Chapter 6 of 12 · about 7 minutes
The core actions
All 22 core actions: what each costs, when you can use it and what it does.
First draft. This guide is a first draft. The rules and the game will keep changing, so expect corrections. Where something is a working guess it is marked Draft.
How actions work
These are things anyone can do in a fight. Each has an SP cost, a usage (on your Turn, as a Reaction, or Anytime) and, for many, a Trait that is rolled. A cost with a plus sign, like 1+, means you can pay more SP for a bigger effect.
Your Archetype and Abilities add more Attacks and Abilities on top of these.
On your turn
| Action | SP | Trait | What it does |
|---|---|---|---|
| Attack | 1+ | Strike your chosen Target(s). Each Attack or Ability details the Range and SP cost. | |
| Break | 1 | Might | Break free from a hold or binds (Pinned). Might vs Might or Agility, or against an Object’s Threshold. |
| Defend | 1+ | Gain 5 Guard per SP spent (max = EXP) until the start of your next turn. | |
| Disarm | 1+ | Might | Disarm a visible Foe within 5 ft with a contested Might check. Add SP to improve the result (+1 per SP). |
| Flank | 1 | When directly behind your target and within 5 ft, give another ally within 5 ft of it Prowess on their next melee attack against the Flanked target. | |
| Heal | 1+ | Study | Administer first aid to yourself or anyone within 5 ft (see Healing). |
| Hide | 1 | Sneak | Sneak vs Study. Cover is required. In social settings, Control vs Insight (no cover needed). Both grant Hidden. |
| Influence | 1 | Control | Contested Control check to alter a Foe’s behaviour towards you or encourage them to follow orders. |
| Investigate | 1 | Insight | Insight vs Control to learn about an opponent, or a Study check against a Threshold to learn about the environment. |
| Pin | 1 | Might | Might vs Might or Agility. On success the target is Pinned. You can only pin one target at a time. |
| Prepare | 1+ | Hold your action, ability or attack (1 SP) or entire turn (2 SP) for a trigger. You cannot act offensively out of turn until it resolves. | |
| Ram | 1 | Might | Push an object or target horizontally. On success: knock back 5 ft, Pin, or Collapse. Extra SP pushes 5 ft more (max = EXP). |
| Sprint | 1 | Gain 10 ft extra Motion per SP spent (max = EXP) until the start of your next turn. | |
| Vault | 1+ | Jump a 10 ft gap with a 10 ft straight-line run-up. Gain 10 ft per SP spent (max = EXP). |
Reactions
| Action | SP | When | What it does |
|---|---|---|---|
| Deflect | 1 | (Retaliate) | Negate an enemy’s Retaliate. You may also Redirect for additional SP. |
| Disrupt | 1+ | (Ranged Attack) | When a visible target makes a ranged attack within 5 ft, spend SP to reduce damage (EXP × 2 per SP, max = EXP). |
| Negate | 1+ | (Lethal Blow) | Interrupt a Lethal Blow. Spend half the original SP cost to halve the extra damage, or match it to negate it. |
| Redirect | 1+ | (Deflect) | Force an attacker to hit another target within 5 ft. Spend SP equal to the attack’s cost to halve damage, or double to redirect all of it. |
| Retreat | 1 | (Motion) | Withdraw from a Foe’s melee range without incurring Retaliate. |
| Retaliate | 1+ | (Motion) | Attack or Pin an enemy that moves out of your melee range. |
Anytime
| Action | SP | What it does |
|---|---|---|
| Assist | 1 | Grant Prowess when a visible ally within 5 ft makes a Trait check you are Adept in. |
| Flee | 1 | Motion is doubled and used to escape. Foes attack with Stagger. You cannot attack or use offensive Abilities, or return to the Skirmish. |
Tip. You can add all 22 core actions to your sheet with one button, and each one rolls its Trait for you.
