Rules Glossary
Action
Starting on your turn, you may Spend up to 4 Action Points on any Action Type during the round of combat. The Action Point Cost increases each type you make an additional Action with the same Type on your turn. The Following Action Types are further defined in their own glossary entries:
Attack (ATK)
Magic (MGC)
Tactic (TAC)
Movement (MOV)
Special (SPC)
A typical rule entry describing an action will usually be formatted like so:
(Action Name): A Swift Magic Action; 1 AP, 6 MP.
Action Chain
The Action Chain determines which simultaneous actions take priority. Before any prior Action's effects resolve, the newest Action's effects must be resolved and applied first. Chained actions - actions added to the Action Chain -, are assigned a number ascending with how late they entered the Chain.
Action Points
Action Points allow you to use Actions on your turn. The Action's Description will determine how much Action Points you spend. Each character always starts their turn with 4 Action Points unless a rule states otherwise.
Action Speed
Action Speed determine when you are allowed to perform an Action, some allowing you to use the Action outside of you turn in the round.
The following Action Speeds are:
| Action Speed | Description |
|---|---|
| Paced | Can only be taken on your turn and can't be used until prior actions are resolved. |
| Held | Must first be declared on your turn and then taken any time after your turn ends. |
| Triggered | Can be taken outside your turn in response to a specific Action taken. |
| Swift | Can be taken outside your turn at any moment. |
| Counter | Can be taken outside your turn and cannot be responded to. |
Action Step
Action Steps are moments within an Action leading up to its result. Some actions specify whether or not they can be used during another Action's specific step.
| Step | Description |
|---|---|
| Declare | The Player states their intent. At this moment that Player may decide if they wish to confirm or "Take" the action or instead declare an action they think might be more appropriate for the situation. This is the character pondering. |
| Take | The Player confirms their chosen Action and cannot undo their decision. This is the character committing. |
| Resolve | The outcome of the chosen Action is applied to the game state, which concludes the Action. This is the character having succeed or failed. |
Action Type
An Action Type represents groups of [[#Actions]] with similar uses. The following Types are:
| Type | Description |
|---|---|
| [[#Movement (MOV)]] | Navigating around the Environment through your own volition |
| [[#Attack (ATK)]] | Attempting to deal damage unarmed or with a weapon. |
| [[#Magic (MAG)]] | Casting a spell or usually using a feature that costs Mana Points. |
| [[#Tactics(TAC)]] | Seeking a more advantageous situation |
| Item | Interacting with an object's use case |
| Special | Using an ability often provided by your features. |
Advantage and Disadvantage
Advantage and Disadvantage makes you roll an additional die for a [[#D20 Test]] and use either the highest or lowest roll respectively. Multiple sources of (Dis)Advantage can be used on one roll. Advantage and Disadvantage cancel each other out.
Adventure
An Adventure is a story arc of a group's Campaign, often times consisting of a goal and several Encounters between said goal.
Ally
An ally is a Character that assists any other Character as determined by members of a party, Characters who have a friendly attitude towards other Characters, or any Character that the rules or Game Master determines is another Character's ally.
Area of Effect (AoE)
One of the traits of Spells and other rules outline an "area of effect", measured in spaces by length, width and height; always in the shape of a rectangular prism.
The area's point of origin will be defined after the measurements detailing both where in the map it begins and where its effective spaces are placed. (ex: In front of self; on target space.)
AoEs can either behave in a Wave - a projectile that hits anything directly in front of it -, or a Zone - A boundary that continuously influences any space inside it - .
A Character has [[#Cover]] against the effects of a Wave AoE if a suitably sized Object is between The Character and the Origin Point.
If a Character tries to place an AoE's Origin Point on an unseen space on the other side of an obstructing Object (such as a wall), it is instead placed on the directly opposite face in front of the object.
Armor Class (AC)
A Rank plus other Flat Bonuses.
If a rule gives a Character another base AC calculation, their controller can choose which calculation to use; you can't use more than one.
Armor Proficiency
Armor proficiency allows you to equip armor without the following drawbacks:
- Disadvantage on DEX D20 Tests
- Unable to cast spells
- Unable to take actions outside of your turn
- No CON Rank Scaling
Attack (ATK)
When you take an Attack action, you can pay [[#Action Points]] to make an [[#Attack Roll]] with a weapon or an [[#Unarmed Strike]]. The amount of points used is determined by the Attack's description.
