judgment -- God combat strike (like bite for Vampires) Usage: judgment <target> engage and judge immediately judgment keep current target (resolve now) How you play 1. judgment <target> in combat (God Mantle, Vengeance Doctrine) 2. Land hits for bonus damage; weave with hurl across beats (separate cooldown) Resolves on the beat you type it. You and your target see a short signature announce outside the round prose; the combat brief still carries judgment-styled Path prose. Bonus damage (stronger in true form), spends 5 fuel per swing (3 in the endless pit), and a landed judgment can strip Adaptation mitigation ([GRACE_BURN]). Protection Doctrine also knits a little HP on a hit. Lethal kills feed a modest glory fuel return. Manual judgment is ready again after 3 combat beats -- ordinary swings, dual-wield, and Martial Arts chains keep going while it cools. Auto-judgment (judgment on) was retired. Hurl is a separate free telekinetic pressure button (help hurl) -- judgment (physical lane) and hurl (mental lane) do not share the 3-beat cooldown, but you still cannot fire both on the same combat beat. Not the same as an Angel/God's smite (help smite) -- that is the dedicated Demon-ending finishing blast. This is the everyday fight verb. For telekinetic throw-around pressure without fuel cost, use hurl (help hurl). Social room Acts stay on miracle (including miracle smite for Vengeance -- a different command still). Archangel apex and revealed Chuck the Author also have snap for tier-gap obliteration (help snap) -- Faith Gods do not. See also: help god | help hurl | help miracle | help combat