Actions
In the following pages you can find a list of the most common actions and reactions characters can use in combat. Different training options, abilities, backgrounds or gear may enable characters to undertake special or unique actions, but those described in this section are available to all characters. Some actions might require the character to be proficient at something in particular - if a character is not proficient when attempting that action, any tests done as part of it are done at a major disadvantage.
Each action will include a description of the action itself, how many Action Points (AP) the action requires and how much Stamina (if any) the action consumes.
Free Actions
Free actions do not require action points and a character can perform a single free action every round. A free action cannot be performed in place of another action.
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AP: 0
Proficiency: Animal Handling
Description: Command an animal companion to take specific actions with an Insight[Empathy 2] test. If successful, the player can assume direct control of the companion during its next turn.
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AP: 0
Proficiency: None
Description: Attempt a Charisma[Deception], Charisma[Presence] or Strength[Presence] test against someone within 30 feet and in Line of Sight’s Passive Willpower. If successful, give them disadvantage on their next test. Someone can be successfully distracted only once per round.
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AP: 0
Proficiency: None
Description: Attempt a Charisma[Diplomacy 2] Or Insight[Empathy 2] test to give an organic ally within 30 feet an advantage, which they may use on any one test until the end of their next turn
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AP: 0
Proficiency: None
Description: Press a button, open an unlocked door, flip a switch, etc.
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AP: 0
Proficiency: None
Description: Take a single 5 foot step.
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AP: 0
Proficiency: None
Description: Drop to the ground. While prone, you are Slowed and you have Advantage on Ranged Attacks.
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AP: 0
Proficiency: None
Description: As long as no enemy can draw Line of Sight to you, you may attempt a Dexterity[Sneak 2] test to hide. If succesful, you gain the Hidden temporary condition. Whenever you enter enemy Line of Sight, take any actions within enemy Line of Sight other than Sneak Walking/Running or enter an enemy's threat range, you must pass another Dexterity[Sneak] test vs. the enemy's perception to remain hidden. If you deal any damage or attack an enemy, you are no longer hidden.
Movement Actions
Each round, your character can take a single Movement action which enables them to move or reposition based on their speed. This may include jumping, vaunting, swimming or climbing.
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AP: 1
Proficiency: None
Description: Move up to your full walking speed.
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AP: 2
Proficiency: None
Description: Move up to your full running speed.
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AP: 1
Proficiency: None
Description: Move up to two-thirds of your walking speed without losing the Hidden condition.
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AP: 2
Proficiency: None
Description: Move up to two-thirds of your running speed without losing the Hidden condition.
Reactions
Reactions do not use any action points and a character can use a single reaction every round. They are always performed outside of the character’s turn and need to be triggered by another character's action. A character may also prepare an action during their turn by spending the necessary Action Points (but not Stamina unless the action is triggered), at which point they can use that action as their reaction.
Through training, gear or other special abilities, a character may learn to use other actions as reactions without having to prepare them.
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AP: 1
Proficiency: None
Description: Whenever you are targeted by a ranged attack, you may immediately go Prone.
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AP: 1
Proficiency: None
Description: As long as you are wielding a melee weapon; whenever an enemy moves out of your weapon range or attempts an action other than attacking, bracing, hunkering down, disengaging, using a free action or using a psionic ability while within your weapon range, you may attempt a free melee attack against them. If you have more than one type of melee attack available, you must use the one that requires less AP
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AP: Varies
Proficiency: Varies
Description: Use your reaction to take an action that you previously prepared with your AP.
Actions
These are common actions that a character can use on their turn by spending the Action and Stamina point cost for them. Additionally, any of these reactions can be prepared so they can be used as a reaction. When a character prepares an action, they must end their turn immediately afterwards.
1 AP Actions
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AP: 1
Proficiency: None
Description: End your turn. Until the beginning of your next turn you have Advantage on Fortitude and Evasion tests.
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AP: 1
Proficiency: None
Description: Move 5 feet, for the rest of your turn you do not trigger attacks of opportunity.
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AP: 1
Proficiency: None
Description: End your turn. Until the beginning of your next turn your cover is increased by 1 degree.
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AP: 1
Proficiency: Weapon
Description: Attack with a melee weapon without the Heavy quality.
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AP: 1
Proficiency: None
Description: Pick something up that is within 5 feet of yourself.
