Actions
Action | Type | When | Notes |
---|---|---|---|
Assist | Major | Anytime | Help on Teamwork Tests |
Astral Projection | Major | Turn | Leave Body and travel mentally in Astral Plane |
Attack | Major | Turn | |
Banish Spirit | Major | Turn | Conjuring + Magic vs Spirit's Force x 2. Net Hits reduce services |
Cast Spell | Major | Turn | |
Counterspell | Major | Anytime |
Boosted Defense: Sorcery + Magic. Area 1 meter per dram reagent. Net Hits add to Dice Pool. Lasts rounds equal to Magic. Dispelling: Sorcery + Magic vs Drain Value x2 of target spell. Net hits on Dispel cancel Net Hits on target spell |
Full Defense | Major | Anytime | Add Willpower to all Defense tests until next round |
Manifest | Major | Turn | |
Observe in Detail | Major | Turn | |
Pick Up / Put Down Object | Major | Turn | |
Ready Weapon | Major | Turn | |
Reload Weapon | Major | Turn | |
Rigger Jump in | Major | Turn | |
Sprint | Major | Turn | 15 meters + [Athletics + Agility] hits. Cannot be used with Move or Avoid Incoming |
Summon Spirit | Major | Turn | |
Use Simple Device | Major | Turn | |
Use Skill | Major | Turn | |
Activate/Deactivate Focus | Minor | Turn | |
Avoid Incoming | Minor | Anytime |
Reaction + Athletics - Dodge Penalty. Hits allow character to move meters/hits. Move > 2m adds Prone status. Cannot be used with Avoid Incoming, Move, or Sprint this round. |
Block | Minor | Anytime | Add Close Combat Skill to single Melee Defense Test |
Call a Shot | Minor | Turn | +2 Damage for -4 Dice Pool penalty to hit. |
Change Device Mode | Minor | Turn | |
Command Drone | Minor | Turn | |
Command Spirit | Minor | Turn | |
Dodge | Minor | Anytime | Add Athletics skill to single Ranged Defense Test |
Drop Object | Minor | Anytime | |
Drop Prone | Minor | Turn |
Gain Prone Status ( Movement is 2m, +2 Defense Tests on Ranged attacks from Medium or further. -2 on attacks from Close or Near. -4 penalty on melee attack or Bow attacks) |
Hit the Dirt | Minor | Anytime |
Gain Prone Status ( Movement is 2m, +2 Defense Tests on Ranged attacks from Medium or further. -2 on attacks from Close or Near. -4 penalty on melee attack or Bow attacks) |
Intercept | Minor | Anytime |
Attack Opponent out of turn if they enter Close range. Must have Major and Minor action left |
Move | Minor | Anytime | Move 10 meters. Only one Move action per turn |
Multiple Attacks | Minor | Turn | Split dice pool evenly, or halve weapon dice pools, for each target. |
Quick Draw | Minor | Turn | |
Reload Smartgun | Minor | Turn | |
Shift Perception | Minor | Turn | |
Stand Up | Minor | Turn | |
Take Aim | Minor | Turn | +1 dice pool bonus. Stacks |
Take Cover | Minor | Turn | +1 bonus to Defence Rating per level, 1 - 4 |
Trip | Minor | Turn | -2 to damage, target rolls Athletics + Agility vs Adjusted DV of attack. Add prone if target fails. |
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