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| 258 31,579 283,147 |
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Summary
| Project website | github.com/Padhiver/Crucible-FR | |
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| Project maintainers1 |
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| File mask |
compendium/*/crucible.rules.json
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| Monolingual base language file |
compendium/en/crucible.rules.json
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Download
compendium/en/crucible.rules.json
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| Last change | Oct. 20, 2026, 9:58 a.m. | |
| Last change made by | None | |
| Language | English | |
| Language code | en | |
| Text direction | Left to right | |
| Case sensitivity | Case-sensitive | |
| Number of speakers | 1,728,473,503 | |
| Number of plurals | 2 | |
| Plural type | One/other | |
| Plurals | Singular | 1 | Plural | 0, 2, 3, 4, 5, 6, 7, 8, 9, 10, … |
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n != 1
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10/21/2026
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| Total | 258 | 31,579 | 283,147 | |||
| Translated | 100% | 258 | 100% | 31,579 | 100% | 283,147 |
| Needs editing | 0% | 0 | 0% | 0 | 0% | 0 |
| Read-only | 0% | 0 | 0% | 0 | 0% | 0 |
| Failing checks | 1% | 1 | 1% | 2 | 1% | 12 |
| Strings with suggestions | 0% | 0 | 0% | 0 | 0% | 0 |
| Untranslated strings | 0% | 0 | 0% | 0 | 0% | 0 |
Quick numbers
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<p>Runes are the most basic metaphysical concept of magic. They are forces of nature, the building blocks of reality as we understand it. Understanding the Runes and their place in the way the world functions allows those with sufficient training to exert a level of influence over the Runes, using @UUID[.lhrYInsQ2f0YfhTu]{Gestures} to manifest powerful displays of magical prowess.</p><p>There are six Chaotic Runes and six Orderly Runes, forming a natural opposition to one another. Usage of each rune is affected by an associated <strong>Spellcraft</strong> @UUID[Compendium.crucible.rules.JournalEntry.characterMechani.JournalEntryPage.proficiencies000]{Proficiency}. The following table summarizes all twelve runes in the Crucible system.</p><table><tbody><tr><th><p>Intellect Runes</p></th><th><p>Axiom</p></th><th><p>Damage Type</p></th><th><p>Target Defense</p></th><th><p>Opposition</p></th><th><p>Proficiency</p></th></tr><tr><td><p>Flame</p></td><td><p>Chaotic</p></td><td><p>Fire</p></td><td><p>Reflex</p></td><td><p>Frost</p></td><td><p>Elemental</p></td></tr><tr><td><p>Illusion</p></td><td><p>Chaotic</p></td><td><p>Psychic</p></td><td><p>Willpower</p></td><td><p>Illumination</p></td><td><p>Spiritual</p></td></tr><tr><td><p>Storm</p></td><td><p>Chaotic</p></td><td><p>Electricity</p></td><td><p>Fortitude</p></td><td><p>Earth</p></td><td><p>Elemental</p></td></tr><tr><td><p>Oblivion</p></td><td><p>Chaotic</p></td><td><p>Void</p></td><td><p>Willpower</p></td><td><p>Soul</p></td><td><p>Spiritual</p></td></tr><tr><th><p>Presence Runes</p></th><th><p>Axiom</p></th><th><p>Damage Type</p></th><th><p>Target Defense</p></th><th><p>Opposition</p></th><th><p>Proficiency</p></th></tr><tr><td><p>Death</p></td><td><p>Orderly</p></td><td><p>Corruption</p></td><td><p>Fortitude</p></td><td><p>Life</p></td><td><p>Kinematic</p></td></tr><tr><td><p>Illumination</p></td><td><p>Orderly</p></td><td><p>Radiant</p></td><td><p>Reflex</p></td><td><p>Illusion</p></td><td><p>Spiritual</p></td></tr><tr><td><p>Kinesis</p></td><td><p>Chaotic</p></td><td><p>Physical</p></td><td><p>Physical</p></td><td><p>Control</p></td><td><p>Kinematic</p></td></tr><tr><td><p>Soul</p></td><td><p>Orderly</p></td><td><p>Psychic*</p></td><td><p>Willpower</p></td><td><p>Oblivion</p></td><td><p>Spiritual</p></td></tr><tr><th><p>Wisdom Runes</p></th><th><p>Axiom</p></th><th><p>Damage Type</p></th><th><p>Target Defense</p></th><th><p>Opposition</p></th><th><p>Proficiency</p></th></tr><tr><td><p>Control</p></td><td><p>Orderly</p></td><td><p>Psychic</p></td><td><p>Willpower</p></td><td><p>Kinesis</p></td><td><p>Kinematic</p></td></tr><tr><td><p>Earth</p></td><td><p>Orderly</p></td><td><p>Acid</p></td><td><p>Reflex</p></td><td><p>Storm</p></td><td><p>Elemental</p></td></tr><tr><td><p>Frost</p></td><td><p>Orderly</p></td><td><p>Cold</p></td><td><p>Fortitude</p></td><td><p>Flame</p></td><td><p>Elemental</p></td></tr><tr><td><p>Life</p></td><td><p>Chaotic</p></td><td><p>Poison*</p></td><td><p>Fortitude</p></td><td><p>Death</p></td><td><p>Kinematic</p></td></tr></tbody><tfoot><tr><td colspan="6"><p>* - Rune is used primarily for Restoration rather than for Damage.</p></td></tr></tfoot></table><p>The choice of Rune used in the casting of a spell affects or determines a variety of aspects of the resulting spellcraft.</p><ul><li><p>The conceptual essence of the magic.</p></li><li><p>Which other Rune is in opposition to this Spell.</p></li><li><p>One @UUID[Compendium.crucible.rules.JournalEntry.characterMechani.JournalEntryPage.abilityScores000]{Ability Score} which defines half of the Spell Attack scaling formula.</p></li><li><p>Which <strong>Spellcraft</strong> @UUID[Compendium.crucible.rules.JournalEntry.characterMechani.JournalEntryPage.proficiencies000]{Proficiency} defines the Skill bonus for the Spell Attack.</p></li><li><p>The @UUID[Compendium.crucible.rules.JournalEntry.characterMechani.JournalEntryPage.Defenses00000000]{Defense} against which the spell is tested.</p></li><li><p>A @UUID[Compendium.crucible.rules.JournalEntry.characterMechani.JournalEntryPage.Resources0000000]{Resource} the spell affects.</p></li><li><p>The @UUID[Compendium.crucible.rules.JournalEntry.characterMechani.JournalEntryPage.Resistances00000]{Damage Type} that is dealt by the spell.</p></li></ul><h2 class="divider">Available Runes</h2><p>The mechanics for each of the twelve runes are embedded below:</p><p>@Embed[Compendium.crucible.talent.Item.runeControl00000 inline]</p><p>@Embed[Compendium.crucible.talent.Item.runeDeath0000000 inline]</p><p>@Embed[Compendium.crucible.talent.Item.runeEarth0000000 inline]</p><p>@Embed[Compendium.crucible.talent.Item.runeFlame0000000 inline]</p><p>@Embed[Compendium.crucible.talent.Item.runeFrost0000000 inline]</p><p>@Embed[Compendium.crucible.talent.Item.runeIllumination inline]</p><p>@Embed[Compendium.crucible.talent.Item.runeIllusion0000 inline]</p><p>@Embed[Compendium.crucible.talent.Item.runeKinesis00000 inline]</p><p>@Embed[Compendium.crucible.talent.Item.runeLife00000000 inline]</p><p>@Embed[Compendium.crucible.talent.Item.runeStorm0000000 inline]</p><p>@Embed[Compendium.crucible.talent.Item.runeOblivion0000 inline]</p><p>@Embed[Compendium.crucible.talent.Item.runeSoul00000000 inline]</p><h2 class="divider">Creature Types</h2><p>Certain magical runes are inherently and indirectly related to different creature types within the universe. Those associations are as follows:</p><table><tbody><tr><td><p>Control</p></td><td><p>Fiends</p></td></tr><tr><td><p>Death</p></td><td><p>Undead</p></td></tr><tr><td><p>Earth</p></td><td><p>Oozes and Earth Elementals</p></td></tr><tr><td><p>Flame</p></td><td><p>Dragons and Fire Elementals</p></td></tr><tr><td><p>Frost</p></td><td><p>Giants and Frost Elementals</p></td></tr><tr><td><p>Illumination</p></td><td><p>Celestials</p></td></tr><tr><td><p>Illusion</p></td><td><p>Fey</p></td></tr><tr><td><p>Kinesis</p></td><td><p>Monstrosities</p></td></tr><tr><td><p>Life</p></td><td><p>Plants and Beasts</p></td></tr><tr><td><p>Storm</p></td><td><p>Constructs and Storm Elementals</p></td></tr><tr><td><p>Oblivion</p></td><td><p>Outsiders</p></td></tr><tr><td><p>Soul</p></td><td><p>Humanoids</p></td></tr></tbody></table>
<p>Runes are the most basic metaphysical concept of magic. They are forces of nature, the building blocks of reality as we understand it. Understanding the Runes and their place in the way the world functions allows those with sufficient training to exert a level of influence over the Runes, using @UUID[.lhrYInsQ2f0YfhTu]{Gestures} to manifest powerful displays of magical prowess.</p><p>There are six Chaotic Runes and six Orderly Runes, forming a natural opposition to one another. Usage of each rune is affected by an associated <strong>Spellcraft</strong> @UUID[Compendium.crucible.rules.JournalEntry.characterMechani.JournalEntryPage.proficiencies000]{Proficiency}. The following table summarizes all twelve runes in the Crucible system.</p><table><tbody><tr><th><p>Intellect Runes</p></th><th><p>Axiom</p></th><th><p>Damage Type</p></th><th><p>Target Defense</p></th><th><p>Opposition</p></th><th><p>Proficiency</p></th></tr><tr><td><p>Flame</p></td><td><p>Chaotic</p></td><td><p>Fire</p></td><td><p>Reflex</p></td><td><p>Frost</p></td><td><p>Elemental</p></td></tr><tr><td><p>Illusion</p></td><td><p>Chaotic</p></td><td><p>Psychic</p></td><td><p>Willpower</p></td><td><p>Illumination</p></td><td><p>Spiritual</p></td></tr><tr><td><p>Storm</p></td><td><p>Chaotic</p></td><td><p>Electricity</p></td><td><p>Fortitude</p></td><td><p>Earth</p></td><td><p>Elemental</p></td></tr><tr><td><p>Oblivion</p></td><td><p>Chaotic</p></td><td><p>Void</p></td><td><p>Willpower</p></td><td><p>Soul</p></td><td><p>Spiritual</p></td></tr><tr><th><p>Presence Runes</p></th><th><p>Axiom</p></th><th><p>Damage Type</p></th><th><p>Target Defense</p></th><th><p>Opposition</p></th><th><p>Proficiency</p></th></tr><tr><td><p>Death</p></td><td><p>Orderly</p></td><td><p>Corruption</p></td><td><p>Fortitude</p></td><td><p>Life</p></td><td><p>Kinematic</p></td></tr><tr><td><p>Illumination</p></td><td><p>Orderly</p></td><td><p>Radiant</p></td><td><p>Reflex</p></td><td><p>Illusion</p></td><td><p>Spiritual</p></td></tr><tr><td><p>Kinesis</p></td><td><p>Chaotic</p></td><td><p>Physical</p></td><td><p>Physical</p></td><td><p>Control</p></td><td><p>Kinematic</p></td></tr><tr><td><p>Soul</p></td><td><p>Orderly</p></td><td><p>Psychic*</p></td><td><p>Willpower</p></td><td><p>Oblivion</p></td><td><p>Spiritual</p></td></tr><tr><th><p>Wisdom Runes</p></th><th><p>Axiom</p></th><th><p>Damage Type</p></th><th><p>Target Defense</p></th><th><p>Opposition</p></th><th><p>Proficiency</p></th></tr><tr><td><p>Control</p></td><td><p>Orderly</p></td><td><p>Psychic</p></td><td><p>Willpower</p></td><td><p>Kinesis</p></td><td><p>Kinematic</p></td></tr><tr><td><p>Earth</p></td><td><p>Orderly</p></td><td><p>Acid</p></td><td><p>Reflex</p></td><td><p>Storm</p></td><td><p>Elemental</p></td></tr><tr><td><p>Frost</p></td><td><p>Orderly</p></td><td><p>Cold</p></td><td><p>Fortitude</p></td><td><p>Flame</p></td><td><p>Elemental</p></td></tr><tr><td><p>Life</p></td><td><p>Chaotic</p></td><td><p>Poison*</p></td><td><p>Fortitude</p></td><td><p>Death</p></td><td><p>Kinematic</p></td></tr></tbody><tfoot><tr><td colspan="