Drawing and Stowing Weapons. At the start and end of each new Attack Roll in an Attack Action, you can change your Drawn weapons as part of the same Action.
Moving between Attacks. If you move on your turn and have a feature that provides more than one Attack Roll as part of the Attack Action, you can use up to the remainder of that movement to move between those attacks.
Attack Roll
An Attack Roll is a combination of a Damage Roll that represents making an attack with a weapon, Unarmed Strike, or a Spell.
Attitude
A Character has a starting attitude toward a player character: Friendly, Hostile or Indifferent.
Friendly. The Character views you favorably. You have Advantage on Attribute Checks to influence a Friendly Character.
Indifferent. The Character has no desire to help or hinder you. Indifferent is the default attitude of any Character that has no prior knowledge of you.
Hostile. The Character views you unfavorably. You have Disadvantage on Attribute Checks to influence a Hostile Creature.
Attribute
An Attribute is a numerical value or "Attribute Score (Score)" that represents your character's physical and mental capabilities-- Strength (STR), Dexterity (DEX), Constitution (Con), Intelligence (INT), Wisdom (WIS) and Charisma (Cha).-- Each of which has 6 Corresponding D20 Test with the corresponding Attribute or When a rule asks you to do so.
Attribute Check
An Attribute Check is a D20 Test that represents one of The Six Attributes and its associated applications such as a specific Skill or Save.
Attribute Modifier (Mod)
Attribute Modifiers are a Bonus to many of a Character's statistics. An Attribute's Rank provides the base for these Modifiers. Should an Attribute be lower than 10, the difference between 10 and it's score is subtracted from the Modifier.
Attribute Rank
An Attribute Rank is one of 6 values assigned to each Attribute that determines what modifier to apply to an action by dividing the Attribute by the corresponding Rank's Value rounding down.
| Rank | Value |
|---|---|
| S | 2 |
| A | 3 |
| B | 4 |
| C | 5 |
| D | 6 |
| E | 7 |
| F | 8 |
Bonus and Malus
Modifiers and penalties that are not marked in your [[#Character Portfolio]] are referred to as Bonuses and Maluses. Their application is dependent on their respective rule, but often are calculated as either a "flat" numbered value arbitrarily decided, an equation based on any involved Character's statistics, a dice roll, or any combination of the 3.
Campaign
A Campaign is an overarching narrative comprised of several Adventures leading to a climactic conclusion. Not everyone reaches the end of a campaign and that is fine, some groups reach the end and start new ones in the same established setting with the Characters they played in the first.
Carrying Capacity
Your Strength Score determines the maximum weight that you can carry as shown in the Carrying Capacity table based on an [[#Object]] or [[#Character]]'s Size. If your size is equal or greater than the object's size, the object weighs 1 less.
Carrying Capacity
//revise this table.
| Object Size | Weight |
|---|---|
| Tiny | 2 |
| Small | 3 |
| Medium | 4 |
| Large | 5 |
| Huge | 6 |
| Gigantic | 7 |
| Enormous | 8 |
| Collosal | 9 |
| Gargantuan | 10 |
| Titanic | 11 |
| Astronomical | 12 |
Character
Any Being in the game, including a player's Character, is a Character. See also Character Type.
Character Portfolio
A character portfolio is either a physical or digital record of a Character's information. A portfolio could take the form of either of the game's proprietary options: a document with several fields for the Character's statistics, or a specialized binder to store information in the form of Cards.
Character Type
Every Character, including every Player Character, has at least one tag in the rules that identifies the type of Character it is. Most Player Characters are at least Humanoid. The following Character Types are:
Aberration, Abomination, Apparition, Aquatic, Avian, Beast, Dragon, Celestials, Construct, Elemental, Fiend, Fey, Giant, Humanoid, Insect, Ooze, Plant, Reptile, Undead.
The types don't have rules themselves, but some rules in the game affect creatures of types differently.
Cover
A Character has Cover against offensive effects pointed at their general direction if they:
- Take the Cover Tactic Action
- Their target for cover is an object or character that is at minimum one size less than them.
- The Cover is between them and the offending Character
Partial Cover - If a character's cover is less than their size, the Character has advantage on DEX saving throws and attacks against them are made with disadvantage.
Total Cover - If the cover is equal or greater than their size, they cannot be targeted for attacks and are unaffected by Wave AoEs.
Critical Roll
A Critical Roll is the result of the highest or lowest possible roll made on a [[#D20 Test]] or another prerequisite specified in a rule's description.
