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