====== Attack ======
[[:Mechanic:Roll:Attack|Attack]] is a mechanical term and type of [[:Mechanic:Roll]]. [[:Mechanic:Roll:Attack|Attacks]] are a measure of a [[:Character|Character's]] ability to interact with others.\\
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An [[:Mechanic:Roll:Attack|Attack]] is rolled when a [[:Character]] performs an action against another [[:Character]], [[:Vehicle]] or specific [[:Mechanic:Category:Entity]]. The [[:Mechanic:General:Player:Game Master|GM]] will specify a [[:Character:Skill]], while the [[:Mechanic:Roll:Dice Pool:Difficulty]] is determined by an [[:Mechanic:General:Appropriate]] [[:Mechanic:Rating]] or [[:Mechanic:Roll:Save]] performed by the [[:Mechanic:Category:Entity]]. To perform an [[:Mechanic:Roll:Attack|Attack]], roll a D20 and add the bonuses from the specified [[:Character:Skill]]. If the [[:Mechanic:Roll:Dice Pool:Total]] equals or exceeds the [[:Mechanic:Roll:Dice Pool:Difficulty]], the [[:Mechanic:Roll:Attack|Attack]] is [[:Mechanic:Outcome:Success|Successful]].\\
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Once an [[:Mechanic:Roll:Attack|Attack]] is [[:Mechanic:Outcome:Success|Successful]], you then resolve the [[:Mechanic:Conflict:Damage]] of the [[:Item]] or [[:Ability]] used as part of that [[:Mechanic:Roll:Attack|Attack]].\\
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**Example**: Johnny Tutorial is performing an [[:Mechanic:Roll:Attack|Attack]] against Phil Heel using an [[:Character:Skill:Athletics]] [[:Item:Equipment:Weapon]]. The [[:Mechanic:General:Player:Game Master|GM]] agrees and prompts that this is an [[:Character:Skill:Athletics]] [[:Mechanic:Roll:Attack|Attack]] against Phil's [[:Mechanic:Rating:Defence]].\\
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Johnny then assembles his [[:Mechanic:Roll:Dice Pool]], adding his D4 [[:Character:Job:Job Die]] and +9 from his [[:Character:General:Rank|Ranks]] in [[:Character:Skill:Athletics]]. Johnny rolls a [[:Mechanic:Roll:Dice Pool:Result]] of 17 on his D20 and 4 on his D4, added together with his [[:Character:Skill:Athletics]], Johnny gets a [[:Mechanic:Roll:Dice Pool:Total]] of 30.\\
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Phil's [[:Mechanic:Rating:Defence]] is only 21, even with a [[:Ability:General Ability:Dodge]] increasing it to 24, Johnny's [[:Mechanic:Roll:Attack|Attack]] of 30 is greater and therefore a [[:Mechanic:Outcome:Success]]. Johnny can then resolve the [[:Mechanic:Conflict:Damage]] of his [[:Item:Equipment:Weapon]] against Phil.
//**Ash's Aside**// \\
The Checks, Attacks and Saves trichotomy can be a bit challenging to wrap your mind around at first, so don't worry. The trickiest idea is when do you make a Roll a Check or an Attack. The answer is simply, is it against a Character, or group of Characters, or is it against the environment, a Situation or just plain ol' luck.\\
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If your trying to sneak into a Corporate HQ, it could go either way, so there is no right answer. However, here is how I would break it down:
* If your trying to sneak past security cameras or random patrols, with a set DC, then it's a Check.
* If your trying to sneak past a specific security guard in a booth, and he gets to take a Save to notice you, then it's an Attack.
That's it.\\
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The only other detail I want to mention is that, generally, it's easier to get bonuses to Checks than it is to Attacks. So, if the Cast is smashing all of your DC's, or unable to beat them, then rather than adjusting the DC's themselves, you can often mix things up by making them different Rolls. It takes some figuring out, and you don't have to get every Roll "correct." You'll figure it out, as a group, the longer you keep playing.
==== Changelog ====
Version 0.5c - Jun 2026
* Page overhauled.