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<h1>ATTACK</h1>
<p>
A character may spend an action to perform an offensive maneuver using one of
the weapons they have available.
</p>
<h2>Choose a Target for Your Attack</h2>
<ul>
<li>You must know the position of the target and be able to see them.</li>
<li>
You must be able to reach the target with the weapon you are using; flying
enemies, for instance, cannot be reached by melee attacks.
</li>
</ul>
<h2>Perform an Accuracy Check</h2>
<p>
Use the formula indicated by the weapon you are attacking with. The Difficulty
Level is equal to the targets Defense score.
</p>
<ul>
<li>
<strong>Success:</strong> You hit the target; <strong>Failure:</strong> It
means they managed to anticipate, evade or negate your offensive.
</li>
</ul>
<p>
A fumble indicates an automatic failure and a critical success means you hit
your target regardless of their Defense. They also generate opportunities.
</p>
<p>
The Game Master may apply situational modifiers (+2 or -2) to your Accuracy
Check based on especially favorable or hindering circumstances.
</p>
<h2>If You Hit the Target</h2>
<p>
You deal damage based on the formula indicated by the weapon you attacked
with. This will generally be a sum of your
<strong>Accuracy Check's High Roll</strong> and a fixed value based on the
weapon's power.
</p>
<p>For a list of common weapons, see page 132.</p>
<h2>The Target Loses Hit Points</h2>
<p>
The target loses a number of Hit Points equal to the damage you dealt. This
may be modified by their Affinity with the damage type (page 92):
</p>
<ul>
<li>
<strong>Vulnerable:</strong> A target loses twice the normal amount of Hit
Points.
</li>
<li>
<strong>Resistant:</strong> A target loses half the normal amount of Hit
Points.
</li>
<li><strong>Immune:</strong> A target loses no Hit Points.</li>
<li>
<strong>Absorbing:</strong> The target recovers Hit Points equal to the
damage suffered.
</li>
</ul>
<dl>
<dt>Attack</dt>
<dd>
<p>
A character may spend an action to perform an offensive maneuver using one
of the weapons they have available.
</p>
<ol>
<li>
<p>Choose a target for your attack.</p>
<p>You must know the position of the target and be able to see them.</p>
<p>
You must be able to reach the target with the weapon you are using;
flying enemies, for instance, cannot be reached by melee attacks.
</p>
</li>
<li>
<p>
Perform an Accuracy Check using the formula indicated by the weapon
you are attacking with. The Difficulty Level is equal to the targets
Defense score. If you succeed, you hit the target; if you fail, it
means they managed to anticipate, evade or negate your offensive.
</p>
<ul>
<li>
A fumble indicates an automatic failure and a critical success means
you hit your target regardless of their Defense. They also generate
opportunities.
</li>
<li>
The Game Master may apply situational modifiers (+2 or -2) to your
Accuracy Check based on especially favorable or hindering
circumstances.
</li>
</ul>
</li>
<li>
<p>
If you hit the target, you deal damage based on the formula indicated
by the weapon you attacked with. This will generally be a sum of your
Accuracy Check's High Roll and a fixed value based on the weapon's
power.
</p>
<p>
For a list of common weapons, see
<a href="/books/core/#page-132">page 132</a>.
</p>
</li>
<li>
<p>
The target loses a number of Hit Points equal to the damage you dealt.
</p>
<p>
This may be modified by their Affinity with the damage type (page 92):
</p>
<ul>
<li>
A Vulnerable target loses twice the normal amount of Hit Points.
</li>
<li>
A Resistant target loses half the normal amount of Hit Points.
</li>
<li>An Immune target loses no Hit Points.</li>
<li>
An Absorbing target recovers Hit Points equal to the damage
suffered.
</li>
</ul>
</li>
</ol>
</dd>
</dl>