entries.qjTSKlh59JhtUuEr.pages.p3hKRiZN3x0DEtyG.text
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<p>Crucible is designed to be a challenging combat experience which will require players to think tactically, work together, and effectively develop their characters' powers. Encounter balance in Crucible is managed using several fundamental levers.</p><ol><li><p>Convenient scaling of Adversary <strong>Level</strong> and <strong>Threat</strong> rating which makes adjusting difficulty for differing party levels or sizes relatively easy to do.</p></li><li><p>The secondary <strong>Wounds</strong> and <strong>Madness </strong>pools that hero characters uniquely have which accumulate and absorb variance due to bad luck.</p></li><li><p>The <strong>Gamemaster</strong>, who plays a pivotal role in interpreting the storytelling needs for each combat moment.</p></li></ol><h2 class="divider">Balancing Encounters</h2><p>Encounters in Crucible are typically balanced such that the cumulative <strong>Threat</strong> of all enemies is equal to the cumulative <strong>Threat</strong> of hero characters plus any allied non-player characters. The ease of adjusting the <strong>Level</strong> or <strong>Threat</strong> of an @UUID[Compendium.crucible.rules.JournalEntry.v1dqTT3NI35lFNxM.JournalEntryPage.WH0YSVcYo09aHNZ2]{adversary } makes it easy to adjust an encounter to this point of balance ahead of time.</p><p>Encounters balanced in this way have an approximately 50% chance of going in the party's favor and a 50% chance of going in the enemies' favor. This does not mean that the party "loses" or "dies" half the time, but rather in 50% of balanced encounters the party will suffer some number of <strong>Wounds</strong>.</p><h2 class="divider">Encounter Difficulty</h2><p>Encounters may be deliberately built above or below this point of balance. The difficulty of an encounter is rated by the ratio of <strong>Adversary Threat</strong>, the cumulative Threat of all enemies, to <strong>Party Level</strong>, the cumulative Level of all heroes plus the Threat of any allied non-player characters.</p><section class="formula"><p class="value">Difficulty Ratio</p><p class="equals">=</p><p class="equation">Adversary Threat ÷ Party Level</p></section><table><thead><tr><th><p>Difficulty</p></th><th><p>Difficulty Ratio</p></th><th style="width:60%"><p>Description</p></th></tr></thead><tbody><tr><td><p>Trivial</p></td><td><p>Below 0.5</p></td><td><p>No real danger; the heroes prevail with little effort.</p></td></tr><tr><td><p>Easy</p></td><td><p>0.5 to 0.75</p></td><td><p>A brief contest which spends few resources.</p></td></tr><tr><td><p>Moderate</p></td><td><p>0.75 to 1</p></td><td><p>A fair fight which tests the heroes without seriously endangering them.</p></td></tr><tr><td><p>Challenging</p></td><td><p>1 to 1.25</p></td><td><p>A balanced encounter; the heroes will likely win, but may suffer Wounds.</p></td></tr><tr><td><p>Deadly</p></td><td><p>1.25 to 1.75</p></td><td><p>The enemies have the upper hand; some heroes may fall.</p></td></tr><tr><td><p>Hopeless</p></td><td><p>1.75 or above</p></td><td><p>Victory is unlikely; retreat or a change of circumstances is the wisest course.</p></td></tr></tbody></table><section class="gameplay"><h4>Example: A Hobgoblin Ambush</h4><p>Four Level 3 heroes, a Party Level of 12, are ambushed by a Level 4 Elite <strong>Hobgoblin Fighter</strong> (Threat 6), two Level 3 Normal <strong>Hobgoblin Archers</strong> (Threat 3 each), and four Level 1 Minion <strong>Hobgoblin Conscripts</strong> (Threat 0.5 each).</p><p>The Adversary Threat is 6 + 3 + 3 + 2 = 14, a Difficulty Ratio of 14 ÷ 12 ≈ 1.17, which is a <strong>Challenging</strong> encounter. Removing one archer reduces the Adversary Threat to 11 and the ratio to about 0.92, making the encounter <strong>Moderate</strong>.</p></section><section class="foundryvtt"><h4>Automation</h4><p>Adventure journals display each encounter's Adversary Threat together with its Difficulty, rated against the Party Level of the configured primary party, for example [[/encounterDifficulty 14]].</p></section><h2 class="divider">Wounds Regulate Luck </h2><p>The accumulation of these <strong>Wounds</strong> is something that the heroes must manage over the course of multiple encounters or days. Since adversaries do not have <strong>Wounds</strong>, only <strong>Health</strong> this is an intentional advantage in favor of Hero characters.</p><p>In any single balanced encounter if the heroes get lucky or play well, they will win without suffering any <strong>Wounds</strong>. If the heroes play poorly or experience bad luck, they will probably still win but suffer <strong>Wounds</strong> in the process. Wounds are a mechanism to regulate swings in luck while also requiring the party to be effective combatants most of the time.</p><h2 class="divider">The Role of the Gamemaster</h2><p>Lastly, the <strong>Gamemaster</strong> plays a pivotal role in ensuring the fun and balance of combat. Enemies in Crucible are generally optimized such that they can be very effective at their main combat style. This is done because we assume that player characters are also designed and progressed with — to at least some extent — combat effectiveness in mind.</p><p>It is not a goal of Crucible to <em>require</em> that every player character be maximally optimized or that every decision in combat be one that optimizes for victory rather than advancing the story being told. It is therefore important that the Gamemaster to calibrate the optimization of their own play to match the party and the needs of the storytelling moment.</p><p>Adversaries in Crucible can and should be fallible in the decisions that they make. Enemies can, and often should, spend their Action and Focus in combat on actions that maintain tension and stakes while prioritizing the needs of the story rather than actions that specifically optimize to defeat the heroes.</p>
<p>Crucible is designed to be a challenging combat experience which will require players to think tactically, work together, and effectively develop their characters' powers. Encounter balance in Crucible is managed using several fundamental levers.</p><ol><li><p>Convenient scaling of Adversary <strong>Level</strong> and <strong>Threat</strong> rating which makes adjusting difficulty for differing party levels or sizes relatively easy to do.</p></li><li><p>The secondary <strong>Wounds</strong> and <strong>Madness </strong>pools that hero characters uniquely have which accumulate and absorb variance due to bad luck.</p></li><li><p>The <strong>Gamemaster</strong>, who plays a pivotal role in interpreting the storytelling needs for each combat moment.</p></li></ol><h2 class="divider">Balancing Encounters</h2><p>Encounters in Crucible are typically balanced such that the cumulative <strong>Threat</strong> of all enemies is equal to the cumulative <strong>Threat</strong> of hero characters plus any allied non-player characters. The ease of adjusting the <strong>Level</strong> or <strong>Threat</strong> of an @UUID[Compendium.crucible.rules.JournalEntry.v1dqTT3NI35lFNxM.JournalEntryPage.WH0YSVcYo09aHNZ2]{adversary } makes it easy to adjust an encounter to this point of balance ahead of time.</p><p>Encounters balanced in this way have an approximately 50% chance of going in the party's favor and a 50% chance of going in the enemies' favor. This does not mean that the party "loses" or "dies" half the time, but rather in 50% of balanced encounters the party will suffer some number of <strong>Wounds</strong>.</p><h2 class="divider">Encounter Difficulty</h2><p>Encounters may be deliberately built above or below this point of balance. The difficulty of an encounter is rated by the ratio of <strong>Adversary Threat</strong>, the cumulative Threat of all enemies, to <strong>Party Level</strong>, the cumulative Level of all heroes plus the Threat of any allied non-player characters.</p><section class="formula"><p class="value">Difficulty Ratio</p><p class="equals">=</p><p class="equation">Adversary Threat ÷ Party Level</p></section><table><thead><tr><th><p>Difficulty</p></th><th><p>Difficulty Ratio</p></th><th style="width:60%"><p>Description</p></th></tr></thead><tbody><tr><td><p>Trivial</p></td><td><p>Below 0.5</p></td><td><p>No real danger; the heroes prevail with little effort.</p></td></tr><tr><td><p>Easy</p></td><td><p>0.5 to 0.75</p></td><td><p>A brief contest which spends few resources.</p></td></tr><tr><td><p>Moderate</p></td><td><p>0.75 to 1</p></td><td><p>A fair fight which tests the heroes without seriously endangering them.</p></td></tr><tr><td><p>Challenging</p></td><td><p>1 to 1.25</p></td><td><p>A balanced encounter; the heroes will likely win, but may suffer Wounds.</p></td></tr><tr><td><p>Deadly</p></td><td><p>1.25 to 1.75</p></td><td><p>The enemies have the upper hand; some heroes may fall.</p></td></tr><tr><td><p>Hopeless</p></td><td><p>1.75 or above</p></td><td><p>Victory is unlikely; retreat or a change of circumstances is the wisest course.</p></td></tr></tbody></table><section class="gameplay"><h4>Example: A Hobgoblin Ambush</h4><p>Four Level 3 heroes, a Party Level of 12, are ambushed by a Level 4 Elite <strong>Hobgoblin Fighter</strong> (Threat 6), two Level 3 Normal <strong>Hobgoblin Archers</strong> (Threat 3 each), and four Level 1 Minion <strong>Hobgoblin Conscripts</strong> (Threat 0.5 each).</p><p>The Adversary Threat is 6 + 3 + 3 + 2 = 14, a Difficulty Ratio of 14 ÷ 12 ≈ 1.17, which is a <strong>Challenging</strong> encounter. Removing one archer reduces the Adversary Threat to 11 and the ratio to about 0.92, making the encounter <strong>Moderate</strong>.</p></section><section class="foundryvtt"><h4>Automation</h4><p>Adventure journals display each encounter's Adversary Threat together with its Difficulty, rated against the Party Level of the configured primary party, for example [[/encounterDifficulty 14]].</p></section><h2 class="divider">Wounds Regulate Luck </h2><p>The accumulation of these <strong>Wounds</strong> is something that the heroes must manage over the course of multiple encounters or days. Since adversaries do not have <strong>Wounds</strong>, only <strong>Health</strong> this is an intentional advantage in favor of Hero characters.</p><p>In any single balanced encounter if the heroes get lucky or play well, they will win without suffering any <strong>Wounds</strong>. If the heroes play poorly or experience bad luck, they will probably still win but suffer <strong>Wounds</strong> in the process. Wounds are a mechanism to regulate swings in luck while also requiring the party to be effective combatants most of the time.</p><h2 class="divider">The Role of the Gamemaster</h2><p>Lastly, the <strong>Gamemaster</strong> plays a pivotal role in ensuring the fun and balance of combat. Enemies in Crucible are generally optimized such that they can be very effective at their main combat style. This is done because we assume that player characters are also designed and progressed with — to at least some extent — combat effectiveness in mind.</p><p>It is not a goal of Crucible to <em>require</em> that every player character be maximally optimized or that every decision in combat be one that optimizes for victory rather than advancing the story being told. It is therefore important that the Gamemaster to calibrate the optimization of their own play to match the party and the needs of the storytelling moment.</p><p>Adversaries in Crucible can and should be fallible in the decisions that they make. Enemies can, and often should, spend their Action and Focus in combat on actions that maintain tension and stakes while prioritizing the needs of the story rather than actions that specifically optimize to defeat the heroes.</p>
