1.0 Action Types Table
1.1 Rounds and Turns
1.2 Innate Actions Table
1.1 Rounds and Turns
1.2 Innate Actions Table
1.0 Action Types Table
This table is all that is needed for basic play, aside from a basic comprehension of what a turn is in a game.
In most cases, the rules value actions in the order of Primary>/=Defensive=Reaction>Move>/=Bonus (> is a symbol which means "greater than").
You cannot activate actions while unconscious.
Action Type: The Action Type described.
Number In Turn: The number of the described action which you gain at the start of each of your turns. Any unspent actions are lost at the end of your turn.
Must Be Activated On Your Turn: "Yes" indicates that this action cannot be used if it is not your turn. "No" indicates that you may use the described action at any time which it does not specifically restrict.
Details: The full description of the described action.
In most cases, the rules value actions in the order of Primary>/=Defensive=Reaction>Move>/=Bonus (> is a symbol which means "greater than").
You cannot activate actions while unconscious.
Action Type: The Action Type described.
Number In Turn: The number of the described action which you gain at the start of each of your turns. Any unspent actions are lost at the end of your turn.
Must Be Activated On Your Turn: "Yes" indicates that this action cannot be used if it is not your turn. "No" indicates that you may use the described action at any time which it does not specifically restrict.
Details: The full description of the described action.
Action Type | Number In Turn | Must Be Activated On Your Turn | Details |
---|---|---|---|
Primary | 1 | Yes | Primary Actions take between 2-5 seconds are used primarily to attack. |
Defensive | 1 | Yes | Defensive Actions take between 2-3 seconds, are used primarily to defend yourself and others. If you do not spend your Defensive Action on your turn, gain +1 Reaction until the start of your next turn. |
Move | 1 | Yes | Move Actions take between 1-2 seconds, and are primarily used to move. |
Bonus | 1 | Yes | Bonus Actions take between 1-2 Seconds, and are used for many different quick actions. |
Any | N/A | Yes | If something indicates that it costs "Any" Action, then you may activate it using a Primary, Defensive, Move, or Bonus Action. |
(Number) Attack(s) | N/A | Yes | When you activate the Attack Action, or activate a skill or item which costs 1 Attack, 2 Attacks, or some other variation of (Number) Attack(s), it spends your Primary Action to grant you a number of Total Attacks (which depends on your Bonus Weapon Attacks, and on your Innate Attacks). |
Multi-Action (_+_) | N/A | Yes | A Multi-Action is one which costs multiple other actions, represented by their first letters. For example, Multi-Action (P+D) requires the use of your Primary and Defensive Actions, while Multi-Action (P+M+B) Requires the use of your Primary, Move, and Bonus Actions. |
Reaction | 0* | No | Reactions are actions which respond to another action, typically on turns other than your own. If a Reaction has a Trigger, it can only be activated once that Trigger is fulfilled. If a Reaction has no Trigger, you may activate it at any time. You begin play with 0 Reactions, but gain +1 Reaction every 5 Levels. If you do not spend your Defensive Action on your turn, gain +1 Reaction until the start of your next turn. You cannot activate multiple Reactions against the same Trigger. |
Extra | N/A | Yes | This action may be activated once on your turn as a Free Action, and then any number of times on your turn as Any Action. |
Free | ∞ | No | A Free action is an action which takes functionally no time at all. |
Concentration | N/A | Yes | If something states "(Concentration)" as part of its Action Cost, you must spend the listed action which precedes "(Concentration)" every turn, or its effect ends. If there are multiple actions listed (such as "Defensive (Concentration), Bonus (Concentration)" not such as "Multi-Action (D+B (Concentration)") you may swap between any of them as you wish, so long as at least one of the Action Costs are fulfilled. Maintaining Concentration is in all ways considered activating the effect, meaning you will also have to spend any other affiliated costs such as Mana Cost. You may only hold concentration on a single skill for up to 1 minute (10 rounds) unless stated otherwise. When you take damage from something besides your own skills or attacks while maintaining Concentration you must spend a Reaction or lose Concentration. When you do, roll 1d20 + (Arcana if the Concentration is based in magic such as a Magical Skill and Athletics if not) If the result of this roll is at least double the amount of damage you took gain +1 Reaction which can only be used to maintain Concentration. |
1.1 Rounds and Turns
Rounds and turns should be used in any situation where several of decisions have to made in the span of a few seconds, any situation where time seems to slow down and bodies move on their own base instinct as easily as they move of their owners' volition such as combat, moving through a burning building, or a duel.
Whoever instigates Turns has their Turn happen before everyone else's, and the remaining turns are are decided to happen in the order the Host decides. Failing that, the Players go first, and everyone else goes after the players, and objects go last.
