HelplessHelpless ConditionHelpless is a Condition that leaves you open to harm. CreatureCreature TargetCreatures are animate Targets, distinct from inanimate Objects.
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.
The TargetTarget TargetTargets are anything that Effects can affect, interact with, or influence. drops to 0 HPHit Point HealthHit Points (HP) are the pool that measures how much Damage you can take before dropping to 0. and gains StaggeredStaggered ConditionStaggered is a Condition tied to your Hit Points that leaves you one step from Defeated.. If it already has 0 HPHit Point HealthHit Points (HP) are the pool that measures how much Damage you can take before dropping to 0., it gains DefeatedDefeated ConditionDefeated is a Condition tied to your Hit Points that takes you out of the fight..
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 maximum DamageDamage HealthDamage is harm that reduces your Hit Points.. The TargetTarget TargetTargets are anything that Effects can affect, interact with, or influence. gains StaggeredStaggered ConditionStaggered is a Condition tied to your Hit Points that leaves you one step from Defeated..
FailureFailure TestFailure is a Test Result that means you don’t achieve your goal.
Deal the listed DamageDamage HealthDamage is harm that reduces your Hit Points..

Source Player Codex