entries.QhZgmBrdLAGwYy5c.pages.ALBdjCHkJcK5eKTI.text
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<p><strong>Movement</strong> is one of the most important actions that characters in Crucible will perform in combat.</p><p>Movement and positioning in Crucible uses a fine-grained 1 foot grid which provides excellent features like tactically significant movement and positioning, meaningful differences in creature sizes and weapon ranges, and intuitive areas of effect.</p><section class="foundryvtt"><p>Distances in the Crucible system are defined in feet. The grid size of Scenes in Foundry Virtual Tabletop will be automatically adjusted to have a subgrid with distance units of <strong>1 foot</strong>. Scenes must use a <strong>5 foot</strong> grid size for the subgrid to display correctly.</p><p>Measurement distance is computed using the <strong>Exact √2</strong> diagonal measurement mode.</p></section><p data-rule="movement.stride">Many combat actions involve the @Rule[action.movement] tag. Such actions allow you to move a distance up to your character's <strong>Stride</strong>. The distance allowed by a @Rule[action.movement] action cannot be broken up or interrupted, and any unused distance is not saved for later actions.</p><p>There are no facing mechanics in Crucible, meaning that it does not matter which direction your Token is facing on the map, your character is able to perceive and act in a full 360 degree radius unless otherwise limited by some special effect or condition.</p><h2 class="divider">Movement Cost Calculation</h2><p>The @Rule[resource.action] cost of a given Movement is computed as follows:</p><ol><li><p><strong>Distance</strong> is computed center-point to center-point, where the distance of diagonal movement is computed using the <strong>Exact √2</strong> diagonal measurement mode.</p></li><li><p><strong>Effective Distance</strong> is computed by applying the following modifiers in order:</p><ol style="list-style-type:lower-alpha"><li><p><strong>Status Conditions</strong> are applied first, as described below.</p></li><li><p>The effects of <strong>Terrain</strong> are applied second.</p></li><li><p>Modifiers resulting from the <strong>Movement Type</strong> are applied.</p></li></ol></li><li><p>The @Rule[resource.action] cost of the movement is computed as:</p></li></ol><section class="formula"><p class="value">Action Cost</p><p class="equals">=</p><p class="equation">ceil(Effective Distance / Stride)</p></section><ol start="4"><li><p>If a @Rule[movement.freeMovement] is available, the final Action Cost of the movement is reduced by 1.</p></li></ol><h3 class="divider">Movement Conditions</h3><p>The following <strong>Status Conditions </strong>affect the measurement and cost of movement.</p><h4>@Condition[slowed]</h4><p>The <strong>Effective Distance</strong> traveled by any movement is doubled.</p><h4>@Condition[hastened]</h4><p>The <strong>Effective Distance</strong> traveled by any movement is halved.</p><h4>@Condition[restrained]</h4><p>Movement is impossible.</p><h3 class="divider">Movement Types</h3><p>The following <strong>Movement Types</strong> are supported:</p><h4>Walk</h4><p>No change to Effective Distance.</p><h4>Step</h4><p>You move carefully, but your <strong>Effective Distance</strong> traveled is doubled.</p><h4>Crawl</h4><p>You move while @Condition[prone] and your <strong>Effective Distance</strong> traveled is doubled.</p><h4>Jump</h4><p>Your <strong>Effective Distance</strong> traveled is doubled, but required by certain actions or to surmount certain obstacles.</p><h4>Climb</h4><p>Used while scaling vertical surfaces, your <strong>Effective Distance</strong> traveled is doubled.</p><h4>Swim</h4><p>Used while moving in waist-deep or deeper water, your <strong>Effective Distance</strong> traveled is doubled.</p><h4>Fly</h4><p>Used by creatures which can fly or hover. Movement while flying is faster than walking. A creature which ends its movement while flying gains the @Condition[flying] condition.</p><h4>Blink</h4><p>Magical teleportation that ignores terrain and movement cost entirely.</p><h4>Burrow</h4><p>Used by creatures capable of tunneling through the earth. Your <strong>Effective Distance</strong> traveled is doubled. Burrowing movement passes beneath walls, obstacles, and other creatures on the surface above. A creature which ends its movement while burrowing gains the @Condition[burrowing] condition.</p><h2 class="divider">Free Movement</h2><div data-rule="movement.freeMovement"><p>Each creature may perform one free @Rule[action.movement] action per round of Combat: the first Action it performs each round that has the Movement tag costs 1 fewer @Rule[resource.action]. This typically makes the Action free, but may only reduce the cost of a more expensive one.</p><p><strong>Free Movement</strong> is not available to creatures that are @Condition[weakened], @Condition[prone], or @Condition[slowed]. Creatures wearing <strong>Heavy</strong> armor also lose access to Free Movement unless they have the @UUID[Compendium.crucible.talent.Item.armoredefficienc]{Armored Efficiency} talent.</p></div><h2 class="divider">Terrain</h2><p>The ground a creature crosses may increase the cost of moving across it. Terrain multiplies the <strong>Effective Distance</strong> of <strong>Walk</strong>, <strong>Step</strong>, <strong>Climb</strong>, and <strong>Jump</strong> movement. Terrain is classified as one of the following:</p><dl><dt><p>Normal Terrain</p></dt><dd data-rule="movement.normalTerrain"><p>Open ground which poses no obstacle to movement, such as roads, floors, or short grass. Normal Terrain does not modify the <strong>Effective Distance</strong> of movement.</p></dd><dt><p>Difficult Terrain</p></dt><dd data-rule="movement.difficultTerrain"><p>Ground which slows careful footing, such as rubble, dense undergrowth, deep snow, or shallow water. The <strong>Effective Distance</strong> of movement through Difficult Terrain is doubled.</p></dd><dt><p>Extreme Terrain</p></dt><dd data-rule="movement.extremeTerrain"><p>Ground which can barely be crossed on foot, such as steep scree, thick mud, or tangled thorns. The <strong>Effective Distance</strong> of movement through Extreme Terrain is tripled.</p></dd></dl><p>A creature which <strong>Crawls</strong> is not penalized twice: the doubled cost of Crawl already accounts for Difficult Terrain, so Crawling costs double on Normal or Difficult Terrain and triple on Extreme Terrain.</p><section class="foundryvtt"><h4>Gamemaster Guidance</h4><p>Always specify Difficult and Extreme Terrain by drawing a Scene Region over the affected area and giving it the <strong>Modify Movement Cost</strong> behavior, with its <strong>Walk</strong> cost set to 2 (Difficult) or 3 (Extreme). Step, Crawl, Climb, and Jump movement derive their cost from this Walk setting automatically. Crucible reads terrain only from this behavior when it measures movement, so terrain marked any other way, such as with a Drawing or a Note, is not reflected in the Action cost shown by the movement ruler. Normal Terrain needs no Region.</p></section><h2 class="divider">Creature Collision</h2><p>While in Combat, creatures treat other creatures as obstacles which block movement. A creature may not move through the space occupied by another creature, whether that creature is an ally or an enemy. Dead creatures do not block movement, nor do creatures at a different elevation, such as a flying creature above the battlefield or a burrowing creature beneath it.</p><p>Blocked movement does not mean that creatures must keep a respectful distance - a creature can press into and partially overlap the edge of another creature's space, but cannot push fully through it.</p><section class="foundryvtt"><h4>Automation</h4><p>Token collision happens automatically whenever the moving Token belongs to an active Combat encounter. Outside of Combat, Tokens move freely through one another. When a moving Token bumps into another, its movement simply stops at the point of contact, just as if it had hit a wall.</p></section><p>Certain movement actions are exempt from this restriction. <strong>Jump</strong> movement vaults over obstructing creatures, <strong>Burrow</strong> movement tunnels beneath them, and <strong>Blink</strong> movement teleports past them entirely. Certain Actions also allow movement through otherwise obstructing creatures as part of their effect, for example @UUID[Compendium.crucible.talent.Item.tumblethrough000]{Tumble Through} or @UUID[Compendium.crucible.talent.Item.shieldcharge0000]{Shield Charge}.</p><p><strong>Forced Movement</strong> respects creature obstacles in the same way: a creature which is pushed, pulled, or knocked back stops its involuntary movement when it collides with another creature.</p><section class="construction"><h4>Under Construction</h4><p>Token Collision mechanics and the rules for handling collision and overlap between creatures are still being developed and are not yet final. Expect these rules to evolve in future releases.