Editing MLP Skills

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The Melee skill represents your ability to strike someone or something in close combat. When you make an Melee roll and your result equals or surpasses the target's Reflex Defense modified by your size, you are able to hit and deal damage. If your skill check succeeds, you deal damage. The type of weapon used, or your size together with your Strength bonus, and bonuses from other sources if applicable, determine the amount of fatigue lost by that individual. When the fatigue loss exceeds the physical damage threshold, the target move down one step on the physical condition track. If the fatigue loss exceeds double the physical damage threshold the physical condition track is moved by two steps, but one of those is considered persistent. If it happens that the fatigue loss exceeds three times the physical damage threshold, the physical condition track is moved by three steps but one of those is considered persistent and another one is considered a crippling condition (see page xxx for more information about the condition track).
 
The Melee skill represents your ability to strike someone or something in close combat. When you make an Melee roll and your result equals or surpasses the target's Reflex Defense modified by your size, you are able to hit and deal damage. If your skill check succeeds, you deal damage. The type of weapon used, or your size together with your Strength bonus, and bonuses from other sources if applicable, determine the amount of fatigue lost by that individual. When the fatigue loss exceeds the physical damage threshold, the target move down one step on the physical condition track. If the fatigue loss exceeds double the physical damage threshold the physical condition track is moved by two steps, but one of those is considered persistent. If it happens that the fatigue loss exceeds three times the physical damage threshold, the physical condition track is moved by three steps but one of those is considered persistent and another one is considered a crippling condition (see page xxx for more information about the condition track).
  
* Damaging inanimate objects: The basic difficulty of a melee roll against an inanimate object is 10, modified according to the stablemaster, if complicating circumstances exist. When your melee roll is successful you make a normal damage roll. If the result exceeds the object's Damage Reduction, it is compared to the damage threshold of the object. If higher, the physical condition of the object moves down one persistent step on the physical condition track for every time the result exceeds the damage threshold. Most objects have no fatigue score, therefore damage that did not exceeded the damage threshold has no effect. Some objects, like clouds, plants, or gemstone caches have an equivalent to fatigue points. In that case, damage that has not exceeded the threshold can be used for a Harvest result, but the base difficulty for the melee roll is 15 instead of 10 (see page xxx).
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* Damaging an nonliving item: The basic difficulty of a melee roll against an inanimate object is 10, modified according to the stablemaster, if complicating circumstances exist. When your melee roll is successful you make a normal damage roll. If the result exceeds the object's Damage Reduction, it is compared to the damage threshold of the object. If higher, the physical condition of the object moves down one persistent step on the physical condition track for every time the result exceeds the damage threshold. Most objects have no fatigue score, therefore damage that did not exceeded the damage threshold has no effect. Some objects, like clouds, plants, or gemstone caches have an equivalent to fatigue points. In that case, damage that has not exceeded the threshold can be used for a Harvest result, but the base difficulty for the melee roll is 15 instead of 10 (see page xxx).
  
 
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