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AP: 1
Proficiency: None
Description: Activate a Psionic Talent. A character can only use a Psionic ability once per turn.
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AP: 1
Proficiency: Weapon
Description: Attack with a ranged weapon without the heavy, burst, blast or template qualities.
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AP: 1
Proficiency: None
Description: Reload a weapon, some weapon may require several reload actions and they can be broken up over several turns.
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AP: 1
Proficiency: None
Description: Switch positions with an adjacent ally without triggering reactions or attacks of opportunity.
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AP: 1
Proficiency: None
Description: Set-up a weapon or device. Some items will require several set-up actions. If you move a piece of gear after it has been set-up, it will need to be set-up again before being used
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AP: 1
Proficiency: None
Description: Move from a prone to a standing position.
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AP: 1
Proficiency: None
Description: Switch to another equipped weapon or pull out an equipped item.
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AP: 1
Proficiency: None
Description: Throw a weapon or item with the thrown quality without the blast or template quality (or as if it had the thrown quality). Throwing a weapon or object without the Thrown quality has Disadvantage and deals damage equal to (Strength)D.
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AP: 1
Proficiency: None
Description: Use an item, consume a substance, etc.
2 AP Actions
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AP: 2
Proficiency: Weapon
Description: Attack with a weapon with the Blast, Template or Burst qualities
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AP: 2
Proficiency: None
Description: Attempt to break out of a grapple, restraints, through a barrier or attempt to break an object.
When attempting to break out of a restraining, grappling or slowing effect, you can roll the original Attribute and Skill combination required by the effect or Strength(Athletics) if there is none.
When attempting to break through a barrier or breaking an object you can roll Strength(Athletics) or Strength(Strike).
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AP: 2
Proficiency: Larceny, Hacking, Tinkering
Description: Attempt to disable a trap, alarm or other device/system.
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AP: 2
Proficiency: Hacking
Description: Use a rig to deploy an ECM or ExSys.
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AP: 2
Proficiency: None
Description: Attempt to initiate a Guile Encounter with an enemy who can hear you.
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AP: 2
Proficiency: Medicine
Description: Restore HP to ab adjacent non-mechanical ally with an Intelligence[Medicine] test. The target will recover 2HP per success on the test.
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AP: 2
Proficiency: Weapon
Description: Attack with a melee weapon that has the Heavy quality.
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AP: 2
Proficiency: Weapon
Description: Attack with a ranged weapon that has the Heavy quality.
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AP: 2
Proficiency: None
Description: Throw a two-handed/heavy weapon or large item with the thrown quality or as if it had the thrown quality but not the Blast or Template quality. Throwing a weapon or object without the Thrown quality has Major Disadvantage and deals damage equal to 5 points + (Strength)D.
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AP: 2
Proficiency: Larceny
Description: Attempt to pick a lock or open a secure container.
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AP: 2
Proficiency: None
Description: Activate a Psionic Power. A character can only use a Psionic ability once per turn.
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AP: 2
Proficiency: Engineering
Description: Attempt to restore HP to a mechanical target or repair a mechanical device with an Intelligence[Mechacraft] test. A target will recover 2HP per success on the test.
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AP: 2
Proficiency: None
Description: Recover D3+2 Stamina.
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AP: 2
Proficiency: None
Description: Attempt to pick someone's pocket, plant an object, etc.
3 AP Actions
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AP: 3
Proficiency: Hacking
Description: Hack a system or device without the use of ECM or Exsys. This might require an Intelligence[Datacrafting] test.
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AP: 3
Proficiency: None
Description: Activate a Psionic Mastery ability. A character can only a Psionic ability once per turn.
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AP: 3
Proficiency: Medicine
Description: Attempt to treat an injury with an Intelligence[Medicine 3] test. Remember that you may only attempt to treat any one injury once per day
Variable Actions
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AP: Varies
Proficiency: Varies
Description: Use a Combat Maneuver in which you have proficiency. Refer to the Combat Maneuvers list.
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AP: Varies
Proficiency: None
Description: Transfer action points to any Drones you might have connected to your Rig.
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AP: Varies
Proficiency: Varies
Description: End your turn and select an action that you have enough action points to use. Until the beginning of your next turn, you may chose to use that action as your reaction. If the action uses stamina, it is not consumed until it is actually used.