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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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