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| core:conflicts:actions [2026/02/28 18:54] – job | core:conflicts:actions [2026/02/28 18:55] (current) – job | ||
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| When making a physical attack during a Conflict, the Actor may bid any Attribute from the //Body Aspect// (STR, AGI, or FIT). For example, a Longsword may be designed to Slash(FIT), but can also be used to Pierce(AGI) with a thrust, or Crush(STR) as with a pommel strike. This variability is built into the Core Rules to allow [[start# | When making a physical attack during a Conflict, the Actor may bid any Attribute from the //Body Aspect// (STR, AGI, or FIT). For example, a Longsword may be designed to Slash(FIT), but can also be used to Pierce(AGI) with a thrust, or Crush(STR) as with a pommel strike. This variability is built into the Core Rules to allow [[start# | ||
| - | The [[extensions: | + | The [[extensions: |
| Mind and Spirit attacks work in the same way: the Action Tag is a guideline as to what Attribute must be bid, but the way a Player chooses to describe their Action while role playing is intentionally allowed to be able to be misleading so as to create Bluff Space at the table. | Mind and Spirit attacks work in the same way: the Action Tag is a guideline as to what Attribute must be bid, but the way a Player chooses to describe their Action while role playing is intentionally allowed to be able to be misleading so as to create Bluff Space at the table. | ||