A Round is comprised a number of Turns equal to the number of opposing groups present. For example, if you are in a bar fight with Darryl, you and everyone helping you fight get a single Turn in which you act simultaneously, and each may use your own Actions. Darryl also gets his own turn, in which he and everyone helping him fight do the same. This Round, then, is comprised of 2 Turns, one for you and your allies, and one for Darryl and his allies. Darryl threw the first punch, so his Turn is first. Once Darryl and all of his allies have used all of their actions (or all the Actions they want to use), their Turn ends, and yours begins. Once all of the tuns in a Round have ended, the Round ends. If the situation still requires it, the next round begins with the Turns in the same order.
For further example, Darryl's buddy Teddy is dangerously inebriated in more ways that one, and so doesn't know whose side to take, and starts swinging wildly. As someone who is not allied with you or Darryl, Teddy gets his own turn. Unrelatedly, the building has started to collapse because of a giant trying to shove the building down. The giant gets their own turn (being allied with no one) and may try to shove down the building. If the building were to be falling down on its own (or takes so much damage that it would begin to, due to the giant's efforts or otherwise) the building would get its own turn (being allied with no one) even though it is not taking deliberate action, it has its own turn in which the effects of its falling down take place. This Round, then, is comprised of 5 Turns, one for you and your allies, one for Darryl and his allies, one for Teddy, one for the giant, and one for the building falling down. Determine turn order by the order in which action was taken, presumably Teddy started swinging after Darryl, and the giant showed up after that, damaging the building after that, making the turn order Daryl, you, Teddy, giant, building collapse. Try not to have too many turns or, more importantly, too much time without the players acting. Since at least three of those turns have only one entity taking action, it shouldn't take too long, though due to the nature of falling debris and the game mechanics involved therein, you may want to grant each player +1 Reaction at the start of the building's turn, or else players may be frustrated when they had no way of avoiding being crushed. Players turns should, typically, not be further from the top of the Round than second place.
Whoever instigates Turns has their Turn happen before everyone else's, and the remaining turns are are decided to happen in the order the Host decides. Failing that, the Players go first, and everyone else goes after the players, and objects go last.
A Round is comprised a number of Turns equal to the number of opposing groups present. For example, if you are in a bar fight with Darryl, you and everyone helping you fight get a single Turn in which you act simultaneously, and each may use your own Actions. Darryl also gets his own turn, in which he and everyone helping him fight do the same. This Round, then, is comprised of 2 Turns, one for you and your allies, and one for Darryl and his allies. Darryl threw the first punch, so his Turn is first. Once Darryl and all of his allies have used all of their actions (or all the Actions they want to use), their Turn ends, and yours begins. Once all of the tuns in a Round have ended, the Round ends. If the situation still requires it, the next round begins with the Turns in the same order.
For further example, Darryl's buddy Teddy is dangerously inebriated in more ways that one, and so doesn't know whose side to take, and starts swinging wildly. As someone who is not allied with you or Darryl, Teddy gets his own turn. Unrelatedly, the building has started to collapse because of a giant trying to shove the building down. The giant gets their own turn (being allied with no one) and may try to shove down the building. If the building were to be falling down on its own (or takes so much damage that it would begin to, due to the giant's efforts or otherwise) the building would get its own turn (being allied with no one) even though it is not taking deliberate action, it has its own turn in which the effects of its falling down take place. This Round, then, is comprised of 5 Turns, one for you and your allies, one for Darryl and his allies, one for Teddy, one for the giant, and one for the building falling down. Determine turn order by the order in which action was taken, presumably Teddy started swinging after Darryl, and the giant showed up after that, damaging the building after that, making the turn order Daryl, you, Teddy, giant, building collapse. Try not to have too many turns or, more importantly, too much time without the players acting. Since at least three of those turns have only one entity taking action, it shouldn't take too long, though due to the nature of falling debris and the game mechanics involved therein, you may want to grant each player +1 Reaction at the start of the building's turn, or else players may be frustrated when they had no way of avoiding being crushed. Players turns should, typically, not be further from the top of the Round than second place.
1.2 Innate Actions Table
Innate Action: The Action which you can activate.
Action Cost: The Action Type which must be spend in order to perform this Action.
Effect: the effect of the Action when activated.
Action Cost: The Action Type which must be spend in order to perform this Action.
Effect: the effect of the Action when activated.