</p></section><h2 class="divider">Forced Movement</h2><p>Sometimes, an Action produces a side effect that requires a creature to move involuntarily. This is referred to as <strong>Forced Movement</strong>, and represents situations like being knocked aside by a powerful blow, falling off a ledge, or being dragged along by captors. This type of movement does not incur any Action cost, nor does it consume Free Movement.</p><p>Forced Movement is usually produced automatically by the Action which causes it. Effects which push, pull, or knock a target back - such as the <strong>Push</strong> and <strong>Pull</strong> spell Inflections - plan and execute this secondary movement as part of resolving the Action, timed to coincide with the moment of impact in the Action's animation. Forced Movement cannot push a creature through walls or through other creatures, and a creature carried over an edge will @UUID[Compendium.crucible.rules.JournalEntry.exploration00000.JournalEntryPage.environmentalHaz]{Fall}.</p><section class="foundryvtt"><h4>Forced Movement Toggle</h4><p>For situations which are not automated by a specific Action - like being dragged along by captors - the Gamemaster can move a Token manually as Forced Movement by enabling the Forced Movement toggle in the Scene Controls menu using the <span class="ref"><i class="fa-solid fa-wind"></i></span> icon.</p><p>Movement made while this toggle is enabled incurs no cost and is annotated as "Forced" in its Ruler measurement tooltip.</p></section><h2 class="divider">Cover</h2><p>Certain terrain or obstacles can be counted as Cover - providing additional protection from incoming Spell or Weapon attacks. When a direct single-target attack passes through such an obstacle, the target of the attack is in Cover. Cover is classified according to the following types:</p><table><thead><tr><th><p>Cover Type</p></th><th><p>Banes to Attacks</p></th></tr></thead><tbody><tr><td><p>Complete Cover</p></td><td><p>Direct attacks not possible</p></td></tr><tr><td><p>Hard Cover</p></td><td><p>+4 Banes</p></td></tr><tr><td><p>Partial Hard Cover</p></td><td><p>+2 Banes</p></td></tr><tr><td><p>Soft Cover</p></td><td><p>+1 Banes</p></td></tr></tbody></table><p>Area of effect attacks from abilities with target types like Cone, Blast, or Pulse ignore the effects of Cover.</p><section class="construction"><p>Automation of cover detection and the resulting Banes is planned for a future update. For the time being, Banes added due to Cover should be applied manually when attack rolls are made.</p></section>
<p><strong>Movement</strong> is one of the most important actions that characters in Crucible will perform in combat.</p><p>Movement and positioning in Crucible uses a fine-grained 1 foot grid which provides excellent features like tactically significant movement and positioning, meaningful differences in creature sizes and weapon ranges, and intuitive areas of effect.</p><section class="foundryvtt"><p>Distances in the Crucible system are defined in feet. The grid size of Scenes in Foundry Virtual Tabletop will be automatically adjusted to have a subgrid with distance units of <strong>1 foot</strong>. Scenes must use a <strong>5 foot</strong> grid size for the subgrid to display correctly.</p><p>Measurement distance is computed using the <strong>Exact √2</strong> diagonal measurement mode.</p></section><p data-rule="movement.stride">Many combat actions involve the @Rule[action.movement] tag. Such actions allow you to move a distance up to your character's <strong>Stride</strong>. The distance allowed by a @Rule[action.movement] action cannot be broken up or interrupted, and any unused distance is not saved for later actions.</p><p>There are no facing mechanics in Crucible, meaning that it does not matter which direction your Token is facing on the map, your character is able to perceive and act in a full 360 degree radius unless otherwise limited by some special effect or condition.</p><h2 class="divider">Movement Cost Calculation</h2><p>The @Rule[resource.action] cost of a given Movement is computed as follows:</p><ol><li><p><strong>Distance</strong> is computed center-point to center-point, where the distance of diagonal movement is computed using the <strong>Exact √2</strong> diagonal measurement mode.</p></li><li><p><strong>Effective Distance</strong> is computed by applying the following modifiers in order:</p><ol style="list-style-type:lower-alpha"><li><p><strong>Status Conditions</strong> are applied first, as described below.</p></li><li><p>The effects of <strong>Terrain</strong> are applied second.</p></li><li><p>Modifiers resulting from the <strong>Movement Type</strong> are applied.</p></li></ol></li><li><p>The @Rule[resource.action] cost of the movement is computed as:</p></li></ol><section class="formula"><p class="value">Action Cost</p><p class="equals">=</p><p class="equation">ceil(Effective Distance / Stride)</p></section><ol start="4"><li><p>If a @Rule[movement.freeMovement] is available, the final Action Cost of the movement is reduced by 1.</p></li></ol><h3 class="divider">Movement Conditions</h3><p>The following <strong>Status Conditions </strong>affect the measurement and cost of movement.</p><h4>@Condition[slowed]</h4><p>The <strong>Effective Distance</strong> traveled by any movement is doubled.</p><h4>@Condition[hastened]</h4><p>The <strong>Effective Distance</strong> traveled by any movement is halved.</p><h4>@Condition[restrained]</h4><p>Movement is impossible.</p><h3 class="divider">Movement Types</h3><p>The following <strong>Movement Types</strong> are supported:</p><h4>Walk</h4><p>No change to Effective Distance.</p><h4>Step</h4><p>You move carefully, but your <strong>Effective Distance</strong> traveled is doubled.</p><h4>Crawl</h4><p>You move while @Condition[prone] and your <strong>Effective Distance</strong> traveled is doubled.</p><h4>Jump</h4><p>Your <strong>Effective Distance</strong> traveled is doubled, but required by certain actions or to surmount certain obstacles.</p><h4>Climb</h4><p>Used while scaling vertical surfaces, your <strong>Effective Distance</strong> traveled is doubled.</p><h4>Swim</h4><p>Used while moving in waist-deep or deeper water, your <strong>Effective Distance</strong> traveled is doubled.</p><h4>Fly</h4><p>Used by creatures which can fly or hover. Movement while flying is faster than walking. A creature which ends its movement while flying gains the @Condition[flying] condition.</p><h4>Blink</h4><p>Magical teleportation that ignores terrain and movement cost entirely.</p><h4>Burrow</h4><p>Used by creatures capable of tunneling through the earth. Your <strong>Effective Distance</strong> traveled is doubled. Burrowing movement passes beneath walls, obstacles, and other creatures on the surface above. A creature which ends its movement while burrowing gains the @Condition[burrowing] condition.</p><h2 class="divider">Free Movement</h2><div data-rule="movement.freeMovement"><p>Each creature may perform one free @Rule[action.movement] action per round of Combat: the first Action it performs each round that has the Movement tag costs 1 fewer @Rule[resource.action]. This typically makes the Action free, but may only reduce the cost of a more expensive one.</p><p><strong>Free Movement</strong> is not available to creatures that are @Condition[weakened], @Condition[prone], or @Condition[slowed]. Creatures wearing <strong>Heavy</strong> armor also lose access to Free Movement unless they have the @UUID[Compendium.crucible.talent.Item.armoredefficienc]{Armored Efficiency} talent.</p></div><h2 class="divider">Terrain</h2><p>
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<p>Crucible uses the standard set of role-playing game dice; relying upon 4, 6, 8, 10, 12, and 20-sided dice for various rolls. These dice are referred to as <strong>d4</strong>, <strong>d6</strong>, <strong>d8</strong>, <strong>d10</strong>, and <strong>d12</strong>, where a number that precedes the die type represents the quantity of that die to roll, for example <strong>4d6</strong> provides instruction to roll four six-sided dice.</p><blockquote><p>Crucible is designed specifically for Foundry Virtual Tabletop, but its dice mechanics are possible to play outside of a digital environment, albeit with a fairly high level of bookkeeping required.</p></blockquote><p>When your character performs heroic actions within the world, whether they be feats of martial prowess or clever social maneuvers, the outcomes of the attempted action are discovered by rolling dice.</p><h2 class="divider">Standard Check</h2><div data-rule="dice.check"><p>The standard approach towards determining the outcome of a dice check in Crucible uses a dice pool comprised of three dice, typically 3d8, which are added together. The exact dice used in the pool are modified depending on the @Rule[dice.boon]{Boons} or @Rule[dice.bane]{Banes} which apply to the roll. Added to the result of these three dice are Ability, Skill, and Enchantment bonuses which further increase the value of the result. This type of dice roll is referred to as a <strong>Standard Check</strong>.</p><section class="formula"><p class="value">Standard Check</p><p class="equals">=</p><p class="equation">3d8[Boons,Banes] + Ability Bonus + Skill Bonus + Enchantment Bonus</p></section></div><h2 class="divider">Check Results</h2><div data-rule="dice.dc"><p>Every check is made against a <strong>Difficulty Class</strong> (<strong>DC</strong>). Once the dice are rolled, the check's total is compared against the DC to determine whether it succeeds or fails, and whether that result is critical.</p></div><dl><dt><p>Success</p></dt><dd data-rule="dice.success"><p>If the check's total is <strong>greater than</strong> the DC, the check is a <strong>Success</strong>.</p></dd><dt><p>Failure</p></dt><dd data-rule="dice.failure"><p>If the check's total is <strong>equal to or less than</strong> the DC, the check is a <strong>Failure</strong>.</p></dd><dt><p>Critical Success</p></dt><dd data-rule="dice.criticalSuccess"><p>If the check's total exceeds the DC by <strong>more than</strong> the @Rule[dice.criticalSuccessThreshold] (6 by default), the check is a <strong>Critical Success</strong>. A Critical Success is also a @Rule[dice.success]; some Actions, Talents, and effects grant additional benefits on a Critical Success.</p></dd><dt><p>Critical Failure</p></dt><dd data-rule="dice.criticalFailure"><p>If the check's total falls short of the DC by the @Rule[dice.criticalFailureThreshold] <strong>or more</strong> (6 by default), the check is a <strong>Critical Failure</strong>. A Critical Failure is also a @Rule[dice.failure]; some Actions, Talents, and effects impose additional consequences on a Critical Failure.