An Action is anything a player’s character does during the game. Stabbing a ferocious dragon with a spear, climbing a towering cliff at night in the pouring rain, or masquerading AS a noble to convince a group of soldiers to follow the character’s orders are all Actions. Some Actions are complex, like disarming an intricate and highly sensitive mechanical trap, while others are quite simple, like using brute Strength to topple the statue of an evil god.
The rules in this chapter explain how to resolve Actions. They work the same way no matter what type of Action the character takes. Social interactions, combat maneuvers, intellectual puzzles, and athletic displays all use the same rules.
The First Rule #
The first rule of Actions is, “Not all Actions need these rules.” If an Action is certain to succeed, if nothing is working against the character, if a failed attempt has no negative consequences, or if the character has plenty of time to get the Action right, don’t use the rules here. In those cases, the player simply describes their character’s Action, the Adventure Guide describes the results, and the story continues.
Major Actions and Minor Actions #
On their Turn, a character is each allowed to take one Major Action and one Minor Action. Complex Actions and any Action requiring an Action Check are Major Actions. Simpler, less consequential Actions that do not require an Action Check are Minor Actions. To learn more about Major Actions, Minor Actions, and Turns in Chapter 12: Encounters.
Action Checks #
If the success of an Action is uncertain, the player makes an Action Check to determine if the Action succeeds. Perform an Action Check when an opposing force resists the character’s efforts, when the character is under a time constraint, when the environment makes an Action especially difficult, or when the cost of failure is high.
How to Perform an Action Check #
To perform an Action Check, follow these steps.
- Step 1: Player describes the character’s Action.
- Step 2: Adventure Guide sets the Difficulty Score (DS).
- Step 3: Player determines the Action Score (AS).
- Step 4: Player rolls the Action Dice.
- Step 5: Adventure Guide describes the results.
Step 1: Describe the Action #
The player describes their character’s Action and the desired outcome. This is the player’s opportunity to get creative and spin an exciting story. Does the character swing their sword at the zombie? Or do they dash Across the Room, drop to their knees, and then slice the zombie’s legs AS they slide past? Not only is the second version more exciting, but the Adventure Guide may even award Benefits to the character’s Action Score or Defenses for the creative storytelling.
In addition to describing what the character does, the player should also explain why they do it. What is the outcome the player desires? Typically, this is a game Effect. A game Effect leverages the game’s rules to change the Encounter, such AS “make it harder for the enemy to hit us” or “reduce the enemy’s Challenge Points.”
Warheart throws his weight against a man-sized ceramic pot of cooking oil, hoping to spill the contents across the floor and make a slippery mess that slows the enemy’s advance. Drayac, meanwhile, runs Across the Room and vaults up onto a table. His goal is to establish a stronger defensive position for when the enemy attacks.
One Action, One Outcome #
Under normal circumstances, an Action can only achieve a single outcome against a single target. If a player wants their character to achieve multiple outcomes with a single Action, they need to perform a Stunt. See the rules for Stunts.
Amicus wields a net. His goal is to entangle the foe to restrict their movement, then pull them to the ground so they are easier to capture. The Adventure Guide rules that entangling a foe with a net and pulling them to the ground are two different outcomes, so Amicus may only try to entangle the foe this Turn. Amicus can try to yank them to the ground on their next Turn—assuming the foe does not escape the net.
Step 2: Set the Difficulty Score (DS) #
The Adventure Guide determines the Difficulty Score by assessing the Base Difficulty of the Action the player described. The Adventure Guide also applies Drawbacks for any factors that make the Action more difficult than normal.
Base Difficulty Score #
The Adventure Guide sets a Base Difficulty Score for the Action. This number represents how difficult it is to succeed at the Action under Normal Conditions. Use the Action Difficulty table to set an appropriate Base Difficulty Score.
| Action Difficulty | ||
| Difficulty | DS | Who Could Do This? |
| Very Easy | 3 | Any unskilled person |
| Easy | 6 | A novice |
| Moderate | 9 | A professional |
| Hard | 12 | An expert |
| Very Hard | 15 | A master |
| Nearly Impossible | 20+ | A legendary master |
In the Action Library, found in Appendix B: Action Library, the Action descriptions often include a Base Difficulty Score. For example, a monster’s Body Defense score is the Base Difficulty Score for physical attacks against the monster. These Base Difficulty Scores are suggestions. The Adventure Guide should consider the specific Action the player described and choose the right Difficulty Score for that unique Action.
