Plunge
2 APAction Point CombatAction Points (AP) are the resource you spend to use Actions when your Game Manager tracks Rounds.Spell · CompelCompel SchoolCompel is a School of Spells that make a Target act, move, or behave in specific ways. · Tier 3Tier 3 TierTier 3 is a Tier that represents expert power baselines. · CommonCommon RarityCommon is a Rarity for widely available options, such as everyday gear and minor Magical items.
- MagicalMagical FeatureMagical is a Feature that marks an item, Effect, or Energy as a product of magic.
Plunge is a CompelCompel SchoolCompel is a School of Spells that make a Target act, move, or behave in specific ways. SpellSpell RuleSpells are supernatural recipes that create Effects through magic, psionics, or any force beyond the mundane. that lets CreaturesCreature TargetCreatures are animate Targets, distinct from inanimate Objects. SwimSwim MovementSwim is a Movement you use to Move through water or another fluid dense enough to propel you. and breathe underwater.
- 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.
- Touch RangeTouch Range RangeTouch Range is a Range for Effects that can Originate within 1 Space of you.
TestTest TestTests are die rolls that resolve actions with meaningful and uncertain outcomes. SoulSoul TraitSoul is a Trait that measures your charisma, confidence, willpower, and courage. 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.
- CreaturesCreature TargetCreatures are animate Targets, distinct from inanimate Objects. are adapted to SwimmingSwim MovementSwim is a Movement you use to Move through water or another fluid dense enough to propel you. and can breathe underwater.
- 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.
- CreaturesCreature TargetCreatures are animate Targets, distinct from inanimate Objects. are adapted to SwimmingSwim MovementSwim is a Movement you use to Move through water or another fluid dense enough to propel you..
- FailureFailure TestFailure is a Test Result that means you don’t achieve your goal.
- No effect. The SpellSpell RuleSpells are supernatural recipes that create Effects through magic, psionics, or any force beyond the mundane. is DepletedDepleted CastingDepleted is the state of a Spell whose Effects fail to land..
UpcastUpcast CastingUpcast is how you use a Spell or Feat at a higher Tier than its own to strengthen it. For each TierTier TierTiers are bands of Level that guide how your Game Manager applies certain rules. CastCast ActionCast is the Action you use to unleash a Spell. above 3rd, spend 1 ManaMana DriveMana is the Drive Evokers use. to add 10 minutes to the DurationDuration StatDurations are the lengths of time Effects last. and add 1 CreatureCreature TargetCreatures are animate Targets, distinct from inanimate Objects..
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