Combat — Glossary

Showing 20 terms used in this rulebook.

A C D E F I M O P R S W

A

Advantage

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Aliases: advantage, Advantage
You can roll the dice again and use the higher value. This can stack
Match: whole-word, case-insensitive, priority 0.

Armor

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Aliases: armor, Armor
You reduce hit roll based damage based on your armor values where 1 armor reduces 1 damage for every 10 damage done
Match: whole-word, case-insensitive, priority 0.

Armor Piercing

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Aliases: armor piercing, Armor piercing, Armor Piercing, armor-piercing, Armor-piercing, Armor-Piercing
Armor Piercing refers to the reduction of the target armor value when resolving damage
Match: whole-word, case-insensitive, priority 1.

C

Charge

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Rushing towarss a foe with speed and force, you rush forwaed towards. There are many features that modify or add additional charge actions. However all charge actions gain the following When you charge an enemy, select an enemy in range. You grant a +1 to your current intiative in the intiative order, and the foe you are charging subtracts 2 from the intiative value in initiative order. The standard charge action is as follow: Move 5 + your atheletics modifier, rounded up. On your next melee attack, it does a bonus of 2 + half your level, rounded down damage.
Match: whole-word, case-insensitive, priority 0.

Critical Success

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Aliases: CS, critical success, Critical Success
You roll 10 higher than the DC
Match: whole-word, case-insensitive, priority 0.

D

Dash

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Aliases: Dash, dash
When you dash, you move so fast you cannot be targetted by any reactions targetting your movement
Match: whole-word, case-insensitive, priority 0.

Defence

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Aliases: Defence, defence
Defence is the value required to hit the target. If your dodge is higher than the attack roll, the attack misses.
Match: whole-word, case-insensitive, priority 0.

Dex Cap

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Aliases: dex_cap, Dex_cap, dex cap
Dex cap refers to the maximum possible value your dexterity score can be considered to be when calculating your dodge score
Match: whole-word, case-insensitive, priority 0.

Disadvantage

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Aliases: disadvantage, Disadvantage
Roll two dice and use the lower value, this can stack.
Match: whole-word, case-insensitive, priority 0.

E

Expert

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Aliases: expert, Expert
Expert proficiency tier provides a +5
Match: whole-word, case-insensitive, priority 0.

F

Frightened

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A frightened creature has disadvantage on ability checks and attack rolls while the source of its fear is within line of sight. The creature can’t willingly move closer to the source of its fear.
Match: whole-word, case-insensitive, priority 0.

I

Immobilized

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Aliases: Immobalised
The creatures dodge is reduced by 10 The creature cannot move, including using dash or teleport abilities or spells
Match: whole-word, case-insensitive, priority 0.

M

Multiple Attack Penalty(MAP)

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Aliases: MAP, Multi Attack Penalty, Multi-Attack Penalty
MAP refers to a -5 penalty on attack rolls on the attack action consecutive usage of the attack action.. Regardless if previous hits had landed. This counts for the entire turn. Thus including reactions. This counst anything that uses an attack roll and applies to all weapons, unarmed attack and spells used in a turn, including martial mastery. If you have used an attack roll, it counts towards MAP unless stated otherwise So if a character used 2 actions for 2 attacks and then makes an attack of opportunity as a reaction, the MAP for the attack of opportunity is -10 to the attack roll.. When you reduce the penalty, you reduce the base penalty. Thus a reduction by one in the penalty makes it a -4. When stacking this makes it a -8, instead of a -10.
Match: whole-word, case-insensitive, priority 5.

O

Off-Balance

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You suffer –2 to all attack rolls. If Off-Balance is applied twice, you instead suffer Disadvantage on all attack rolls
Match: whole-word, case-insensitive, priority 0.

Off-Guard

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Aliases: off guard, off-guard
Enemies gain +2 to attack rolls against you. If Off-Guard is applied twice, enemies instead gain Advantage on all attack rolls against you.
Match: whole-word, case-insensitive, priority 0.

P

Prone

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Require an action to stand, or have to crawl Attack rolls have advantage against the creature if within 5ft else have disadvantage You have disadvantage on attack rolls unless using a any crossbow or firearm
Match: whole-word, case-insensitive, priority 0.

R

Resistance

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Aliases: resistance, Resistance
Reducd incoming damage of the specified type by half
Match: whole-word, case-insensitive, priority 0.

Restrained

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Dodge is reduced by 10 Cannot use its hands to do any action except to try and break free -10 on Reflex saving throws Cannot cast spells F or M Speed is 0 Follow the same rulled as grappled
Match: whole-word, case-insensitive, priority 0.

S

Study

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You analyse the enemye, making a relevant Lore check the DC set by the GM. The GM is not obligated to tell you the degree of success or failure CS: You know at least two enemy abilities/actions, their HP range in the 10% accurate and the defence, armor value and save range from highest to lowest S You know at least one of the enemy abilities/actions, their HP range in the 25% accurate and one of the following accurate to +/- 3 based on your choosing, will save, reflex, fortitude save, defence, armor F You do not know anything CF You GM feeds you wrong information
Match: whole-word, case-insensitive, priority 0.

W

Ward

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Aliases: ward, Ward
You reduce all incoming damage by <ward value>x10%, rounded down. You can have multiple sources of ward provided it states you gain a + to ward,
Match: whole-word, case-insensitive, priority 0.