Normal Conditions #
The Base Difficulty Score assumes the character is working under Normal Conditions. Normal Conditions mean the character is in the appropriate environment for the Action and has the proper tools. If the place where the character is performing the Action is not well-suited to the task, or if the character does not have the right tools, the Adventure Guide should add one or more Drawbacks to the Difficulty Score.
Drawbacks #
For every factor working against the character, the Adventure Guide adds a Drawback to the Difficulty Score. Each Drawback increases the Difficulty Score by +1. For complex impediments, treat each aspect of the impediment AS a separate Drawback.
The characters are making Action Checks to scale a high cliff during a terrible thunderstorm. Rather than applying a single Drawback for the storm, the Adventure Guide applies a Drawback for wind, a Drawback for rain, and a Drawback for biting cold.
The following are examples of conditions, environmental factors, and other impediments that may add Drawbacks to the Difficulty Score, depending on the Action and the nature of the Encounter.
- Driving rain
- Frigid cold
- Uneven ground
- Substandard tools
- Filth
- Lots of noise
- A crowded space
- Simultaneously defending against attacks
- The deck of a ship on rolling seas
- Acting one-handed
Eliminating Drawbacks #
Players can eliminate a Drawback by spending time to counter the problem or by choosing an Action that bypasses it. The Adventure Guide makes the final ruling on whether a character’s efforts counter a particular Drawback.
The heroes are lost in a dense forest at night. Drayac is navigating, but the forest canopy makes it difficult to see the stars. The Adventure Guide rules that this adds a Drawback to Drayac’s Navigation Check Difficulty Score. Drayac decides to walk to the top of an unforested nearby hill to get an unobstructed view of the night sky before making the Check. The Adventure Guide rules that this offsets the Drawback.
Impossible Actions #
The Adventure Guide may rule an Action is impossible. Reasons an Action could be impossible include:
- Not Enough Time: The Action requires more time than the length of a Round (see Chapter 12: Encounters for more information on Round length.) For example, trying to forge a sword from scratch in a single six-second Round is impossible.
- Missing Materials: The character lacks the necessary materials. For example, trying to build a ladder while locked in an empty prison cell.
- Not Possible in the World: The proposed Action is impossible in the setting. For example, trying to fly by flapping your arms in a game set on Earth in medieval England.
Improbable Actions #
The Adventure Guide may decide the Action and outcome the player described is highly improbable, but not entirely impossible. Open Adventure is a game of cinematic Action, and characters pulling off highly improbable feats is part of the fun and the storytelling style. If a player wants their character to perform an exciting but highly improbable Action, the Adventure Guide may call for a Stunt.
Changing Actions #
After the Adventure Guide Sets the Difficulty Score, or if they declare the Action is impossible, they may allow the player to choose a different Action. There is no penalty for Changing Actions at this point.
Same Outcome, Different Difficulty Scores #
Two characters attempting to achieve the same outcome might have different Difficulty Scores for their Actions. This is because some Actions are better suited to achieving specific outcomes, and other Actions are just inherently difficult. The Difficulty Score reflects the difficulty of the specific Action the player chose under the current conditions, regardless of the desired outcome.
The most common reason to choose an Action with a higher Difficulty Score is when the chosen Action plays to the character’s strengths. A clumsy but muscular Warrior might have a better chance at accomplishing a difficult task using their formidable Strength than a simpler task that relies on their weak Coordination.