Critical Success
Also called a "Critical Hit". Rolling a 20 before applying modifiers applies the Critical Effect mentioned among the rule's description.
Critical Fail
Also called a "Critical Miss". Rolling a 1 before applying modifiers results in the DM applying consequences mentioned in the relevant rules.
Critical Margin
An alternative condition of a Critical Result based on the difference between a Success Margin and a D20 Test result, as described by the relevant rules.
D20 Test
Attribute Checks, Attack Rolls, and Saving Throws all fall under the category of D20 Tests. If a game rule affects a D20 Test, it affects all three of these rolls. The need for a D20 Test is left to the DM's discretion in a given circumstance not otherwise stated in the game rules.
Damage (DMG)
Damage (or DMG) reduces the Health Points (HP) of an affected Character or Object.
Damage Affinity
Damage Affinities are the values that measure how certain Characters interact with the associated damage types.
| Affinity | Description |
|---|---|
| Resistant | Divisible malus (DMG/AFF) |
| Vulnerable | Multiplicative bonus (DMG*AFF) |
| Immune | Takes no damage |
| Fatal | Dies immediately |
| Repel | Attacker takes damage instead |
| Absorb | Gains HP instead of Taking Damage |
Damage Roll
A Damage Roll is a die roll adjusted by any applicable modifiers that deals damage to a target.
Damage Type
Damage Types determine the nature of an offensive option's damage. If the Damage Affinities for any of those damage types.
Physical
| Damage | Description | Critical Effect | Duration/ammount |
|---|---|---|---|
| Blunt | Objects like hammers and rocks | Confusion | End of target's next turn. |
| Pointed | Objects like spikes and teeth | Slow | End of target's next turn/-1 Space |
| Sharp | Objects like swords and claws | Bleed | DMG/2 |
Natural
| Damage | Description | Critical Effect | Duration/Ammount |
|---|---|---|---|
| Corrosive | Acids or other dissolving substances | Expose | 1 turn/-DMG AC |
| Cold | Freezing water, Icy air | Frostbite | DMG Frostbite Points |
| Fire | Flames, unbearable heat, the feeling of burning | Burn | 1d4 turns unless taking an action/1d6 per turn |
| Force | Wind, Explosions | Prone | until Character gets back up |
| Lightning | Electicity | Paralyzed | 1d4 turns |
| Sonic | Concussive sound | Deafened | 1d4 turns |
| Toxic | noxious gasses, putrid substances, poisons and venoms | Poisoned | 1d4 turns/1d6 per turn |
| Metaphysical |
| Damage | Description | Critical Effect | Duration/Ammount |
|---|---|---|---|
| Magic | Pure magical energy | ||
| Dark | Decay, Entropy, Negative energy | Blighted | until short rest/-DMG HP |
| Light | Radiation, Divinity, Positive energy | Blinded | 1d4 Turns |
| Psychic | Mental Energy | Insanity | DMG Insanity Points |
Demolishing
An object can be destroyed by attacks and other rules that inflict non-metaphysical damage. The Health and Armor Class of an object are determined by its Size and Hardness as explained in these tables.
An object's Hardness will depend on it's main Material if not stated outright.
| Size | HP=X*Hardness |
|---|---|
| Tiny | 1 |
| Small | 2 |
| Medium | 4 |
| Large | 8 |
| Huge | 16 |
| Gigantic | 32 |
| Enormous | 64 |
| Massive | 128 |
| Colossal | 256 |
| Astronomical | 512 |
| Hardness | AC |
|---|---|
| 1 | 1 |
| 2 | 5 |
| 3 | 10 |
| 4 | 15 |
| 5 | 20 |
| 6 | 25 |
| 7 | 30 |
| 8 | 35 |
| 9 | 40 |
| 10 | 45 |
Dodge (TAC)
If a Character takes the Dodge Reaction for 1AP, any EC to hit.
Encounter
An Encounter is a scene in an adventure where one of the following events are triggered: Social interaction, Exploration, or Combat. The purpose of an Encounter is to progress the narrative by either providing the Players with information, equipment, allies or experience.
Equipment
A Character - especially humanoid - will often have different pieces of gear equipped.
The following are the types of gear and their location on a Character's person, and how many they can have equipped:
Head: 1 Helmet, 1 circlet, 2 earings,
Chest: 1 Chest piece, 1 Belt, 1 Necklace
Arms: 1 Pair of gauntlets, 1 Pair of Armlet Bands, 20 Rings, 3 Weapons per hand.
