Actions

Throughout character creation and whenever a character earns Experience, they learn Skills. These Skills often enable them to perform Actions, because whereas Skills are things you know, actions are things you can do. Because you can do a thing in many different ways, though, many of the Skills provide unique benefits or only allow an action to be performed in certain settings.

Actions

Overview

In the sections below, the nine broad kinds of actions that a character can take are each described in their own section. Those Actions each have some default mechanics which are used, in the absence of any modifiers which change them. That section also contains a list of all applicable modifiers and the changes they make. So for instance, Attacks are described in one section, and below that broad description are the many modifiers that one might learn which alter the basic mechanics of an Attack action. You can often gain modifiers through learning Skills, or through other means (such as using a certain weapon, which may have its own modifier attached to it). Modifiers might have Conditions as well, which must be met in order to use or claim that modifier. A Ranged modifier might require a person to be wielding a Ranged weapon, for example, or at least a weapon that can be made into a Ranged weapon (such as with the Thrown Weapon Skill). If a character is not, the Ranged modifier cannot be used, no matter how many levels in Archery that character might possess.

Actions in Combat

At the start of combat, you are required to choose only three modified Actions that will be available to you. These are the only actions, except any of the basic actions (without modifiers!) listed below, that you may use. So while anybody can Attack and Defend, you have to choose to be able to make a Nimble, Staggering, Opportunity Attack. There are some exceptions to this, such as certain modifiers that are granted automatically by a weapon and which must always be employed when using that weapon. Those modifiers are listed as Obligatory. If you meet the Condition for the modifier, then you MUST use it whenever you perform the Action tied to that modifier. Most modifiers however, especially the rather unusual ones, must be built into an Action at the beginning of combat, and cannot always be employed. This represents a character only having a small portion of his collected knowledge at his fingertips at a given time, and helps to speed up and balance combat somewhat. Given that, you need to know how to build a Modified Action out of the component parts that are made available to you by your character’s Skills and other traits. The process is as follows:

1) Choose the basic Action that you want to modify

2) Choose one or several Modifiers that you want to add

3) Record and make sure that you can meet all of the Conditions of the chosen modifiers at the same time. If that’s not always the case then make a note of when and how it is not so, and bear in mind that you cannot fail to meet more than one Condition for an action to be able to perform that action at all, and cannot benefit from a modifier when you don’t fulfill the Condition.

4) Add up the cost of applying those Modifiers if they have one, so that you know how much Energy you need to spend every time you take that Action. Add 1 Energy to the cost for every 2 modifiers you add to the Action.

5) Briefly summarize all of the important details of that Modified Action on a piece of paper or an index card, so that in combat you have the information at your fingertips and don’t need to dig through notes to get it.

6) Make sure that you have no more Modified Actions than the limit your character can normally have. This is usually three, but certain Skills can increase it.

Attacks

Basic Attack (Attack)

  • Roll: Strength vs. Target#
  • Type: Standard
  • Damage: 1
  • Range: Adjacent, 1 target
  • Effect: Attacking with an improvised weapon or your bare hands, you attempt to damage the target. You deal your damage for meeting the target number, and then 1 additional damage per success past that. If you make 1 or more Hits but still fail to meet the target’s Defense, then the target’s Defense is reduced by 1 versus the next Attack they face. This reduction is cumulative, and stacks until an Attack hits the target.

List of Attack Modifiers

Nimble

  • Condition: You are using a weapon that offers this modifier. Obligatory.
  • Effect: A Nimble attack uses Quickness in place of Strength for the Roll.

Fierce

  • Condition: You are using a weapon that offers this modifier. Obligatory.
  • Effect: A Fierce attack uses Passion in place of Strength for the Roll.

Disciplined

  • Condition: You are using a weapon that offers this modifier. Obligatory.
  • Effect: A Disciplined attack uses Resolve in place of Strength for the Roll.

Ranged

  • Condition: You are using a weapon that offers this modifier. Obligatory.
  • Effect: A Ranged attack uses Perception in place of Strength for the Roll. Additionally, a character may use this attack on a target that is within Medium range of him, or Long range if he sacrifices half of his dice pool when making the attack.

Staggering

  • Effect: A Staggering attack applies a Disadvantage to the target’s next action equal to one-half the successes made on the attack. If the target takes sufficient damage, they may also be knocked unconscious at GM discretion.

Heavy

  • Condition: You are using a weapon that offers this modifier. Obligatory.
  • Effect: A Heavy attack deals 2 additional Damage per success past the target number rather than one.

Light

  • Condition: You are using a weapon that offers this modifier. Obligatory.
  • Effect: A Light attack uses a Quick rather than a Standard action.