</p></dd></dl><p>Two thresholds determine how far a check must beat or miss its DC for the result to be critical:</p><dl><dt><p>Critical Success Threshold</p></dt><dd data-rule="dice.criticalSuccessThreshold"><p>A check is a @Rule[dice.criticalSuccess] when its total exceeds its DC by more than this number. It is 6 by default and can be modified by Talents, weapon properties, enchantments, and certain Actions.</p></dd><dt><p>Critical Failure Threshold</p></dt><dd data-rule="dice.criticalFailureThreshold"><p>A check is a @Rule[dice.criticalFailure] when its total falls short of its DC by this number or more. It is 6 by default and can be modified by certain enchantments.</p></dd></dl><h2 class="divider">Bonus Stacking</h2><p>Any given roll may only have one source of <strong>Ability Bonus</strong>, <strong>Skill Bonus</strong>, or <strong>Enchantment Bonus</strong>. If certain Actions, Talents, or Equipment provide multiple methods of obtaining a bonus for a roll, only the largest bonus is used.</p><section class="gameplay"><h4>Example: Multiple Enchantment Bonuses</h4><p>Zarajah is an accomplished spellcaster who has obtained several powerful artifacts. A set of mages robes that provide a +1 Enchantment Bonus to all @UUID[Compendium.crucible.rules.JournalEntry.qjTSKlh59JhtUuEr]{Spellcraft}, and a powerful staff which gives a +2 Enchantment Bonus to spells cast using @UUID[Compendium.crucible.talent.Item.runeFlame0000000]{Rune: Flame}. When casting a spell using the Earth rune, Zarajah has a +1 Enchantment Bonus on any dice roll involved that spell. When casting a spell using the Flame rune, Zarajah has a +2 Enchantment Bonus.</p></section>
<p>Crucible uses the standard set of role-playing game dice; relying upon 4, 6, 8, 10, 12, and 20-sided dice for various rolls. These dice are referred to as <strong>d4</strong>, <strong>d6</strong>, <strong>d8</strong>, <strong>d10</strong>, and <strong>d12</strong>, where a number that precedes the die type represents the quantity of that die to roll, for example <strong>4d6</strong> provides instruction to roll four six-sided dice.</p><blockquote><p>Crucible is designed specifically for Foundry Virtual Tabletop, but its dice mechanics are possible to play outside of a digital environment, albeit with a fairly high level of bookkeeping required.</p></blockquote><p>When your character performs heroic actions within the world, whether they be feats of martial prowess or clever social maneuvers, the outcomes of the attempted action are discovered by rolling dice.</p><h2 class="divider">Standard Check</h2><div data-rule="dice.check"><p>The standard approach towards determining the outcome of a dice check in Crucible uses a dice pool comprised of three dice, typically 3d8, which are added together. The exact dice used in the pool are modified depending on the @Rule[dice.boon]{Boons} or @Rule[dice.bane]{Banes} which apply to the roll. Added to the result of these three dice are Ability, Skill, and Enchantment bonuses which further increase the value of the result. This type of dice roll is referred to as a <strong>Standard Check</strong>.</p><section class="formula"><p class="value">Standard Check</p><p class="equals">=</p><p class="equation">3d8[Boons,Banes] + Ability Bonus + Skill Bonus + Enchantment Bonus</p></section></div><h2 class="divider">Check Results</h2><div data-rule="dice.dc"><p>Every check is made against a <strong>Difficulty Class</strong> (<strong>DC</strong>). Once the dice are rolled, the check's total is compared against the DC to determine whether it succeeds or fails, and whether that result is critical.</p></div><dl><dt><p>Success</p></dt><dd data-rule="dice.success"><p>If the check's total is <strong>greater than</strong> the DC, the check is a <strong>Success</strong>.</p></dd><dt><p>Failure</p></dt><dd data-rule="dice.failure"><p>If the check's total is <strong>equal to or less than</strong> the DC, the check is a <strong>Failure</strong>.</p></dd><dt><p>Critical Success</p></dt><dd data-rule="dice.criticalSuccess"><p>If the check's total exceeds the DC by <strong>more than</strong> the @Rule[dice.criticalSuccessThreshold] (6 by default), the check is a <strong>Critical Success</strong>. A Critical Success is also a @Rule[dice.success]; some Actions, Talents, and effects grant additional benefits on a Critical Success.</p></dd><dt><p>Critical Failure</p></dt><dd data-rule="dice.criticalFailure"><p>If the check's total falls short of the DC by the @Rule[dice.criticalFailureThreshold] <strong>or more</strong> (6 by default), the check is a <strong>Critical Failure</strong>. A Critical Failure is also a @Rule[dice.failure]; some Actions, Talents, and effects impose additional consequences on a Critical Failure.</p></dd></dl><p>Two thresholds determine how far a check must beat or miss its DC for the result to be critical:</p><dl><dt><p>Critical Success Threshold</p></dt><dd data-rule="dice.criticalSuccessThreshold"><p>A check is a @Rule[dice.criticalSuccess] when its total exceeds its DC by more than this number. It is 6 by default and can be modified by Talents, weapon properties, enchantments, and certain Actions.</p></dd><dt><p>Critical Failure Threshold</p></dt><dd data-rule="dice.criticalFailureThreshold"><p>A check is a @Rule[dice.criticalFailure] when its total falls short of its DC by this number or more. It is 6 by default and can be modified by certain enchantments.</p></dd></dl><h2 class="divider">Bonus Stacking</h2><p>Any given roll may only have one source of <strong>Ability Bonus</strong>, <strong>Skill Bonus</strong>, or <strong>Enchantment Bonus</strong>. If certain Actions, Talents, or Equipment provide multiple methods of obtaining a bonus for a roll, only the largest bonus is used.</p><section class="gameplay"><h4>Example: Multiple Enchantment Bonuses</h4><p>Zarajah is an accomplished spellcaster who has obtained several powerful artifacts. A set of mages robes that provide a +1 Enchantment Bonus to all @UUID[Compendium.crucible.rules.JournalEntry.qjTSKlh59JhtUuEr]{Spellcraft}, and a powerful staff which gives a +2 Enchantment Bonus to spells cast using @UUID[Compendium.crucible.talent.Item.runeFlame0000000]{Rune: Flame}. When casting a spell using the Earth rune, Zarajah has a +1 Enchantment Bonus on any dice roll involved that spell. When casting a spell using the Flame rune, Zarajah has a +2 Enchantment Bonus.</p></section>
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<p><strong>Equipment</strong> refers to the belongings, weaponry, armor, potions, adventuring equipment, and other types of items which could be carried by a character or found somewhere within the world. Equipment of all types is provided and can be browsed in the <strong>Crucible > Items > Equipment</strong> compendium pack.</p><h2 class="divider">Equipment Properties</h2><p>Equipment items share a few properties in common across all types:</p><h4>Weight</h4><p>Each item has a per-unit weight, expressed in pounds.</p><h4>Base Cost</h4><p>The base cost of an item establishes the basis for any cost scaling which later applies. For some items the base cost and scaled cost are always the same, but some items can have a true value many times greater than the item's base cost.</p><h4>Physical Quality</h4><p>Many items may be assigned a quality tier which reflects the manufacturing quality or natural rarity of a certain commodity. The benefit of quality to each type of item is described in the rules for that type.</p><dl><dt><p>Shoddy</p></dt><dd data-rule="quality.shoddy"><p>Crude, damaged, or poorly made. Shoddy items perform below the expectation of their kind and have a rarity modifier of -1.</p></dd><dt><p>Standard</p></dt><dd data-rule="quality.standard"><p>Ordinary, serviceable craftsmanship. Standard quality is the baseline against which other tiers are measured and has no rarity modifier.</p></dd><dt><p>Fine</p></dt><dd data-rule="quality.fine"><p>Well made by a skilled artisan. Fine items perform above the expectation of their kind and have a rarity modifier of +1.</p></dd><dt><p>Superior</p></dt><dd data-rule="quality.superior"><p>Exceptional craftsmanship from superb materials. Superior items have a rarity modifier of +2.</p></dd><dt><p>Masterwork</p></dt><dd data-rule="quality.masterwork"><p>The pinnacle of a craft, produced only by a master artisan. Masterwork items have a rarity modifier of +4.</p></dd></dl><h4>Enchantment Tier</h4><p>Weapons, armor, and accessories can be augmented with magic through @UUID[.Affixes000000000]{Affixes}. The enchantment tier of an item reflects the potency of its magical imbuement and is derived automatically from the affixes applied to it. Consumable items do not have an enchantment tier and scale based on quality alone.</p><h4>Rarity</h4><p>Item rarity quantifies the uniqueness of the item relative to its most common form. Items with higher manufactured quality, stronger magical enchantment, or special properties will have a higher rarity value and therefore a greater value.</p><dl><dt><p>Investment</p></dt><dd data-rule="item.investment"><p>Some items, particularly accessories, require the bearer to <strong>invest</strong> in them before their magical affixes become active. An item which requires Investment must be both equipped and invested before its affixes take effect. A character may invest in any number of equipped items.</p></dd><dt><p>Stackable</p></dt><dd data-rule="item.stackable"><p>Some items - typically consumables, tools, and loot - are <strong>Stackable</strong>, allowing multiple identical units to be carried as a single inventory entry with a quantity.</p></dd><dt><p>Unique</p></dt><dd data-rule="item.unique"><p>Some items are designated as <strong>Unique</strong>, representing one-of-a-kind artifacts or items of singular craftsmanship. Unique items cannot be enchanted with affixes and instead retain a manually assigned enchantment tier.</p></dd></dl><h2 class="divider">Investment</h2><p>Some items require <strong>Investment</strong> in order to fully benefit from their properties. Items which require Investment may be Equipped and used to perform Actions as normal, however their owner does not benefit the effects of that item's Affixes unless the item is first <strong>Invested</strong>.</p><p>This is done through the @Action[default investiture] action which may only be performed during a Recovery or Rest. Once an Item is Invested, all of its magical affixes provide their full benefit including any special Actions which they permit the Actor to perform.