This are some Keywords i made to streamline some effect or mechanics of the manual
most of these are not official wording or not intended to be used as keywords officially.
also most of these are self Explanatory if you read the proper page.
Context: a tactic or action that deal Core Damage
Description: a tactic that deal \(\text{1d6+User's STR Rating}\) Usually refear to a Tactics that deal damage by contact
Info: usually a tactic that deal core damage pass through Tactic Conduction and need to deal with AS/DS to hit the target
Immediate Action
Description: Similar to the Pathfinder version as this keywords rapresent a Tactic or action that can be done "not just in your own turn" (In the manual you will find this phrasing)
These Tactic can only be done once per turn but
differently to Pathfinder, these actions can be done as many time per round
as long as you meet the condition to be used and do not consume any tactic use in your turn
Usually though these tactic have means to prevent you to use them more than once in a round
Example: Speed Burst a Runner tactic can as the effect of "Immediate Action: Pay 1 HP then make an additional move Using full MP", this tactic under normal condition can be used once per round as your MP will get replenish only at the beginning of your turn, but if somehow you gain at least 1 MP you are allowed to use this tactic again in the same round
Reaction
Description: a Tactic or Action can be considered an Immediate Action that can be done as many time per round
and generally can only be triggered by external factors,
a chance for an Attack of Opportunity is a Reaction
Context: combine two or more tactic / action in one
Description: when you combine a move you are effectively using another tactic (and two or more at once), if the result of the combination is not specified, then resolve all the tactics combined sequentially however you want
Difference between A/D Dice and Score:
Dice is only the 1d6 rolled, while The Score is the Dice+Trait Rating
Difference between Movement Point and Movment Allowance
Movement Allowance: indicate the hexes that the animal can travel in one turn, This Movement Allowance can change if the animal is:
Movement Point (MP): is a score that you can deplete to move, each time you want to voluntary enter in another hex during combat you must pay at least 1 MP, notice if you reach your Movement Allowance you may not move further even if you have MP to spend. you will gain back all the MPs after the end of the current round at the start of your turn. You will not need to use MP to move during Pursuit.
MP is also used to rotate.
Context: Usually found "1d6 + Trait Rating Vs. 1d6 + Trait Rating"
Description: VS. can be translated in Higher than, usually indicate a skill check against another entity that you must exceed to have a success
Context: Tactic Target
Description: (Ahead / Behind) means the The Hex directly (in-front / Behind) of the Animal Plus its adjacent hexes.
If the target specify: "The hex directly (Ahead / Behind)" it will mean only the hex directly to you (without its adjacent hexes)
In this Reference you could find something like: Perform an SML Check Vs. DV=4
This translate in: roll \(1d6\) then if \(\text{Result of 1d6 + SML Rating}\gt 4\) your action is successfull
Target: The Entity who is getting targeted by a tactic, or by a Predator
Aggressor: The Entity who is targeting someone with a tactic.
Ending your turn imply that your turn has alrady started and it has come to the end,
this will trigger effects that happens at the end. If happens that you are required to end your turn after it started
Skipping your turn will imply that your turn has not even started, this mean that event such as discarding your AS/DS can not take place when