Thrown

  • Effect: A Thrown attack, even when Employed without the Ranged modifier, may be made against targets up to a Short distance away. This extends to a Medium distance if the Light modifier is also added to the attack.
  • Cost: 2 Energy

Precise

  • Effect: A Precise attack deals additional damage equal to half of your Perception, rounded up. This value changes to your whole Perception score if the target is within a Short range of you.
  • Cost: 3 Energy

Surprising

  • Condition: The attack is made from stealth, from behind, immediately after an ally attacks the same target or such that the target is not expecting it
  • Effect: A Surprising attack deals additional damage equal to your Quickness.
  • Cost: 3 Energy

Opportunity

  • Condition: An Adjacent ally attacks a target against whom he has Advantage
  • Effect: An Opportunity attack may be made against the same target, and use the same Advantage as the Adjacent ally.

Spray

  • Condition: A character also uses the Thrown modifier for the attack
  • Effect: A Spray attack targets all characters that are Adjacent to the primary target.
  • Cost: 2 Energy

Improvised

  • Effect: An Improvised attack may use Quickness, Passion or Resolve (your choice of one) in place of Strength on an attack, OR the weapon used has an effective Damage of 3. The improvised weapon used for that attack breaks (after damage is applied for that attack) if you make no successes, or more than four successes, on that attack.

Poisoned

  • Condition: You must have prepared your weapon with a proper venom before-hand
  • Effect: A Poisoned attack deals additional damage equal to the lower of your Perception or Quickness. There may be additional effects from the venom after combat is complete, based on the venom used and GM discretion. This modifier may always be used if it can be added to an attack, and must be used if it is granted by the weapon a character is using for an attack.
  • Cost: 1 use of the venom. No weapon can be loaded with more than its base damage in uses of venom, and must have a sharp point or blade with which to deliver the poison.

Shield Bash

  • Condition: You are wielding a shield in your off-hand
  • Effect: A Shield Bash attack deals damage Equal to the Protection of your shield, and may be made as an Automatic action once per turn in response to an attack.
  • Cost: 2 Energy if made as an Automatic action

Sweeping

  • Effect: A Sweeping attack targets everyone that is Adjacent to the attacker. Use one roll, and compare that to the various target#’s for the targets that are in Range
  • Cost: 3 Energy per attack

Defenses

Basic Defense (Dodge)

  • Roll: Quickness vs. Target#
  • Type: Quick
  • Armor: None
  • Range: Self, 1 attack
  • Effect: Dodging out of the way of an incoming attack, you mitigate the damage from an incoming attack or avoid it entirely. If you fail to meet the target number then the GM will assign damage based on the successes remaining on the Attack; if you do meet or exceed the target number, then the attack misses entirely. If you are have Armor, then if an Attack hits you subtract that much Damage before applying it to your character. You may also have to subtract that same number from your armor’s Durability, unless your Armor is listed as Unbreakable.

List of Defense Modifiers

Interactions

Basic Interaction (Fiddle)

  • Roll: Often none. Resolve vs. Target# if required.
  • Type: Quick
  • Range: Adjacent, 1 target
  • Effect: This actions is especially broad, and so its effects rather ambiguous. Whereas Attack and Defense are straightforward – hurting things or avoiding being hurt – Interaction is neutral, in the middle. If successful, and often no roll is required, then you mess with whatever object or NPC you wanted to mess with in whatever non-damaging way you wanted. The only things specifically off-limits to this action are things that damage, or that avoid you being damaged, as those are the bailiwick of Attack and Defense, respectively.

List of Interact Modifiers

Movement

Basic Movement (Run)

  • Roll: Often none. Quickness vs. Target# if required.
  • Type: Special (see below)
  • Range: Self, special (see below)
  • Effect: You Run or Walk to wherever you wished to move, or to the closest point to that within the range of your movement. You may Walk to a point within Short range of you with an Automatic action and usually no roll. Points up to a Medium distance away can be reached with a Jog, Quick action and usually no roll. Points farther away than that require you to Run for at least one Standard action, but may require even more – your GM will tell you if that’s the case – and may also require a roll to maintain endurance or reach the destination especially quickly. The only other time this action requires a roll is when a character Impedes your movement (see Impediments, below), in which case the Impediment action sets the target number.

List of Move Modifiers

Examinations

Basic Examinations (Look or Search)

  • Roll: Perception vs. Target#. Roll twice and pool your successes if Searching.
  • Type: Quick (Look) or Standard (Search)
  • Range: Short
  • Effect (Look): You look around yourself for the target object, person, condition or event and, if you meet the target number then you successfully identify whether it is present and where it is, or that it is absent. If you do not meet the target, then you do not know whether it is near you or not unless it is pointed out to you by someone else. This will sometimes not require a roll, especially when the GM decides that whatever it is is placed in a fairly obvious location or it would only stall the story for you to not find it.
  • Effect (Search): You search the area surrounding you for the object, person, condition or event and, if you meet the target number then you successfully identify whether it is present and where it is, or that it is absent. If you fail to meet the target number then you can try again next round and, when you do, the normal target number is reduced by one. If the GM decides that no roll is required, then this action is treated as though you Looked for the target instead, and so only uses a Quick action.

