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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

Turn actions
ActionSPTraitWhat it does
Attack1+Strike your chosen Target(s). Each Attack or Ability details the Range and SP cost.
Break1MightBreak free from a hold or binds (Pinned). Might vs Might or Agility, or against an Object’s Threshold.
Defend1+Gain 5 Guard per SP spent (max = EXP) until the start of your next turn.
Disarm1+MightDisarm a visible Foe within 5 ft with a contested Might check. Add SP to improve the result (+1 per SP).
Flank1When 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.
Heal1+StudyAdminister first aid to yourself or anyone within 5 ft (see Healing).
Hide1SneakSneak vs Study. Cover is required. In social settings, Control vs Insight (no cover needed). Both grant Hidden.
Influence1ControlContested Control check to alter a Foe’s behaviour towards you or encourage them to follow orders.
Investigate1InsightInsight vs Control to learn about an opponent, or a Study check against a Threshold to learn about the environment.
Pin1MightMight vs Might or Agility. On success the target is Pinned. You can only pin one target at a time.
Prepare1+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.
Ram1MightPush an object or target horizontally. On success: knock back 5 ft, Pin, or Collapse. Extra SP pushes 5 ft more (max = EXP).
Sprint1Gain 10 ft extra Motion per SP spent (max = EXP) until the start of your next turn.
Vault1+Jump a 10 ft gap with a 10 ft straight-line run-up. Gain 10 ft per SP spent (max = EXP).

Reactions

Reactions
ActionSPWhenWhat it does
Deflect1(Retaliate)Negate an enemy’s Retaliate. You may also Redirect for additional SP.
Disrupt1+(Ranged Attack)When a visible target makes a ranged attack within 5 ft, spend SP to reduce damage (EXP × 2 per SP, max = EXP).
Negate1+(Lethal Blow)Interrupt a Lethal Blow. Spend half the original SP cost to halve the extra damage, or match it to negate it.
Redirect1+(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.
Retreat1(Motion)Withdraw from a Foe’s melee range without incurring Retaliate.
Retaliate1+(Motion)Attack or Pin an enemy that moves out of your melee range.

Anytime

Anytime actions
ActionSPWhat it does
Assist1Grant Prowess when a visible ally within 5 ft makes a Trait check you are Adept in.
Flee1Motion 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.