</p><p>When performing the @Action[default recover] or @Action[default rest] Actions, any Item that was previously Invested but is now unequipped will no longer be invested.</p><h2 class="divider">Item Stacking</h2><p>Items with the <strong>Stackable</strong> property can be combined into a single inventory stack with a quantity, so long as the items are truly identical. Items which differ in quality, enchantment, or any other property do not stack, and enchanted items never stack.</p><p>Equipped items never stack. A stack represents identical items stowed together in a character's backpack; when an item is equipped, it becomes an individual item distinct from any remaining stacked quantity.</p><section class="foundryvtt"><h4>Automation</h4><p>When you equip an item from a stack, one unit is automatically split off the stack and equipped individually. When you un-equip that item and return it to your backpack, it automatically recombines with an identical stack if one exists. Dragging one stackable item onto an identical item in your inventory combines them into a single stack.</p></section><h2 class="divider">Item Value Scaling</h2><p>The base cost of an item is defined by its Standard quality, Mundane enchantment variety. The currency cost of the item scales with its Rarity score according to the following formula:</p><section class="formula"><p class="value">Item Value</p><p class="equals">=</p><p class="equation">((1 + Rarity)^3) x Base Cost</p></section><section class="gameplay"><p>Suppose a <strong>Standard</strong> quality and unenchanted <strong>Mundane</strong> Longsword has a base cost of 50. The same type of weapon crafted at <strong>Masterwork</strong> quality would cost 3200. If a <strong>Legendary</strong> enchantment were added to the weapon through affixes, it would then cost 25,650. A true fortune!</p></section>
<p><strong>Equipment</strong> refers to the belongings, weaponry, armor, potions, adventuring equipment, and other types of items which could be carried by a character or found somewhere within the world. Equipment of all types is provided and can be browsed in the <strong>Crucible > Items > Equipment</strong> compendium pack.</p><h2 class="divider">Equipment Properties</h2><p>Equipment items share a few properties in common across all types:</p><h4>Weight</h4><p>Each item has a per-unit weight, expressed in pounds.</p><h4>Base Cost</h4><p>The base cost of an item establishes the basis for any cost scaling which later applies. For some items the base cost and scaled cost are always the same, but some items can have a true value many times greater than the item's base cost.</p><h4>Physical Quality</h4><p>Many items may be assigned a quality tier which reflects the manufacturing quality or natural rarity of a certain commodity.
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<p data-rule="movement.engagement"><strong>Engagement</strong> describes the total number of opposing Combatants that you can simultaneously battle against without becoming more vulnerable. The base Engagement for <strong>Hero</strong> characters is <strong>1</strong>, while the base Engagement for <strong>Adversary</strong> characters starts at <strong>1</strong> and adds <strong>+1 for every 2 Size above 4</strong>, rounded up.</p><p data-rule="movement.fullyEngaged">When the number of enemies a character is engaged with equals or exceeds their @Rule[movement.engagement], that character is <strong>Fully Engaged</strong>. Some conditions and action prerequisites depend on whether a creature is Fully Engaged.</p><section class="foundryvtt"><p>To help visualize how Engagement and Flanking mechanics works, there is a special toggle that can be used in the<strong> Tokens Layer</strong> of the <strong>Scene Controls </strong>UI on the left side of the screen. While enabled, the Engagement of your controlled creature is drawn, and each creature you target is labelled with the Flanking which you would have against it.</p></section><h2 class="divider">Flanking</h2><p>Flanking occurs when you and your allies team up to combat an opponent. When a creature is <strong>Engaged</strong> with a number of creatures greater than its <strong>Engagement</strong> score it becomes @Condition[flanked]. Flanking has multiple stages, and each stage contributes +1 Boon to melee attack rolls made against that creature.</p><section class="formula"><p class="value">Flanked Stage</p><p class="equals">=</p><p class="equation">Number of Engaged Enemies<br>- Engagement Score<br>- Engagement Bonus from Adjacent Allies</p></section><section class="gameplay"><p>Krag, a heavily armored fighter, has an <strong>Engagement</strong> score of <strong>3</strong>, with bonuses from his <strong>True Grit</strong> talent and from his Heater Shield with the <strong>Engaging</strong> property. Krag can engage with three opposing combatants simultaneously without them acquiring any Flanking bonus against him. However if Krag is surrounded by five Goblins, he would have the <strong>Flanked 2</strong> condition and each Goblin's attacks would benefit from <strong>+2 Boons (5 engaged enemies - 3 Engagement)</strong>.</p></section><p>While having more Engaged enemies increases your Flanked condition, having adjacent allies who are supporting you can nullify flanking. Allies contribute their own <strong>Engagement</strong> as a bonus to yours if you share enemies in common that you are both Engaged with.</p><section class="gameplay"><p>Krag, from our previous example, is still surrounded by 5 Goblins and is <strong>Flanked 2</strong>. His ally Jinora comes to join the fray. Jinora has an <strong>Engagement</strong> score of <strong>2</strong>. When Jinora moves next to Krag, and into a position where Jinora can engage at least 2 of the Goblins, Krag's Flanked condition is removed because Jinora's 2 Engagement adds to Krag's own Engagement score, allowing Krag to engage up to 5 enemies.</p></section><p>Flanking is judged separately for each attacker. You benefit only from those fellow attackers whom you perceive, and are hindered only by those defenders whom you perceive, so a creature which goes undetected aids neither side. Two creatures striking the same target may therefore face different stages of Flanking.</p><p>A creature may also be @Condition[overrun], suffering one additional stage of Flanking against every attacker regardless of where it stands.</p><section class="foundryvtt"><p>Flanking is computed at the moment an attack is made, from the perspective of the attacking creature, and the correct number of Boons is applied automatically. Because the result depends upon whom that attacker perceives, no Flanked status is shown upon the creature itself.</p></section><h2 class="divider">Disengagement</h2><p>When an opponent attempts to disengage from you in melee combat it becomes temporarily vulnerable, allowing you to perform a @Action[default reactiveStrike], a weapon attack as a Reaction. You may not make a Reactive Strike if you are @Condition[unaware], @Condition[overrun], or @Condition[flanked] by other remaining opponents whom you perceive.</p><section class="gameplay"><p>The Goblins in our previous example have decided that Krag is too tough and it is advisable to disengage in search of more vulnerable prey. Two of the four goblins may move away from Krag without reciprocity, because Krag is otherwise <strong>Fully Engaged</strong> and therefore cannot retaliate. When the third goblin moves away, however, Krag performs a @Action[default reactiveStrike], burying his battle axe in the back of the retreating evildoer!</p></section>
<p data-rule="movement.engagement"><strong>Engagement</strong> describes the total number of opposing Combatants that you can simultaneously battle against without becoming more vulnerable. The base Engagement for <strong>Hero</strong> characters is <strong>1</strong>, while the base Engagement for <strong>Adversary</strong> characters starts at <strong>1</strong> and adds <strong>+1 for every 2 Size above 4</strong>, rounded up.</p><p
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<p><strong>Actions</strong> encompass the activities, techniques, spellcraft, and attacks which are performed during a combat encounter. Actions modify, either positively or negatively, the resource pools of combatants until the encounter is resolved.</p><h2 class="divider">Action Attributes</h2><p>Actions have the following properties which explain how they are used.</p><h4>Action Cost</h4><p>Most actions incur a cost in <strong>Action Points</strong>. Action Points signify and represent the time and physical exertion required in order to perform an action in the midst of combat.</p><h4>Focus Cost</h4><p>Some actions may incur a cost in <strong>Focus Points</strong>. Focus Points signify and represent the mental energy and concentration needed to perform exceptional feats of heroism, spellcraft, or martial prowess.</p><h4>Heroism Cost</h4><p>Certain powerful actions require spending <strong>Heroism</strong> to activate, representing the extraordinary effort needed to perform them.</p><h4>Weapon Cost</h4><p>Some actions add the equipped weapon's Action Point cost to their own cost. Heavier or more complex weapons carry a higher action cost, making them slower to use but often more powerful.</p><h4>Action Tags</h4><p>The functionality of Actions relies on a large set of tags which describe how that action behaves. Each tag can change certain aspects of the Action like it's prerequisites, it's target, the type of damage it deals, what type of dice roll is applied, whether Boons or Banes are added to the roll, and more. A table of Action Tags is listed at the bottom of this page.</p><h4>Target Type</h4><p>Each action defines a specific target type which describes the affected creatures or area-of-effect of the action. A list of possible target types is provided in the following section.</p><h4>Target Scope</h4><p>In addition to the range and area of effect of the Action described by the target type, each Action defines a target scope which defines which creature dispositions it can affect. Action scopes include "All Creatures", "Allies Only", "Enemies Only", "Self Only", and "None" for actions that have no specific target disposition.</p><h4>Activation Condition</h4><p>Certain actions may require a specific triggering condition to be met in order for the action to be eligible for use. If present, this prerequisite condition will be listed on the action, for example, the <strong>Defensive Roll</strong> action has an activation condition <em>You Dodge an incoming melee Strike</em>.