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Actions

Available actions are determined by the type of actor (biological, construct, or incorporeal) and its capabilities. A non-exhaustive list of common actions and their definitions are listed here:

Await

A special case of the Watch action.

The player declares an action or combination of actions to perform when a declared trigger event occurs. The actor must reserve enough AD to perform the deferred actions. The trigger must be specific and clear enough for the GM to judge the moment the trigger is met (“when I say so,” does not count).

When the trigger occurs, the declared actions are played out, even if it is not this actor’s turn. If the trigger has not occurred by the actor’s next turn, then the actor may continue Awaiting or choose a different course of action, but the AD reserved in the previous turn are not carried over into the new turn.

 

Anders is facing down a boarding action. They’ve taken cover at the end of the passage to engineering, and are hunkered down waiting for the pirates to come through the hatch. On Anders’s turn, they declare that they intend to take the Await action, waiting for the first pirate to come into range. When that happens, Anders will fire two shots on the first pirate. They reserve 5AD for this action, divided into one pool of 2AD for each shot. After two shots, they’ll spend their last AD to duck behind the bulkhead for cover.

The GM rules this is specific enough, and moves on to the next actor’s turn.

When the pirates make their move, the GM resolves Anders’s declared actions immediately after the pirates meet the trigger criteria. Anders’s first shot misses, but their second hits, and the first pirate is down. Anders takes cover as the pirates continue their rush down the passage.

Dodge

A special case of the Await action.

One or more AD may be spent at any point in the round to actively avoid attacks or injury. Any AD spent on this action are reserved to actively contest any attack or potential injury for the rest of the round.

To dodge, roll PRW + #AD to contest the attack roll.

Any AD spent in this manner cannot be used for other actions on your turn. Action dice reserved for reactions in the Await action cannot be spent in this way, unless they are specifically reserved for dodges or parries.

 

As the pirates force their way up the passage, Anders realizes they’ll have to leave cover or be caught. The ladder to the main deck is across the passage, so Anders dashes out from cover and through the line of fire. They spend 1 AD to run, and 4 AD on the dodge action.

Two shots ring out as Anders crosses the passage. The first shot rolls with 2 successes, the second with 1. Anders rolls 4d6 (PRW + 2AD) with 2 successes to dodge the first shot, and 4d6 (PRW + 2AD) with 3 successes dodging the second.

Influence

Attempt to influence the behavior of one or more actors through either charm or intimidation.

Charm

Charm one or more actors that are not already enemies using SOC + SMR + other relevant capabilities. Each target of charm can actively resist individually using the same capabilities.

SOC + SMR + #AD → SOC + SMR

If all successes are 6s, any actor which fails to resist the charm has the Charmed condition for a number rounds equal to the success margin.

On a successful charm and while the target has the charmed condition, the charming actor may request a favor from the charmed actor. The favor must be in a language the actor can understand, must be achievable by the actor, and must not directly or indirectly harm the actor or their allies.

Favors requested after the initial charm and while the actor is charmed may be resisted with a straight SOC test against 1S. Success does not end the condition, but allows the actor to refuse the request.

Intimidation

Intimidate one or more actors using SOC + TUF + other relevant capabilities. Each target of intimidation can actively resist the intimidation individually using the same capabilities.

SOC + TUF + #AD → SOC + TUF

If all successes are 6s, any actor which fails to resist the intimidation has the Afraid condition for a number rounds equal to the success margin.

On a successful intimidation and while the target has the afraid condition, the intimidating actor may issue a command to the intimidated actor. The command must be in a language the actor can understand, must be achievable by the actor, and must not directly or indirectly harm the actor or their allies.

Commands issued after the initial intimidation and while the actor is afraid may be resisted with a straight SOC test against 1S. Success does not end the condition, but allows the actor to refuse the command.

Maintain a Test

An action to maintain a continuous test. The test being maintained determines the base dice pool for this action. One or more AD must be spent to maintain the test.

Move

Expend one or more AD to move a number of meters indicated by the MV attribute. Spending all available AD in a turn on the Move action will EX-bind 1AD.

Parry

A special case of the Await action.

While wielding one or more weapons with the Parry feature to which skill the actor has allocated dice, one or more AD may be spent at any point in the round to deflect an attack made by a weapon with the Parry feature. Any AD spent in this manner cannot be used for other actions on your turn (except a Riposte). Any AD reserved for reactions in the Await action cannot be spent in this way, unless they are specifically reserved for dodges or parries.

To parry, roll Skill + #AD to contest the attack roll.

Parry Rating

Parrying against a weapon with a higher parry rating incurs additional effort in the form of a minimum AD cost for the parry. The minimum AD for a parry against a higher parry rating is:

1 + (Attack Parry Rating - Defense Parry Rating)

 

Jee is facing off against a mercenary warrior who’s wielding a longsword and shield. Jee draws his sword and sets his feet. The merc advances and strikes.

The merc rolls 8d6 with 6 6 6 5 4 4 3 2 for 4 successes, well above the 1S he needs. With 4 successes, it’s a brutal attack.

Jee’s rapier has a parry rating of 2, 1 less than his opponent’s longsword. He parries the strike, and must spend a minimum of 2AD (1 + 3 - 2) along with his 1 die in Weapons » Swords skill and its default PRW of 2 for 5d6. The roll is 5 5 5 4 2, and his three successes leave the merc with only one success, for a partial parry. Luckily, Jee is wearing armor so he avoids any damage from the strike.

Riposte

Weapons that have both the Fast and Parry properties allow chaining a fast counter-attack known as a riposte immediately after some parries.

On a fully successful parry—one that negates all successes of the attack—with at least one die rolling a 6, the defender may immediately riposte with the same weapon using the rules for Action Chaining.

 

The mercenary attacks again with his remaining 2AD, making an attack of 6d6, and a roll of 6 6 4 3 3 1.

Jee parries again, spending 2AD for 5d6. The roll is 6 6 5 3 1. The parry counters all of the attacker’s successes. Since his rapier is Fast, he is able to riposte immediately, attacking with 1AD and chaining the two 6s from the parry for 6d6. Jee’s riposte comes up 6 6 6 4 2 1, for a staggering 6HP damage.

The merc falls back, and Jee closes in for the kill.

Rest

The actor rests. One or more AD is spent to rest and unbind EX. Certain effects may restrict an actor’s ability to take the rest action.

The success target for the rest action is the number of AD that are EX-bound. On a successful test, 1EX per SM is unbound. Unbound AD are returned to the AD pool as unspent AD.

TUF + #AD → (#EX)S (1EX Unbound)/SM

 

Jee wipes his sword clean after taking down the mercenary. He’s wounded and exhausted after a tricky bit of swordwork. There’s another merc running up the path, so Jee takes a moment to catch his breath.

He’s got 2AD that are EX-bound. Jee takes the Rest action, spending a full turn (his remaining 3AD) plus his TUF of 2. With 5d6, he rolls 3 successes, just enough to unbind the 2AD.

He takes a deep breath and with renewed vigor, jogs forward to engage the new enemy.

Use

Use an item, ability, skill (including attacks), or system in some fashion as described by its function. AD cost is determined by the associated test.

Watch

Spend 1 or more AD observing the environment, situation, and other actors’ actions. Any AD spent on this action plus the actor’s SMR and any other capabilities relevant to perception are used to actively contest any attempts at subterfuge by other actors.

The GM may perform this contest secretly, with the watching actor becoming aware only if they win such a contest.