====== Strike ======
**Type**: Attack\\
**Time Required**: 3 seconds\\
**Skill Check**: Melee\\
You attack a foe with a weapon in hand. The foe must be within your reach. Make a Melee skill check.
* **Complete Success**: You score a **Critical Hit**, inflicting your weapon's base damage times five, plus your Body attribute modifier.
* **Success**: You score a **Solid Hit**, inflicting your weapon's base damage times three, plus your Body attribute modifier.
* **Partial Success**: You score a **Hit**, inflicting your weapon's base damage times two, plus your Body attribute modifier.
* **Failure**: You score a **Glancing Blow**, inflicting your weapon's base damage plus your Body attribute modifier. This damage can only apply to stamina; if the target has no stamina remaining, excess damage is //not// transferred to health.
* **Complete Failure**: You **Miss** the target entirely, doing no damage.
|**Complete Success** | Damage \[mu] 5 + Body |
|**Success** | Damage \[mu] 3 + Body |
|**Partial Success** | Damage \[mu] 2 + Body |
|**Failure** | Damage \[mu] 1 + Body\[dg] |
|**Complete Failure** | No Damage |
\[dg]Damage inflicted to stamina only.
**Special Conditions**
A target's Armour Rating is subtracted from your Melee skill check. A target wearing Heavy Armour also reduces the weapon's base damage by one.
If you are wielding a weapon in both hands, increase the damage multiplier //on a **Hit** or better// by one---that is, a **Hit** inflicts damage times three, a **Solid Hit** inflicts damage times four, and a **Critical Hit** inflicts damage times six.
A weapon held in a character's off hand suffers slight on its attack roll.
**Design Notes**: It is assumed that the attacker will make two or three individual attempts to strike his target, but that only one will be good enough to count as an actual Strike.