Laria and Warheart need to get to the other side of a wall. Laria plans to use her Coordination to climb the wall and leap down on the other side. The Adventure Guide decides this Action is a little difficult and assigns it Difficulty Score 6. Warheart, however, intends to run straight through the wall, using his Strength to knock it down. The Adventure Guide decides this is hard to do since the wall is quite sturdy, so they assign the Action Difficulty Score 10. There is also a pile of crates on the other side of the wall, so the Adventure Guide adds a +1 Drawback to the Difficulty Score, increasing it to 11. Both characters are seeking the same outcome, but the Actions they chose have very different Difficulty Scores.
Opposed Actions #
When another character, NPC, or Adversary directly opposes an Action, the Adventure Guide may rule that the Action is opposed. In an opposed Action, an Action Check made by the opponent serves AS the Base Difficulty Score. A classic example is trying to hold a door closed while someone else tries to push it open. Both sides make an Action Check and the highest result wins.
Step 3: Determine Action Score #
The Action Score is the total of everything working in the character’s favor. Typically, this means:
Action Score = Primary Attribute Score + MO Score + Benefits
Primary Attribute Score #
The foundation of the Action Score is a Primary Attribute score. The player selects the Primary Attribute they are using to perform their Action and its score becomes their initial Action Score. The player may only add one Primary Attribute score to the Action Score. Many of the Actions found in Appendix B: Action Library designate a specific Primary Attribute, but the player should select the Primary Attribute that best fits the unique Action they described.
Ezarel wants to reduce an enemy’s Challenge Points. For their Action, Ezarel wants to run over to the Rope that holds up the chandelier and at the precise moment the enemy runs underneath it, they will cut the Rope, dropping it on the enemy’s head. The desired outcome is physical damage to the enemy like an Attack Action, but physical Attack Actions usually use Coordination or Strength. Neither of these are Ezarel’s strong suit. Ezarel argues they are calculating the perfect moment to cut the Rope, so they want to use their high Intellect score AS the Primary Attribute for the Action. The Adventure Guide thinks this is a logical argument and approves.
MO Score #
If the Action is something a character might have studied during their MO training, they may add their MO score to the Action Score. The Adventure Guide has the final say on whether the player may add their character’s MO score to the Action Score.
Ezarel wants to add their Wizard MO score to the Action Score for dropping the chandelier. The Adventure Guide doubts that dropping chandeliers on people was part of the Wizard MO curriculum, and rules that Ezarel may not add their Wizard MO score. Undeterred, Ezarel’s player argues their character surely studied mathematics, and knowing when to drop the chandelier is simply a math problem, so their Wizard MO score should apply. The Adventure Guide agrees and allows it.
Familiarity #
The Adventure Guide can rule a character only has Familiarity with an Action rather than actual expertise. These are Actions tangentially related to the MO, but not directly. When the Adventure Guide rules that a character has Familiarity, the player still adds the character’s MO score to the Action Score, but the Adventure Guide adds a Drawback to the Difficulty Score. Additionally, when the character only has Familiarity, the player may not add Benefits from Specializations to the Action Score.
Warheart has the Warrior MO and is attempting to greet a noble lord properly. It’s unlikely Warheart learned noble etiquette in Warrior MO training, but Warheart’s player suggests that many of Warheart’s field commanders were probably nobles. He may have picked up some of the proper etiquette by observing their behavior. The Adventure Guide allows it but declares Warheart only has Familiarity. The player can add Warheart’s Warrior MO score to the Action Score, but the Adventure Guide also adds a +1 Drawback to the Difficulty Score.
Benefits #
Anything that improves the character’s chance of success adds a +1 Benefit to the Action Score. The following are examples of factors that could add a +1 Benefit to an Action Score under the proper circumstances.
- Aid from a friend.
- High-quality tools.
- A specialized workspace.
- A backstory that relates to the Action.
- Written instructions.
- Inside information about a person.
- Excellent roleplaying by the player.
- An applicable Specialization.
Players are encouraged to use creative storytelling to add Benefits to the Action Score. Anyone facing a difficult Challenge in the real world will look for ways to improve their chances, and your character should do the same. Additionally, wrapping an Action Check in an exciting story can increase the character’s chance of success if it leads to Benefits and makes the game more fun for everyone. The Adventure Guide has final say over which Benefits apply to the Action Score.
