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Major and Minor Actions

Major Actions


movement-related
Sprint
Base running speed is 2.5 times a character's racial movement speed, thus:

20 meters (10 hexes) for zharrgrund (dwarves), dwergachtig & karboten (pious & tinker gnomes

25 meters (12.5 hexes) for zold draaks (green draconians) and ngeru-tangata (catfolk

30 meters (15 hexes) for ani-yunwiya (lion-centaurs)

As part of the Sprint Major Action, you can additionally make an Athletics: Sprint + Strength Test and each success adds an additional meter of movement (so every two successes adds another hex of movement). This action can only be performed once per Combat Round and cannot be made in conjunction with the Move Minor Action.

fighting-related
Ready (weapon and/or shield)
Taking a safe amount of time to get a weapon and/or shield out and at the ready usually takes a few seconds. In areas of suspected danger, characters can mosey about with weapons drawn, but this is not usually the case. An attempt to get the item ready for combat more quickly can be made with the Quick Draw Minor Action (however, glitches on that test may result in the item being dropped).

Attack (melee or ranged)
This is the primary way to deal damage in combat. The attacker must have a weapon at the ready (and spanned & loaded if a missile). See the Combat section for detailed examples.

Full Defense 1
Instead of using Defend Minor Actions to improve on the simple Reaction dice to avoid melee and missile attacks, using the Full Defense Major Action allows multiple uses of Defense: Dodge or Parry + Reaction Tests equal to your Reaction Attribute. Past this, you can still use the Defend Minor Action with remaining actions.

Reckless Charge 3
This Major Action is an inclusion of the Sprint and Attack Major Actions. The Athletics: Sprint + Strength Test can be made, but glitches will usually result in stumbling and losing the chance to attack. The chance to hit is unmodified, but the defender gets a +3 bonus to Reaction if aware of the attack and not otherwise engaged. If the attack connects, it deals +1 damage. After the attack is made, the attacker is Off-balance*.

* Off-balance: -3 to all actions until next turn, reduced by 1 for each success on a Defense: Maneuvers + Reaction Test

magic-related
Astrally Cleanse
(WIP)

Astral Projection
(WIP)

Manifest
(WIP)

Banish
(WIP)

Spellcast
(WIP)

Counterspell 1
(WIP)

Summon
(WIP)

other
Assist 1
With the Assist Major Action, a character can make an appropriate Active Skill Test to give a synergy to another character’s upcoming action. For example, doing a Close Combat: Blades + Agility, Influence: Leadership + Intuition, or Con: Perform (Provoke) + Charisma Test could lend their successes to the next attacker’s Close Combat attempt.

Observe in Detail
The character makes a Perception + Intuition Test unmodified by haste. (This is a more time-consuming version of the Shift Perception Minor Action.)

Pick Up / Put Down
When an object is within reach and not stuck or being held by someone else, you may grab it. If it’s a weapon, this also counts as a Ready Weapon Major Action unless it’s a missile requiring spanning and/or loading.

Use Simple Device
(WIP)

Use Active Skill
Many individual Active Skills can be performed within the scope of a single Combat Turn.

Minor Actions


movement-related
Move
Using this Minor Action, you can move a number of meters equal to your normal movement speed. You may only perform one Move Minor Action per Combat Round. Zharrgrund (dwarves), karboten & dwergachtig (tinker and pious gnomes) have a base movement rate of 8 meters (4 hexes). Zold draaks (green draconian) and Ngeru-tangata (cat folk) have a base movement rate of 10 meters (5 hexes). Ani-yunwiya (lion centaurs) have a base move of 12 meters (6 hexes). To move farther than this, perform a Sprint Major Action.

Charge 3
Move up to your racial movement rate and then perform an Attack Major Action with a +1 die modifier.

Avoid Incoming 1
When a quick-arriving explosive (be it magical or mundane) is incoming, you can attempt to leap out of the way to limit your damage. Perform an Athletics: Acrobatics + Reaction - distance penalty*. Hits allow you to move that many meters in the direction of your choice. Moving 2 or more meters (1 hex) results in landing Prone.

* distance penalty: -6 from ground zero, -4 from adjacent or -2 from nearby

Drop Prone 1
Hitting the deck, your movement speed is reduced to 2 meters (1 hex) and you cannot Sprint. You gain +2 bonus dice to Reaction for avoiding ranged attacks from 24+ meters (12 hexes), but -4 to defend against melee attacks. The Stand Up Minor Action reverses this condition.

Stand Up
When a character has fallen prone or been knocked off their feet, this Minor Action lets them get back up. It provokes Intercept Attacks if engaged in melee, but Athletics: Acrobatics + Reaction can act as a synergy to the Defense roll.

