Effects
Many spells, magic items, and feats create specific effects, and your character will be subject to effects caused by monsters, hazards, the environment, and other characters.
Effects sometimes require checks, but not always. Casting a fly spell on yourself creates an effect that allows you to soar through the air, but casting the spell doesn't require a check. Conversely, using the Intimidate skill to Demoralize a foe does require a check, and your result on that check determines the effect's outcome.
Duration
For an effect that lasts a number of rounds, the remaining duration decreases by 1 at the start of each turn of the creature that created the effect. Detrimental effects often last “until the end of the target's next turn” or “through” a number of their turns (such as “through the target's next 3 turns”), which means that the effect's duration decreases at the end of the creature's turn, rather than the start.
Instead of lasting a fixed number of rounds, a duration might end only when certain conditions are met (or cease to be true). If so, the effects last until those conditions are met.
Some effects can be ended early with the Dismiss action. An effect with the sustained duration lasts until the end of your next turn, but it can be extended as described in the Sustain action.
Range and Reach
Ranged and thrown weapons have a range increment. Attacks with such weapons work normally up to that range. Attacks against targets beyond that range take a –2 penalty, which worsens by 2 for every additional multiple of that range, to a maximum of a –10 penalty after five additional range increments. Attacks beyond this range are not possible. For example, using a semi-auto pistol, your attacks take no penalty against a target up to 60 feet away, a –2 penalty if a target is over 60 and up to 120 feet away, a –4 if they're over 120 and up to 180 feet away, and so on, up to a maximum of 360 feet.
Reach is how far you can physically reach with your body or a weapon. Melee Strikes rely on reach. Your reach is typically 5 feet, but weapons with the reach trait can extend this. Larger creatures can have greater reach; for instance, a crest-eater has a 10-foot reach. Unlike with measuring most distances, 10-foot reach can reach 2 squares diagonally. Reach greater than 10 feet is measured normally: 20-foot reach can reach 3 squares diagonally, 30-foot reach can reach 4, and so on.
Targets
Some effects require a target to be willing. Only you can decide whether your PC is willing, and the GM decides whether an NPC is willing. Even if you or your character don't know what the effect is, such as if your character is unconscious, you still decide if you're willing.
Some effects target or require an ally, or otherwise refer to an ally. This must be someone on your side, often another PC, but it might be a bystander you're trying to protect. You don't count as your own ally. If it isn't clear, the GM decides who counts as an ally or an enemy.
Areas
Line of Effect
In an area effect, creatures or targets must have line of effect to the point of origin to be affected. If there's no line of effect between the origin of the area and the target, the effect doesn't apply to that target. For example, if there's a solid wall between the origin of a pocket vacuum and a creature that's within the burst radius, the wall blocks the effect—that creature is unaffected by the pocket vacuum and doesn't need to attempt a save against it. Likewise, any ongoing effects created by an ability with an area cease to affect anyone who moves outside of the line of effect.