</p><h4>Applied Effects</h4><p>Certain Actions may apply Active Effects to creatures they affect. Any effects applied by the Action will be listed on its card with a stated duration in combat Rounds. Some effects last until otherwise removed, having unlimited duration.</p><h2 class="divider">Target Types</h2><h4>Blast</h4><p>This action affects creatures within a circular area of effect centered on a grid space chosen by the character performing the action. The Blast action also specifies a <strong>Size</strong> which describes the radius of effect and a <strong>Distance</strong> which describes the maximum range between the originating character and the chosen center-point of the blast.</p><h4>Cone</h4><p>This action affects creatures within a narrow cone of effect. The Cone originates at the center of the grid space of the character performing the action. The Cone has an angle of 60 degrees and a specified <strong>Distance</strong> which describes the range of the ability in grid spaces. Cone templates may be rotated in 15-degree increments.</p><h4>Fan</h4><p>This action affects creatures within a broad cone of effect. The Fan originates at the center of the grid space of the character performing the action. The Fan has an angle of 210 degrees and a specified <strong>Distance</strong> which describes the range of the ability in grid spaces. Fan templates may be rotated in 15-degree increments.</p><h4>Pulse</h4><p>This action affects creatures in a circular area of effect centered on the character performing the action. The Pulse has a specified <strong>Distance</strong> which describes the radius of the ability in grid spaces.</p><h4>Ray</h4><p>This action affects creatures in a straight line originating from the character performing the action. The Ray has a specified <strong>Distance</strong> which describes the length of its effect in grid spaces.</p><h4>Self</h4><p>This action only involves or affects the character or creature which performs it. Self-target abilities affect no other creatures and have no range requirement.</p><h4>Single</h4><p>This action targets some number of individual creatures other than the creature which performs it. Single target actions also specify a <strong>Number</strong> which describes the number of creatures targeted and a <strong>Distance</strong> which describes the range of the ability in grid spaces.</p><h4>Wall</h4><p>This action targets creatures in a straight line perpendicular to the character performing the action. Actions of the Wall type also specify a <strong>Size</strong> which describes the breadth of the wall and a <strong>Distance</strong> which describes the maximum range at which the center of the wall may be placed.</p><h4>Summon</h4><p>This action summons one or more creatures to the battlefield. The summoned creatures are placed within a rectangular area near the character performing the action.</p><h4>Movement</h4><p>This action involves movement across the battlefield. The character plans a movement path and the action resolves based on the distance traveled.</p><h4>None</h4><p>This action has no specific target. It may cause certain effects to occur but those effects are not specific to any particular creature.</p><h2 class="divider">Action Tags</h2><p>The functionality of Actions relies on a set of tags organized into the following categories.</p><h3>Equipment Requirements</h3><table><thead><tr><th style="width:30%"><p>Tag</p></th><th><p>Rules Effect</p></th></tr></thead><tbody><tr><td><p>Dual Wield</p></td><td><p>Requires one-handed or unarmed weapons equipped in both hands.</p></td></tr><tr><td><p>One Handed</p></td><td><p>Requires use of a one-handed weapon.</p></td></tr><tr><td><p>Finesse</p></td><td><p>Requires use of a weapon that scales using Dexterity.</p></td></tr><tr><td><p>Brute</p></td><td><p>Requires use of a weapon that scales using Strength.</p></td></tr><tr><td><p>Projectile</p></td><td><p>Requires use of a projectile ranged weapon.</p></td></tr><tr><td><p>Mechanical</p></td><td><p>Requires use of a mechanical ranged weapon.</p></td></tr><tr><td><p>Shield</p></td><td><p>Requires a shield equipped.</p></td></tr><tr><td><p>Unarmed</p></td><td><p>Requires both hands to be empty.</p></td></tr><tr><td><p>Unarmored</p></td><td><p>Requires no armor to be equipped.</p></td></tr></tbody></table><h3>Context Requirements</h3><table><thead><tr><th style="width:30%"><p>Tag</p></th><th><p>Rules Effect</p></th></tr></thead><tbody><tr><td><p>Vocal</p></td><td><p>Requires the ability to speak. Cannot be used while @Condition[silenced].</p></td></tr><tr><td><p>Auditory</p></td><td><p>Requires targets to hear. @Condition[deafened] targets are excluded from the action.</p></td></tr><tr><td><p>Reaction</p></td><td><p>Can only be performed on another creature's turn as a reaction.</p></td></tr><tr><td><p>Non-Combat</p></td><td><p>Can only be used outside of combat.</p></td></tr><tr><td><p>Flanking</p></td><td><p>Requires the target to be @Condition[flanked].</p></td></tr></tbody></table><h3>Attack Tags</h3><table><thead><tr><th style="width:30%"><p>Tag</p></th><th><p>Rules Effect</p></th></tr></thead><tbody><tr><td><p>Melee</p></td><td><p>Requires use of a melee weapon or being unarmed.</p></td></tr><tr><td><p>Ranged</p></td><td><p>Requires use of a ranged weapon.</p></td></tr><tr><td><p>Main-Hand</p></td><td><p>Attacks with the main-hand-equipped weapon.</p></td></tr><tr><td><p>Two-Handed</p></td><td><p>Attacks with a two-handed equipped weapon.</p></td></tr><tr><td><p>Off-Hand</p></td><td><p>Attacks with the off-hand-equipped weapon.</p></td></tr><tr><td><p>Thrown</p></td><td><p>Throws the equipped melee weapon as a ranged attack.</p></td></tr><tr><td><p>Natural</p></td><td><p>Attacks with the creature's natural weapon.</p></td></tr></tbody></table><h3>Attack Modifiers</h3><table><thead><tr><th style="width:30%"><p>Tag</p></th><th><p>Rules Effect</p></th></tr></thead><tbody><tr><td><p>Deadly</p></td><td><p>Increases the Damage Multiplier applied to Overflow by +1, for example from ×1 to ×2.</p></td></tr><tr><td><p>Difficult</p></td><td><p>Incurs +1 Bane to the attack roll.</p></td></tr><tr><td><p>Empowered</p></td><td><p>Increases base damage by +6.</p></td></tr><tr><td><p>Accurate</p></td><td><p>Adds +2 Boons to the attack roll.</p></td></tr><tr><td><p>Harmless</p></td><td><p>Always deals zero damage.</p></td></tr><tr><td><p>Weakened</p></td><td><p>Reduces base damage by 6.</p></td></tr><tr><td><p>Severe</p></td><td><p>Converts Health damage to Wounds and Morale damage to Madness.</p></td></tr></tbody></table><h3>Defense Tags</h3><table><thead><tr><th style="width:30%"><p>Tag</p></th><th><p>Rules Effect</p></th></tr></thead><tbody><tr><td><p>Fortitude</p></td><td><p>Targets Fortitude defense.</p></td></tr><tr><td><p>Reflex</p></td><td><p>Targets Reflex defense.</p></td></tr><tr><td><p>Willpower</p></td><td><p>Targets Willpower defense.</p></td></tr></tbody></table><h3>Damage and Resource Tags</h3><table><thead><tr><th style="width:30%"><p>Tag</p></th><th><p>Rules Effect</p></th></tr></thead><tbody><tr><td><p>Healing</p></td><td><p>Restores Health, targeting the Wounds threshold.</p></td></tr><tr><td><p>Rallying</p></td><td><p>Restores Morale, targeting the Madness threshold.</p></td></tr><tr><td><p><Damage Type></p></td><td><p>Deals damage of the specified type (e.g. Fire, Cold, Psychic).</p></td></tr><tr><td><p><Resource></p></td><td><p>Applies damage or healing to the specified resource (Health or Morale).</p></td></tr></tbody></table><h3>Other Tags</h3><table><thead><tr><th style="width:30%"><p>Tag</p></th><th><p>Rules Effect</p></th></tr></thead><tbody><tr><td><p>Spell</p></td><td><p>Involves casting a spell.</p></td></tr><tr><td><p>Movement</p></td><td><p>Involves movement across the battlefield. The first Movement action each turn benefits from a reduced cost.</p></td></tr><tr><td><p>Reload</p></td><td><p>Reloads a ranged weapon that requires reloading.</p></td></tr><tr><td><p>Disarm</p></td><td><p>On a successful hit, drops and unequips the target's mainhand weapon.</p></td></tr><tr><td><p>Maintained</p></td><td><p>Requires sustained Focus expenditure each turn to maintain the effect.</p></td></tr><tr><td><p><Skill></p></td><td><p>Performs a skill attack using the specified Skill.</p></td></tr></tbody></table>
<p><strong>Actions</strong> encompass the activities, techniques, spellcraft, and attacks which are performed during a combat encounter. Actions modify, either positively or negatively, the resource pools of combatants until the encounter is resolved.</p><h2 class="divider">Action Attributes</h2><p>Actions have the following properties which explain how they are used.</p><h4>Action Cost</h4><p>Most actions incur a cost in <strong>Action Points</strong>. Action Points signify and represent the time and physical exertion required in order to perform an action in the midst of combat.</p><h4>Focus Cost</h4><p>Some actions may incur a cost in <strong>Focus Points</strong>. Focus Points signify and represent the mental energy and concentration needed to perform exceptional feats of heroism, spellcraft, or martial prowess.</p><h4>Heroism Cost</h4><p>Certain powerful actions require spending <strong>Heroism</strong> to activate, representing the extraordinary effort needed to perform them.</p><h4>Weapon Cost</h4><p>Some actions add the equipped weapon's Action Point cost to their own cost. Heavier or more complex weapons carry a higher action cost, making them slower to use but often more powerful.</p><h4>Action Tags</h4><p>The functionality of Actions relies on a large set of tags which describe how that action behaves. Each tag can change certain aspects of the Action like it's prerequisites, it's target, the type of damage it deals, what type of dice roll is applied, whether Boons or Banes are added to the roll, and more. A table of Action Tags is listed at the bottom of this page.</p><h4>Target Type</h4><p>Each action defines a specific target type which describes the affected creatures or area-of-effect of the action. A list of possible target types is provided in the following section.</p><h4>Target Scope</h4><p>In addition to the range and area of effect of the Action described by the target type, each Action defines a target scope which defines which creature dispositions it can affect. Action scopes include "All Creatures", "Allies Only", "Enemies Only", "Self Only", and "None" for actions that have no specific target disposition.