Take Cover
Move behind cover, getting a +1 Reaction bonus per quarter of your body breaking LoS. (Note that cover offers no protection against Direct Combat Spells like Stunbolt or AoE spells which have clearer LoS on the from its epicenter.)

fighting-related
Quick Draw
In an attempt to bring a weapon or shield out and ready for combat, make a Close Combat: <appropriate weapon category> Test or Defense: Block + Agility Test. This test gets a +2 bonus if the weapon has the 'fast' tag and the weapon’s reach is a negative modifier on the dice pool. (E.g unsheathing a rapier would have +2 to Close Combat: Blades + Agility because it is ‘fast’ and a -1 due to its reach.) The target number to successfully Quick Draw is usually 3. Some weapons have setups which further enhance one's ability to Quick Draw like a pinch clip for a mace, giving +2 to this Test.

Defend 1
Normally only able to use your Reaction to defend against melee or missile attacks you're aware of, this Minor Action allows you to use the Defense Active Skill. You can use either Defense: Parry + Reaction (melee only) or Defense: Dodge + Reaction (melee/ranged). Additionally, if you have a shield at the ready, you can also use Defense: Block + Strength. Thus, it's a very good idea to leave a Minor Action or two handy.

Reload Weapon 2
Most missile weapons need to be reloaded after each shot. Crossbows need to be spanned first and then loaded. See page ### in the Combat Section for detailed rules on reloading missiles.

Take Aim
This Minor Action can be taken multiple times in succession before an eventual Attack Major Action is made, each time giving a +1 die modifier to the attack. These bonuses stack over multiple turns to a maximum of the character’s Intuition, but taking any other action other than additional Take Aim Minor Actions will remove the bonus.

Disarm Attack 3
Usually causing little to no damage, a Disarm Minor Action is paired with a melee Attack Major Action in an attempt to wrench something from the target’s grip. Use a normal attack and include the weapon’s disarm modifier. If the attack is successful, the defender must reach successes on a Strength or Reaction Test (the attacker chooses) equal to the net hits, or the item is dropped/tossed away.

Trip Attack 3
Like the Disarm Minor Action, Trip links with a successive Attack Major Action and aims at knocking the target prone. The target must reach an Athletics: Acrobatics + Reaction Test.

Call a Shot 3
By focusing on attacking a target’s vulnerable area(s), you increase your DV (damage value) by +2 at the cost of -4 dice to your Attack pool. You must immediately perform the Major Action Attack.

Fire from Cover 3
You can break cover to perform a missile Attack Major Action if you’re in cover (see Take Cover Minor Action). If you are in full cover, your attack suffers a -2 die penalty. After the attack, you remain out of cover until taking another Take Cover Minor Action (depending on the circumstances).

Intercept Attack 1,3
If an opponent within melee range continues to move near you or get up from prone, you may perform an Intercept Minor Action and linked melee Attack Major Action out of turn. If you don't have a Major Action still available, this attack will use it up for the following Combat Round. Significant damage on a hit may prevent the target from continuing to move.

Multiattack 3
You may perform a Multiattack Minor Action in addition to the linked melee Attack Major Action to make more than a single attack on one or more adjacent targets in melee range within a single Combat Turn. If some attacks are with an off-hand weapon and you do not possess the Ambidextrous Edge, or you are making each attack with the same weapon, your total attacking dice pool is reduced by -2. Weapons with the 'fast' tag ignore this penalty. Split the dice pool as evenly as possible amongst the attacks and perform them in succession as usual.

other
Shift Perception
Taking a moment to change one’s facing or examine something out of the corner of their eye, the Shift Perception Minor Action can help one to face off against sneaking or incoming threats. Perception + Intuition Tests made with this action are usually at a penalty.

Drop Object 1
Quickly releasing an item held in hand, more fragile items can potentially suffer damage.

(De)Activate Magic Item
(WIP)

Command Spirit
(WIP)

Actions (alphabetically)


Major Actions (MAs)

Assist
Astral Projection
Astrally Cleanse
Attack
Banish Elemental/Spirit
Counterspell
Full Defense
Manifest
Observe in Detail
Pick Up / Put Down
Ready Weapon
Reckless Charge
Spellcast
Sprint
Summon
Use Simple Device
Use Active Skill

Minor Actions (mAs)

Activate Magic Item
Avoid Incoming
Call a Shot
Charge
Command Spirit
Defend
Disarm
Drop Object
Drop Prone
Fire from Cover
Intercept
Move
Multiattack
Quick Draw
Reload Weapon
Shift Perception
Stand Up
Take Aim
Take Cover
Trip

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