List of Examine Modifiers

Impediments

Basic Impediment (Block)

  • Roll: Strength or Quickness vs. Defense
  • Type: Standard
  • Range: Adjacent
  • Effect: You try to stop someone from taking an Action on their next turn. This can apply to any Action, and can be done in one of two ways. If you try to use physical force or bulk to prevent them from acting, roll Strength vs. their Defense. If you try to use nimbleness to harass them and prevent them from acting, roll Quickness vs. their Defense. The successes you roll are subtracted from the dice pool of whatever roll they would have made for that action, or if that action normally requires no roll then they set the target number for the roll that is now required for that action. If the target is an NPC, then subtract half (round up) of your successes from the rating of that action, if performed on their next turn.

List of Impede Modifiers

Tactics

Basic Tactic (Refocus)

  • Roll: None. Resolve vs. Target# if a roll is required.
  • Type: Standard
  • Range: Self
  • Effect: Taking a moment to compose your thoughts, you steady yourself and prepare new tactics and tricks for the fight ahead. If you wish, you may replace any of the Modified Actions that you have prepared for this combat with new ones. As well, because you have taken a moment to rest and recompose yourself, you recover an additional number of Energy this turn equal to your Refresh.

List of Tactics modifiers

Ritual Actions

Special Actions

Unlike the Action categories above, not everyone knows how to perform Special actions, and there is no one basic action for this category. Rather, there are a number of foundational actions, which are equivalent to basic actions in that they accept the modifiers that are listed after them. Not everyone knows how to perform foundational actions, though, so a character cannot access them unless they have a Skill, power, or other trait that says they can.

Channelling

  • Roll: None.
  • Type: Quick
  • Range: Self
  • Cost: 1 Energy per turn
  • Effect: The character calls upon a power within him- or herself and directs it outward, so that it manifests in some way within the character. The exact bonus is determined by the modifiers added to the Channelling action, as detailed below. The action can be maintained without taking additional Actions, by simply paying the upkeep cost every round, but if the character ever fails to do so then they must reactivate the power and all manifested effects vanish and must be re-started.

Modifiers to Channelling

Aircrafting

An Aircrafting Channelling causes the character to add his/her dots in Aircrafting to Quickness, while it is active. This also affects Initiative and any other trait derived from Quickness. If this modifier is applied to Channelling, then while it is active you cannot simultaneously gain any benefits from modifiers or passive traits derived from Earthcrafting.

Earthcrafting

An Earthcrafting Channelling causes the character to add his/her dots in Earthcrafting to Strength, while it is active. This also affects Health and any other trait derived from Strength. The character’s Wounds carry over if and when his Health drops back down due to the Channelling ending. If this modifier is applied to Channelling, then while it is active you cannot simultaneously gain any benefits from modifiers or passive traits derived from Aircrafting.

Firecrafting

A Firecrating Channelling causes the character to add his/her dots in Firecrafting to Passion, while it is active. This also affects Refresh and any other trait derived from Passion. If this modifier is applied to Channelling, then while it is active you cannot simultaneously gain any benefits from modifiers or passive traits derived from Watercrafting.

Metalcrafting

A Metalcrafting Channelling causes the character to add his/her dots in Metalcrafting to Resolve, while it is active. This also affects Health and any other trait derived from Resolve. The character’s Wounds carry over if and when his Health drops back down due to the Channelling ending. If this modifier is applied to Channelling, then while it is active you cannot simultaneously gain any benefits from modifiers or passive traits derived from Woodcrafting.

Watercrafting

A Watercrafting Channelling causes the character to add his/her dots in Watcrafting to Empathy, while it is active. This also affects Refresh, and any other trait derived from Empathy. If this modifier is applied to Channelling, then while it is active you cannot simultaneously gain any benefits from modifiers or passive traits derived from Firecrafting.

Woodcrafting

A Woodcrafting Channelling causes the character to add his/her dots in Woodcrafting to Perception, while it is active. This also affects Initiative, and any other traits derived from Perception. If this modifier is applied to Channelling, then while it is active you cannot simultaneously gain any benefits from modifiers or passive traits derived from Metalcrafting.

Elite Actions

When a character needs to pull out all the stops to win, he turns to Elite actions. They are powerful tactical maneuvers which are usually learned some time after a character begins play, and are capable of turning the tide of a combat in a character’s favor. Only one Elite action per character can be used per combat; because of that, Elite actions do not count against the character’s limit of modified Actions. A character can have as many of these as s/he might acquire with XP, but can only use at most one per combat. Each of these is an action unto itself. In addition to the direct effects of the action they usually come with a modifier, and that works a bit differently from others. Rather than sometimes being added to an action, it is automatically added to all applicable actions for the rest of the combat, and usually provides some benefit within the Elite Action’s theme. Some of these have conditions, so be mindful of that.

Actions

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