</p><h4>Activation Condition</h4><p>Certain actions may require a specific triggering condition to be met in order for the action to be eligible for use. If present, this prerequisite condition will be listed on the action, for example, the <strong>Defensive Roll</strong> action has an activation condition <em>You Dodge an incoming melee Strike</em>.</p><h4>Applied Effects</h4><p>Certain Actions may apply Active Effects to creatures they affect. Any effects applied by the Action will be listed on its card with a stated duration in combat Rounds. Some effects last until otherwise removed, having unlimited duration.</p><h2 class="divider">Target Types</h2><h4>Blast</h4><p>This action affects creatures within a circular area of effect centered on a grid space chosen by the character performing the action. The Blast action also specifies a <strong>Size</strong> which describes the radius of effect and a <strong>Distance</strong> which describes the maximum range between the originating character and the chosen center-point of the blast.</p><h4>Cone</h4><p>This action affects creatures within a narrow cone of effect. The Cone originates at the center of the grid space of the character performing the action. The Cone has an angle of 60 degrees and a specified <strong>Distance</strong> which describes the range of the ability in grid spaces. Cone templates may be rotated in 15-degree increments.</p><h4>Fan</h4><p>This action affects creatures within a broad cone of effect. The Fan originates at the center of the grid space of the character performing the action. The Fan has an angle of 210 degrees and a specified <strong>Distance</strong> which describes the range of the ability in grid spaces. Fan templates may be rotated in 15-degree increments.</p><h4>Pulse</h4><p>This action affects creatures in a circular area of effect centered on the character performing the action. The Pulse has a specified <strong>Distance</strong> which describes the radius of the ability in grid spaces.</p><h4>Ray</h4><p>This action affects creatures in a straight line originating from the character performing the action. The Ray has a specified <strong>Distance</strong> which describes the length of its effect in grid spaces.</p><h4>Self</h4><p>This action only involves or affects the character or creature which performs it. Self-target abilities affect no other creatures and have no range requirement.</p><h4>Single</h4><p>This action targets some number of individual creatures other than the creature which performs it. Single target actions also specify a <strong>Number</strong> which describes the number of creatures targeted and a <strong>Distance</strong> which describes the range of the ability in grid spaces.</p><h4>Wall</h4><p>This action targets creatures in a straight line perpendicular to the character performing the action. Actions of the Wall type also specify a <strong>Size</strong> which describes the breadth of the wall and a <strong>Distance</strong> which describes the maximum range at which the center of the wall may be placed.</p><h4>Summon</h4><p>This action summons one or more creatures to the battlefield. The summoned creatures are placed within a rectangular area near the character performing the action.</p><h4>Movement</h4><p>This action involves movement across the battlefield. The character plans a movement path and the action resolves based on the distance traveled.</p><h4>None</h4><p>This action has no specific target. It may cause certain effects to occur but those effects are not specific to any particular creature.</p><h2 class="divider">Action Tags</h2><p>The functionality of Actions relies on a set of tags organized into the following categories.</p><h3>Equipment Requirements</h3><table><thead><tr><th style="width:30%"><p>Tag</p></th><th><p>Rules Effect</p></th></tr></thead><tbody><tr><td><p>Dual Wield</p></td><td><p>Requires one-handed or unarmed weapons equipped in both hands.</p></td></tr><tr><td><p>One Handed</p></td><td><p>Requires use of a one-handed weapon.</p></td></tr><tr><td><p>Finesse</p></td><td><p>Requires use of a weapon that scales using Dexterity.</p></td></tr><tr><td><p>Brute</p></td><td><p>Requires use of a weapon that scales using Strength.</p></td></tr><tr><td><p>Projectile</p></td><td><p>Requires use of a projectile ranged weapon.</p></td></tr><tr><td><p>Mechanical</p></td><td><p>Requires use of a mechanical ranged weapon.</p></td></tr><tr><td><p>Shield</p></td><td><p>Requires a shield equipped.</p></td></tr><tr><td><p>Unarmed</p></td><td><p>Requires both hands to be empty.</p></td></tr><tr><td><p>Unarmored</p></td><td><p>Requires no armor to be equipped.</p></td></tr></tbody></table><h3>Context Requirements</h3><table><thead><tr><th style="width:30%"><p>Tag</p></th><th><p>Rules Effect</p></th></tr></thead><tbody><tr><td><p>Vocal</p></td><td><p>Requires the ability to speak. Cannot be used while @Condition[silenced].</p></td></tr><tr><td><p>Auditory</p></td><td><p>Requires targets to hear. @Condition[deafened] targets are excluded from the action.</p></td></tr><tr><td><p>Reaction</p></td><td><p>Can only be performed on another creature's turn as a reaction.</p></td></tr><tr><td><p>Non-Combat</p></td><td><p>Can only be used outside of combat.</p></td></tr><tr><td><p>Flanking</p></td><td><p>Requires the target to be @Condition[flanked].</p></td></tr></tbody></table><h3>Attack Tags</h3><table><thead><tr><th style="width:30%"><p>Tag</p></th><th><p>Rules Effect</p></th></tr></thead><tbody><tr><td><p>Melee</p></td><td><p>Requires use of a melee weapon or being unarmed.</p></td></tr><tr><td><p>Ranged</p></td><td><p>Requires use of a ranged weapon.</p></td></tr><tr><td><p>Main-Hand</p></td><td><p>Attacks with the main-hand-equipped weapon.</p></td></tr><tr><td><p>Two-Handed</p></td><td><p>Attacks with a two-handed equipped weapon.</p></td></tr><tr><td><p>Off-Hand</p></td><td><p>Attacks with the off-hand-equipped weapon.</p></td></tr><tr><td><p>Thrown</p></td><td><p>Throws the equipped melee weapon as a ranged attack.</p></td></tr><tr><td><p>Natural</p></td><td><p>Attacks with the creature's natural weapon.</p></td></tr></tbody></table><h3>Attack Modifiers</h3><table><thead><tr><th style="width:30%"><p>Tag</p></th><th><p>Rules Effect</p></th></tr></thead><tbody><tr><td><p>Deadly</p></td><td><p>
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<p data-rule="movement.size">Each creature occupies a square space determined by its <strong>Size</strong>; a <strong>Size 4</strong> creature, for instance, occupies a 4x4 area of 1-foot grid spaces.</p><p>A creature's space normally cannot be entered or crossed by another creature - ordinary movement is halted by anyone in its path. Some abilities let a creature force its way through, resolved by comparing the moving creature's <strong>Movement Strength</strong> against the <strong>Blocker Strength</strong> of whoever stands in the way.</p><p>A movement passes through a blocker only when its Movement Strength is <em>greater</em> than the blocker's Blocker Strength; on a tie, the blocker holds. Both ordinary creatures and ordinary movement have a strength of <strong>None</strong>, so by default no one passes through anyone. Forceful movements - <strong>Bull Rush</strong>, <strong>Shield Charge</strong>, <strong>Overrun</strong>, <strong>Tumble Through</strong>, and the like - carry a <strong>Powerful</strong> strength that pushes through ordinary creatures. A few defenders, most notably a Guarded <strong>Bastion</strong>, project an <strong>Unstoppable</strong> Blocker Strength that even Powerful movement cannot pass.</p><p>The same comparison governs forced displacement: a creature may be pushed, pulled, or thrown only if the strength of the effect moving it exceeds its Blocker Strength. An Unstoppable creature therefore cannot be shoved from its position.</p><h2 class="divider">Exceptions</h2><p>Two kinds of movement disregard Blocker Strength entirely, because they do not pass <em>through</em> a creature at all:</p><ul><li><p><strong>Jump.</strong> A leaping creature clears the top of anyone in its path and is never blocked.</p></li><li><p><strong>Blink.</strong> Teleporting movement - such as the <strong>Step</strong> spell gesture - reappears at its destination and is likewise unobstructed.</p></li></ul>
<p data-rule="movement.size">Each creature occupies a square space determined by its <strong>Size</strong>; a <strong>Size 4</strong> creature, for instance, occupies a 4x4 area of 1-foot grid spaces.</p><p>A creature's space normally cannot be entered or crossed by another creature - ordinary movement is halted by anyone in its path. Some abilities let a creature force its way through, resolved by comparing the moving creature's <strong>Movement Strength</strong> against the <strong>Blocker Strength</strong> of whoever stands in the way.</p><p>A movement passes through a blocker only when its Movement Strength is <em>greater</em> than the blocker's Blocker Strength; on a tie, the blocker holds. Both ordinary creatures and ordinary movement have a strength of <strong>None</strong>, so by default no one passes through anyone. Forceful movements - <strong>Bull Rush</strong>, <strong>Shield Charge</strong>, <strong>Overrun</strong>, <strong>Tumble Through</strong>, and the like - carry a <strong>Powerful</strong> strength that pushes through ordinary creatures. A few defenders, most notably a Guarded <strong>Bastion</strong>, project an <strong>Unstoppable</strong> Blocker Strength that even Powerful movement cannot pass.</p><p>The same comparison governs forced displacement: a creature may be pushed, pulled, or thrown only if the strength of the effect moving it exceeds its Blocker Strength. An Unstoppable creature therefore cannot be shoved from its position.</p><h2 class="divider">Exceptions</h2><p>Two kinds of movement disregard Blocker Strength entirely, because they do not pass <em>through</em> a creature at all:</p><ul><li><p><strong>Jump.</strong> A leaping creature clears the top of anyone in its path and is never blocked.</p></li><li><p><strong>Blink.</strong> Teleporting movement - such as the <strong>Step</strong> spell gesture - reappears at its destination and is likewise unobstructed.</p></li></ul>
entries.QhZgmBrdLAGwYy5c.pages.blockingMovement.text
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| 258 | All strings, converted files enriched with comments; suitable for offline translation | Android String Resource | CSV | JSON | JSON nested structure file | gettext PO | iOS strings | TBX | TMX | XLIFF 1.1 with gettext extensions | XLIFF 1.1 | XLSX |
compendium/en/crucible.rules.json” file was changed. 10/20/2026