Innate Action | Action Cost | Effect |
---|---|---|
Attack | 1 Attack | Use any single weapon you are wielding to roll Hit (1d20 + Level + (Attacks) contested against a single target's Defense.) When you hit, you deal damage (as determined by your weapon). |
Aim | 1 Attack | Gain +4 Hit until the end of your turn. You may only use this Innate Action once per round. |
Move | Move | Choose any form(s) of movement which you have access to (called Move Speeds, such as a Walk Speed, or a Swim Speed). You may Move using the chosen Move Speed(s) at any time on your turn, up to a maximum distance equal to the lowest of the chosen Move Speeds. You may spend half of this Speed to stand up and stop being Prone. |
Run | Multi-Action (P+M) | Choose any form(s) of movement which you have access to (called Move Speeds, such as a Walk Speed, or a Swim Speed). You may Move using the chosen Move Speed(s) at any time on your turn, up to a maximum distance equal to double the lowest of the chosen Move Speeds. You may spend half of this Speed (up to a maximum of 3 Spaces) to stand up and stop being Prone. |
React | Reaction | Close your eyes, cover your ears, hold your breath, become Prone, or any other similar reaction which involves stopping doing something (such as stopping seeing, stopping hearing, stopping breathing, stopping standing, etc). You may activate this Action as an Extra Action on your turn. |
Manipulate Item | Extra | Retrieve an item from your inventory, put one away, or interact with a object, such as opening an unlocked door, kicking a ball across the room, or lifting up a creature 4 or more Size Numbers smaller than you. |
Search | Extra | You look at, inside, or around an area or target in attempts of finding something, the Host then describing the target with more detail if possible. You may use this Action a second time in the same turn in order to roll a Perception roll. You may also use this action to accurately estimate distances within 12 Spaces. |
Act | Free | Open your eyes, inhale, decline to drink something you would otherwise drink, drop something you're holding, or any other similar action which has to do with basic decision making or returning to status quo. |
Jab | 1 Attack, or Bonus | Make a single Unarmed Attack which deals 1d4 + (Might or Skill) Bludgeoning Damage. This Innate Action counts as a Skill for all purposes. |
Charge | Passive | If you move at least 5 Spaces in a straight line towards the target of an attack, that attack gains effects based on its Weapon Type(s). Sword or Pole: The Attack's Damage Die are maximized. Axe or Hammer: The Attack deals Crushing Damage. Unarmed or Crescent: This Attack is a critical hit. Shield: The target of this Attack has a 100% chance of becoming Prone. This percentage is halved for each Size Number larger than you the target is. Prone: You are laying down on the ground or kneeling, your Walk Speed is halved, your melee attacks are made at disadvantage, melee attacks against you are made at advantage, your ranged attacks gain +4 HIT, and ranged attacks made from further than 3 Spaces away from you are made at disadvantage. While you are mid air, or floating in water you cannot be considered Prone. |
Trip | 1 Attack, or Move | Make a contested Athletics Check against a target you are adjacent to. If you succeed, the target becomes Prone. Prone: You are laying down on the ground or kneeling, your Walk Speed is halved, your melee attacks are made at disadvantage, melee attacks against you are made at advantage, your ranged attacks gain +4 HIT, and ranged attacks made from further than 3 Spaces away from you are made at disadvantage. While you are mid air, or floating in water you cannot be considered Prone. |
Grapple | 1 Attack | Take hold of a single creature you are adjacent to with a single free hand, making a contested Athletics roll against the creature. If you succeed, the target becomes Grappled by you. While you have a target Grappled, one of your hands is being used to maintain the Grapple against the target. Using a second free hand to maintain (not initiate) a grapple makes your Grapple rolls to maintain this Grapple at advantage. Wherever you move, your grappled target(s) also move, staying adjacent to you in any space(s) you choose for them to occupy. Grappled targets can mitigate your movement, as usual. If you become Prone, Grappled targets also become Prone. A target you have Grappled with two hands cannot make attacks which require the use of their hands. A target you have Grappled can spend 1 Attack to make a contested Athletics or Nimble check against your Athletics to break free, and are no longer Grappled if they succeed. While Grappled, a creature cannot use any Move Speeds. |
Disarm | 1 Attack | Attempt to liberate a target from a creature's hands by making a contested Athletics roll against the creature. The creature gains +2 on this Athletics roll per hand they are holding the target with (but only if they're holding the target in at least two hands). If you succeed, the target falls to the ground. If you succeed by 5 or more you may choose to take the target in your hand or to let it fall. |
