Rule: Actions
There are four types of Action you can perform during a Fight :
- Combat Actions: Attacking the enemy or doubling down on your defenses.
- Custom Actions: Invent your own Actions, including audacious stunts or crafty tricks.
- Assist Actions: Focus your energy on giving others a better chance of success.
- Tactical Actions: Includes using an Ability (or Magic), retrieving useful items from your backpack, or stop a fallen comrade from dying!
Combat Actions
You can flip between offensive and defensive options during battle.
Attack
Defend
Announce that you intend to Defend and take no other Action on your Turn.
Attack
By using a Weapon or Combat Ability, you try to inflict pain.Magic is considered as a Tactical Actions and not as a Combat Actions unless otherwise specified.
Make your Attack roll :
- Roll a d20 and add your Attack Bonuses to the result.
Remember to check for any Advantages, Disadvantages, Bonuses or Penalties that might apply to your Attack. - To cause Damage, you’re trying to match or exceed your target's Defense Rating.
Critical Success: Rolling a natural 20 OR 10+ above your target's Defense Rating.
Critical Failure: Rolling a natural 1 OR 10+ under your target's Defense Rating.
Success :
You inflict the Damage.
Critical Success :
You inflict an extra Heart of Damage OR Succeed an Attack Stunt! (your choice)
You inflict the Damage.
Critical Success :
You inflict an extra Heart of Damage OR Succeed an Attack Stunt! (your choice)
Failure :
Your strike is poorly targeted, mistimed, or otherwise ineffective. No Damage is done.
Critical Failure :
You get hurt in your Attack and take a Heart of Damage OR Your target's Succeed an Attack Stunt on you!
Your strike is poorly targeted, mistimed, or otherwise ineffective. No Damage is done.
Critical Failure :
You get hurt in your Attack and take a Heart of Damage OR Your target's Succeed an Attack Stunt on you!
Dual wielding :
Your second hand Attack roll suffers a Major Penalty (-4). You cannot mix a Melee Weapon with a Missile Weapon. Remember that, like drawing weapons, it also take an Action to stow them securely.
Defend
During a fight you are always being actively defensive but, if you completely forfeit your offensive ambitions, you have a better chance of protecting yourself, or someone else, from harm.- You can choose to Defend yourself or another character next to you (5 feets).
- The defended character gains +2 to its Defense Rating until your next Turn, as long he stay in the defending range.
- A character may only benefit from 2 defenders at any one time (+4 to its Defense Rating).
Custom Actions
Try something strange or unorthodox to surprise and overcome your enemies.
Attack Stunt
Combat Trick
Attack Stunt
Want your strike to disarm your foe, or knock them off their feet? Attack Stunts allow you to try, but failure will have a cost.- Define your Attack Stunt
- Choose a Weapon or Ability to strike with, then select your target as if making a standard Attack.
- Suggest a success result:
For example, “I swipe at the bandit leg with my Staff… and attempt to knock him prone.”
- Your GM defines a failure result
- If your GM accepts the feasibility of it, he will invent a failure result:
For example, “If you try that... there is a danger you may loose balance and be knocked prone yourself.”
- If your GM accepts the feasibility of it, he will invent a failure result:
- Make a wager
- You and your GM must agree to the proposed success and failure result.
- If a wager can’t be agreed on, your Action will revert back to a standard Attack.
Make your Attack roll :
- Roll your Attack as normal.
Success :
Your attack deals Damage… and you benefit from your agreed success result.
Critical Success :
You inflict an extra Heart of Damage.
Your attack deals Damage… and you benefit from your agreed success result.
Critical Success :
You inflict an extra Heart of Damage.
Failure :
You miss… and suffer the agreed failure result.
Critical Failure :
You get hurt in your Attack and take a Heart of Damage OR Your target's Succeed an Attack Stunt on you!
You miss… and suffer the agreed failure result.
Critical Failure :
You get hurt in your Attack and take a Heart of Damage OR Your target's Succeed an Attack Stunt on you!
All Attack Stunts are subject to the effects of Diminishing Returns (see below).