Legs: 1 Pair of Grieves, 1 Pair of Boots, 1 Pair of Leglet Bands.
Equipped Weapons are not the same as Wielded weapons. Equipped means they're on A Character's person, Wielded means they're in use.
Rings are allotted a Ring Rating (RR) which determines how many rings you can equip. You can equip additional rings as long as their total RR is at most your level.
Changing a piece of Equipment requires the Equip Tactic Action for 3AP.
Evasion Class (EC)
An Evasion Class is the target number for an [[#Attack Roll]]. EC represents how difficult it is to hit a target if they take a Dodge or Block Action
A Character's base EC calculation is 10 plus your Dexterity modifier. If a rule provides another base EC calculation, the Character's Player can choose which calculation to use; you can't use more than one. See also "[[#Attack Roll]]".
Grapple (ATK)
A Character can Grapple another target Character, prompting them to either succeed in its choice of a Strength or Dexterity Success Margin or receive the Grappled [[#Status Effect]].
A Character can grapple as many other Characters as they have hands. Some Characters have traits in their Statistics that allow another appendage to be used for a Grapple. Any appendage used for a grapple is treated as Wielding.
The Grappled Status Effect can be removed in the following ways:
- make a Struggle Special Action for 1 AP to remove the Grappled Status Effect with an Athletics or Acrobatics Check against the SM. Adjacent characters can use the Help Tactic [[#Action]].
- The Grappler falls unconscious
- The Grappled Character is moved out of the Grappler's [[#Threat Zone]].
Guard (TAC)
If a Character takes the Guard Reaction for 1AP, any AC to hit.
Hazard
Spaces on the map may have properties that are detrimental to Characters that occupy them. Such as "Scorched Earth", "Slick", "Spiked", among others.
Health Point (HP)
Health Points are the measure of a Character or Object's fortitude against any Damage they take. A Character's total HP is determined by your Maximum HP as stated by their statistics and certain external rules. Health Points may be replenished through healing spells, items, by resting, and any other applicable rules. See also "[[#Demolishing]]".
Health Point Dice (Dh)
Health Point Dice, or H-dice for short, help determine a player character's HP Maximum, and are the resource used to initiate a [[#Short Rest]].
Ideals
A Character's Ideals help guide their personality and how they would react to events. All characters have at least 2 ideals. Certain rules may have mechanical effects based on a Character's Ideals.
Illumination
A space's illumination affects how the Sight Sense interacts with Objects and Characters on that space, displayed in the following levels:
- Pitch black: A Character's Sight Range is 0 Spaces. All they see is a wall of black in the Space.
- Darkness: A Character's Sight Range is limited to adjacent spaces. They only see grey blurry shadows where Objects and other Characters should be in that space.
- Dim: A Character's Sight Range is A maximum of 10 Spaces. The Character struggles to see Objects or other Characters inside these spaces without a Sense Skill Check.
- Bright: No change in Sight Range. Objects and Other Characters are in full view.
- Blinding (+X): Characters must pass a SM 10+X Constitution Saving throw or take Xd8 Radiant damage and the Blinded Status Effect for X turns, where X is the Level of Blinding.
Certain Rules such as Character Features can change how Illumination can function.
Knock Out
If an Attack Action that dealt otherwise lethal Blunt damage was declared non-lethal, their current HP is set to 1 and they gain the Unconscious Short Rest.
The Character removes the Unconscious status effect after regaining any HP
Mana Points (MP)
Mana Points are the resource for casting Spells. The Maximum amount of Mana a given character can have is equal to
Misbeliefs
A Character's Misbeliefs are personality flaws that apply a mechanical penalty in some way. They can range from but are not limited to a bias or prejudice, deep seated fear, or a personality complex.
For every two Misbeliefs a character has, they are entitled to one extra ideal.
Movement (MOV)
During the Movement Action Point cost. They gain that Action's [[#Movement Speed]] to move that many spaces on their turn. Any Movement Speed not spent before the end of the current turn or the next Movement Action is forfeit.
Movement Speed
Movement Speed determines how many Spaces a Character is able to move in a Turn. Certain Movement Speeds may have additional effects. If a Movement Speed is not specified in your [[#Character Portfolio]], That Speed is 1.
The following Movement Speeds are:
-
Stride - 1AP
- Active: Move across solid ground.
-
Climb - 2AP
- Active: Climb inclined terrain to an elevated surface.