Lift | 1 Attack | Pick up a single creature you are adjacent to which is no more than a single Size larger than you. If the creature is up to 1 Size Number larger than you, they must consent, and are slung over your shoulders, occupying a single hand of your choice. If the creature at least 3 Size Numbers smaller than you, you may lift them in two hands, and are considered to be wielding them (and they are considered to have a throwing range of 4 Spaces). Damage dealt using this creature is also dealt to this creature. If the creature is at least 4 Size Numbers smaller than you, you may lift them in one hand, and are considered to be wielding them (and they are considered to have a throwing range of 6 Spaces). Damage dealt using this creature is also dealt to this creature. Any creature you target for this Skill which is at least 4 Sizes beneath you than you gains +1 Reaction which may only be spent to make a Dodge roll against this Skill. If they choose to attempt to Dodge, you must make a Melee Attack roll against them (dealing no damage). If this attack misses, you fail to pick them up. |
Strangle | 1 Attack* | While you have a target(s) Grappled, your target(s) begin to Suffocate, but may move their arms and make attacks as if they were not Grappled until the start of your next turn. If you still have the target Grappled at the start of your next turn, you may spend up to 3 Attacks to add an equal number of rounds to the amount of time the target has been Suffocating. For each Attack spent to accelerate the target's suffocation, an additional contested Athletics Roll is incurred. Any creature which is two or more Sizes larger than you, or that could not reasonably be suffocated for any other reason is unaffected by this Skill. Suffocate: Round 1: No effect. Round 2: You cannot activate magical skills. Round 3: You cannot activate magical skills. Gain -2 Total Might. Round 4: You cannot activate magical skills. Gain -4 Total Might, and -2 Total Skill. Round 5: You cannot activate magical skills. Gain -6 Total Might, and -4 Total Skill. Round 6: You cannot activate magical skills. Gain -6 Total Might, and -4 Total Skill. You become unconscious. Round 7: You cannot activate magical skills. Gain -6 Total Might, and -4 Total Skill. You die. |
Steal | 2 Attacks, Primary | Target a single adjacent creature. Place a free hand on an Item that you know that they have. Make a Nimble roll contested by the target's Nimble or Athletics. If you succeed, you take the Item in your free hand. If the target succeeds, they gain advantage on the first attack or Grapple roll they make against you before the end of their next turn. |
Wall Cling | Bonus, Reaction | While adjacent to a wall, but not adjacent to a floor (and therefore only in places with gravity), reach out to a wall with a free hand and make a Nimble roll. If your roll's result is 44 or higher, you cling to any adjacent wall. You still take any Fall Damage you would have taken from landing on the ground, but it is minimized. You may cling to the wall until the end of your next turn, at which time you must roll Nimble again as a Free Action in order to stay on the wall. You may attempt these rolls indefinitely, but each time you attempt this roll, it becomes more difficult, increasing the requisite result by 4 each time. When you succeed this roll, you may instead choose to Leap a distance up to your unspent Leap Speed, or Fly Speed, or half of your unspent Walk Speed. If you began your turn Clinging to a wall, you may spend your Move Action to Leap 3 Spaces. If you have succeeded this roll this Round, you may cling to any viable wall without needing to make an additional roll. |
Quick Draw | Reaction | Trigger: You are attacked. Effect: Make a contested Nimble Roll against your attacker. If you succeed, activate the Manipulate Item Innate Action as a Free Action. If you succeed by 10 or more, you may choose to immediately spend 1 Attack action from your next turn against your attacker. If you succeed by 20 or more you may instead choose to immediately spend a Primary action (or any part of a Primary Action) from your next turn against your attacker. You may activate a second Reaction in response to your attacker's attack. |
Dodge | Reaction | Trigger: You would be hit by an attack, AoE, Line, or Cone. Effect: Make a Dodge roll (1d20 + Level + 11 if you're not wearing armor.) If this Dodge roll is higher than the attack's Hit, the attack misses. Reduce the damage of the AoE, Line, or Cone by half the result. |
Parry | Reaction | Trigger: A Melee Attack roll is made against you or an adjacent target. Effect: Make a Melee Attack roll. If your Attack roll is higher than the target's Attack roll their Attack misses and you may make a single Weapon Attack against the target. If your Attack rolls tie, both of your attacks hit. |
Block | Reaction | Trigger: You or an adjacent target would take damage. Effect: Gain an amount of Guard equal to the amount granted by your weapon + the Guard Bonus granted by your Armor (or +0 if you are not wearing Armor). |
Dispel | Reaction | Trigger: A target has activated a Magical Skill which you or an adjacent target would be a specific target of (not simply effected by the skill.) Effect: Make a contested Arcana roll against the target who activated the Magical Skill. If you succeed the contest the target must spend 6 Mana or waste the action(s) spent to activate the skill (though their Mana is refunded). If you succeed the contest by 10 or more, they cannot spend Mana in response to this Reaction. |