Combat Trick
Forgo your Attack and use cunning, not steel, to put your opponent in difficulty. Trip them up (Prone), dazzle them with your shiny shield (Blinded), or use some other crafty tactic!- Define your Combat Trick
- Choose a target and state the intention of your Combat Trick:
For example, “I’m going to pull the bandit’s cloak over his head to obstruct his vision.”
- Choose a target and state the intention of your Combat Trick:
- Your GM determines the difficulty
All Combat Trick are subject to the effects of Diminishing Returns (see below).
Diminishing returns
A unique trick can catch your foe off guard, try the same thing again however...- When you attempt to use the same Attack Stunt or Combat Trick on the same target, you suffer a Disadvantage on your roll or, if no roll is required, it simply does not work.
*The GM can decide that it will simply not work anymore. - If you sufficiently alter a subsequent attempt of an Attack Stunt or Combat Trick, your GM may allow you to avoid the effect of Diminishing Returns.
Assist Actions
Use your Action to give others a better chance of success with theirs.
Attack Assist
Your feint from the right creates a clear striking opportunity for an ally on the left.
Tactical Assist
Attack Assist
Focus your Action on opening up your foes’ defenses rather than doing Damage.Your feint from the right creates a clear striking opportunity for an ally on the left.
- Define your Attack Assist
- Choose the way you intend to assist, then select a target to distract.
Next choose an ally that will benefit from your distraction.
For example, “I let out a battle roar and wildly swing my hammer around to draw the bandit’s attention, so Gavril can get a clean shot at its weak point.”
- Choose the way you intend to assist, then select a target to distract.
- The assisted character Attacks
- On its Turn, the chosen ally benefits from a Minor Bonus (+2) to any roll made against the distracted foe.
- An additional Attack Assist, that targets the same foe and ally, can increase this to a Major Bonus (+4).
- An Attack Assist lasts for 1 Turn.
Tactical Assist
Use your Action to help an ally make an otherwise impossible Action. For example, holding a beast’s mouth open so an ally can throw a bomb into it.- Define your Tactical Assist
- For example, “I’m lifting Gavril up so he can reach the top of the wall to shoot over it.”
- Your GM determines the difficulty
Your team can chain a series of Tactical Assists together but, like all chains, if one link fails the whole thing fails.
Tactical Actions
Spend time to get into a better tactical position or use an Ability during a Fight.
Use an Ability or Magic
Extra Move
First Aid
React
Miscellaneous
Exemple of thing that require an Action :
Use an Ability or Magic
Using an Ability or Magic during a Fight requires the use of your Action, unless otherwise stated.- Using a full turn not moving and concentrating on a Spell result in an automatic success with that Spell on the start of the next turn.
- The Spell is casted at the start of the turn (you have you Action and Movement).
Extra Move
Don’t stop to act, keep on moving.- Forfeit your Action to move by an extra 15 feets (regardless of the Speed).
- If you have a Slow Speed, you need to use the Extra Move Action to move.
First Aid
Stop a fallen comrade from dying.- If you try to help someone else, you must be next to him.
- You can stop in some case an ally from dying, if you can get to them within 2 Turns.
- You can wake a character who lost consciousness.
React
Second-guess your enemy and disrupt their combat plan.- Predict an adversary’s Action or event and declare your reaction to it
- On your Turn declare you are going to React by proposing a response to an anticipated event.
For example, “I will crouch in the corner and when someone enters, I will trip them up.”
- On your Turn declare you are going to React by proposing a response to an anticipated event.
- Reacting to the anticipated event
- If the anticipated event occurs outside your Turn, you may proceed with your React.
- Your reaction is resolved according to the type of Action attempted.
For example, tripping an opponent entering the room would be resolved like a Combat Trick. - If successful, your intervention may disrupt your opponents’ Turn.
For example, a Prone enemy will no longer be able to Attack as intended. - If the anticipated event does not occur before your next Turn, you loose your React Action.
Miscellaneous
Any task not covered by another type of Action is considered Miscellaneous.- Drawing/Stowing Weapons and/or Shield takes an Action, unless otherwise stated.
- Taking gear out of of a storage gear like a backpack.
- Using a Consumables.
- Reloading a Weapon with Loading Time.
- Etc...