- Passive: Hang onto inclined terrain for as many turns as your STR Score.
-
Crawl -2AP
- Active: The acting Character falls prone and Treats its Size as one category below their current Size.
- Passive: Crawl speed is half of Stride Speed at minimum.
-
Fly - 2AP
- Active: Fly through the air if you are in 3 times the cubic Spaces as your Size.
- Passive: You can remain Airborne for as many turns as your Con Score before falling.
-
Jump - 1AP
- Active: Jump from one Space to another over any inclined objects up to 1 space in height between those two points ignoring terrain.
- Active: As part of the Jump Action, a Character can make a STR Check to double the Height of Terrain or a DEX Check to double their Jump Speed.
- Passive: Jump Speed is half of Stride Speed at minimum.
-
Swim - 1AP
- Active: Swim through bodies of water or similar liquids at least 1 Space deep.
- Passive: While in a water-like liquid, float for as many rounds equal to your CON score until you begin to sink.
Resting
Taking one of the Rest Actions allows a Character to recover physical resources as well as any other effects that replenish. In order to confer the benefits of a rest, its prerequisites must be satisfied.
Long Rest
Duration: 8 hours minimum
Condition: 1 HP minimum
Environment: Allied/Neutral territory with a minimum area of spaces equal to number of resting creatures x3.
Concessions: 10 units of food and Drink per Character
Benefits: Restore HP, MP, resource dice and Eligible Special Resources. Remove non-permanent Maluses.
Disqualification: Entering Combat, Taking damage, Spending MP, STR or CON D20 Tests.
Each disqualifying event extends the required duration by 1 hour. If you have rested at least 1 hour, it is instead treated as a Short Rest.
Short Rest
Duration: 1 Hour minimum
Condition: 1 HP minimum, 1 Health Die.
Environment: Minimum area of spaces equal to number of resting creatures x3. minimum height of tallest resting Creature +1.
Benefits: Restore LVL/2+Con+xDh and Eligible Special Resources.
Disqualification: Entering Combat, Spending MP, Taking damage.
Interrupting a Short Rest Forfeits all benefits.
Senses (Skill)
The senses are the 5 skills that normally scale off of constitution: Sight, Smell, Taste, Touch and Hearing. A check for a Sense is used for gathering information of your surroundings. Smell and taste for example can be used to tell if something is poisonous, touch and hearing can be used in times where sight fails you, with touch being able to feel vibrations in the ground or atmospheric pressure changes. Other than taste, your senses have an effective range of 10+Con Score+Racial MOD spaces.
Space
A Space is a unit on the map that on a grid would be 1 inch by 1 inch. This represents a measurement equivalent to 1 meter or around 3 feet and 3 inches. For ease of communication, distance should be referred to in the Spaces unit.
While Grids are the most common method for tracking these Units, its highly recommended to use a Hexagonal Array as opposed to a Square array or forego Grids altogether and instead opt for ruler based measurements instead.
Status Effect
A Status Effect is a non-permanent game state. the definition of a Status Effect says how it affects the target and various rules define how to end the Status Effect. This glossary defines these status effects.
Beguiled
You are under the following effects:
- Wont lay a finger: Characters can't attack or target the caster with damaging abilities or magical effects.
- Wrapped around the finger: The caster has Advantage on any Check to interact with you socially.
- Pointing fingers: The target becomes aware that they have been Beguiled when the spell ends. Depending on how they've been treated during that period, they may either maintain their Attitude towards the caster or change it at the Game Master's discretion.
Blinded
You are under the following effects.
- Can't See: You automatically fail any attribute check that requires sight.
- Swinging Aimlessly: Attack rolls against you have Advantage and your attack rolls have Disadvantage.
- Right under your nose: You do not have a [[#Threat Zone]]
- See no evil: Unaffected by effects that rely on sight only.
Bleed
Receiving applies stacks of Hemorrhage Points. If the Hemorrhage Point total meet or exceed your CON, you take damage equal to your CON. At the start of each round, you can remove 1d4 Hemorrhage stacks.
Bloodied
You have less than half your maximum HP.
Charmed
You are under Bonus effects.
Cursed
You are under Malus effects.
Deafened. You are under the following effects:
- Can't Hear: You can't hear and automatically fail any check that requires hearing.
- Never heard it coming: Characters have advantage on sneak attacks and have Disadvantage on DEX saves against spells that require only a Verbal Component.
- Hear no evil: Unaffected by effects that rely on Hearing and have immunity to Sonic Damage.
Exhaustion. You are under the following effects as long as you have an Exhaustion Point:
- Worked to Death: Each time you are affected by Exhaustion, you gain 1 Exhaustion Point. If the Exhaustion Point total meet or exceed your CON, you die immediately.
- Overexerted: Your D20 Tests have a flat Malus equal to the Exhaustion Point total
- Dragging your feet: Your Speed is reduced by the Exhaustion Point total to a minimum of 1 unit.
- Good night's rest: Finishing a Full Rest removes 8 Exhaustion points.
Frightened. You are under the following effects:
- Don't have the nerve: You have Disadvantage on Attribute Checks and Attack Rolls while the source of fear is within line of sight.
- Flight not fight: You can't willingly move closer to the source of fear.
Grappled. You are under the following effects:
- Pinned Down: Maximum Movement Speed set to 0
- Grabbed Attention You have Disadvantage on Attack Rolls against any target other than the grappling Character.
- Dead Weight The grappling Character can drag or carry you when they move at an X/2 space Malus unless you are tiny or two sizes smaller.
See "[[#Grapple]]"
Unconscious. You are under the following effects
- Incapacitated
- Prone
- Maximum Movement Speed set to 0
- Attacks targeting you have Advantage
- You cannot succeed Strength and Dexterity saving throws
- Attacks targeting you from an adjacent space you occupy are a critical hit
- You are unaware of your surroundings.
Success Margin (SM)
A Success Margin is the target number for an [[#Attribute Check]] or
Threat Zone
The Threat Zone is the area in which a character may make a Reaction Attack should a target leaves it. By default the Threat Zone is any adjacent space to the offending Character. Each Size category above medium increases the length and width of the zone's area by 1.
Weapons with the Reach property double the zone's area. Characters within a threat zone can avoid triggering the reaction by taking the Disengage Tactic Action.
To Hit
A [[#D20 Test]] made to determine the initial accuracy of an Attack Roll. If the Target does not take an action that Invokes their Evasion Class, the attack proceeds. Otherwise, the total result must meet or exceed the Evasion Class to succeed.
If successful, initial damage is added to the following Damage Roll by taking the difference between the result and the Evasion Class and dividing it (or counting) by the Attack's Highest Attribute rank, rounded down.
Ex: Result = 18, EC = 12, diff = 6.
Rank = STR A(3), DEX (C)4.
3->6. Bonus = 2.
Rank = STR D(5), DEX S(2).
2->4->6. Bonus = 3.
If the result before modifiers equals 20 or the totally difference exceeds the Attack's Critical Hit.
Unarmed Strike (ATK)
A Character can make an Unarmed Strike if they aren't Wielding any weapons without the Braced Weapon Property. By default, all Humanoid Characters have access to the following Unarmed Attacks at Level 1:
| Name | AP Cost | Range | Damage | Scaling | Affinity |
|---|---|---|---|---|---|
| Punch | 1 AP | 1 | 1d4 | STR C, DEX D | Blunt |
| Kick | 2 AP | 2 | 1d6 | STR D, DEX C | Blunt |
| Unarmed Strikes can be modified by other rules including but not limited to Features and Spells. |
When making an Unarmed Strike, the attacking Character can also choose to either Grapple or Shove the target Character.
Unoccupied
A space is unoccupied if there are no creatures or large objects on it.
Weapon
A weapon is an object used for inflicting damage to an enemy character.
All weapons will have the following statistics:
- Name
- Weapon Class
- Weapon Quality
- Weapon Traits
- Damage Dice
- Damage Scaling
- Damage Type
- Crit Damage
- Crit Range
- Art of War (up to one)
- Enchantments
- Effects
Weapon Attack (WAR)
A weapon Attack Roll (WAR) is an attack made with an equipped weapon. There are several types of Weapon Attacks with specific rules.
- Light/Medium/Heavy
- Melee/Ranged/thrown
Wield
When declaring an Attack Action, a Character can choose 1 out of 3 Equipped Weapons per hand as their active - or Wielded - Weapon. That weapon's statistics are referenced for Attack Rolls and other relevant rules unless stated otherwise.
A Character may choose to wield the same weapon in more than one hand - or Two-Hand - to confer relevant benefits.
If a character wishes to change their Wielded Weapon outside of an Attack Action's Chain of Events, they must make a 2 AP Wield Tactic Action on their turn or an action that allows the Wield action in it's rules.