Specializations #
The most common source of Benefits are the character’s Specializations. If a Specialization applies to the Action the player described, add a +1 Benefit to the Action Score.
Bloodwind the Outlander Warrior is getting ready to climb a cliff. Bloodwind’s player asks if she can add a +1 Benefit on the Climbing Check since Bloodwind comes from a clan of mountain-dwelling outlanders. The player also reminds the Adventure Guide about Bloodwind’s spiked boots and asks if they provide a +1 Benefit, since the spikes will provide sure footing during the climb. The Adventure Guide agrees, so the player adds +2 (+1 Benefit for Background story and +1 Benefit for the boots) to Bloodwind’s Action Score.
Other Scores and Bonuses #
Some special abilities, talents, traits, powers, and equipment (especially magic items) provide a bonus to specific Actions or include a score to represent their power. If an ability, trait, or item like this improves a character’s chance of success, add its bonus or score to the Action Score.
Drayac is firing an arrow at a dragon using his Bow of Wyrm Slaying. This magical weapon grants a +3 bonus to the Action Score for Attack Checks made against dragons. Thanks to the bow’s magic, Dryac’s player adds +3 to his Action Score for the Attack Check.
Extra Time #
One way to increase a low Action Score is to take extra time. Starting at the base time required to perform the Action or the current Round length (whichever is greater), each step up the Time Chart adds a +1 Benefit to the Action Score. For example, if the base time to perform an Action is 6 seconds, taking 15 minutes adds +2 to the Action Score.
| TIME CHART |
| 6 seconds |
| 1 minute |
| 15 minutes |
| 1 hour |
| 12 hours |
| 1 day |
| 1 week |
| 1 month |
The Adventure Guide decides if the Action can gain Benefits from additional time. For examples of base times for Actions, see the example in Appendix B: Action Library.
Action Score Strategy #
Want the best chance of success when making an Action Check? Try to get an Action Score that equals or exceeds the Difficulty Score. When the Action Score equals or exceeds the Difficulty Score, the character has a very good chance of success. It is possible to succeed if the Action Score is lower than the Difficulty Score, but the bigger the gap, the worse the odds. The key is to keep your eyes open for ways to gain Benefits to your character’s Action Score. Eliminating a Drawback, moving to a strategically superior position, getting help from an ally, or taking a little extra time might mean the difference between success and failure.
Step 4: Roll the Dice #
Find the character’s Action Score on the Action Chart, Grab the indicated dice, roll, and then add up the total. If the total is greater than or equal to the Difficulty Score, the Action succeeds. If the total is less than the Difficulty Score, the Action has failed.
| Action Chart | |
| Action Score | Action Dice |
| 1 | — |
| 2 | d6 |
| 3 | d8 |
| 4 | d10 |
| 5 | d12 |
| 6 | 2d6 |
| 7 | d6 + d8 |
| 8 | d6 + d10 |
| 9 | d6 + d12 |
| 10 | 3d6 |
| 11 | 2d6 + d8 |
| 12 | 2d6 + d10 |
| 13 | 2d6 + d12 |
| 14 | 4d6 |
Action Score 1 #
If the character’s Action Score is 1 or less, they don’t have enough working in their favor to even attempt the Action when an Action Check is required. The player must find a way to raise the Action Score to at least a 2 before they may attempt the Action.
Exploding Dice #
Open Adventure uses a dice rolling rule called Exploding Dice. When rolling the dice, if you roll the highest number on a die, add the result of the first roll to your total, then roll another die of the same type. Now add the result of the new roll to your total AS well. If the new die rolls the highest number, repeat the process. This continues until you roll lower than the highest number on the exploding die.
Amicus’s player rolls 2d6 to see if Amicus can stab a hungry Allosaurus with her trident and gets a 4 and a 6. Since 6 is the highest number he can roll on a d6, the roll explodes! The player rolls another d6 and this time gets a 3. The total for the Action Check is 13 (4 + 6 + 3).
Step 5: Describe the Results #
In the last step, the Adventure Guide describes the result of the Action Check.
Success #
If the Action succeeds, the Adventure Guide describes the victorious outcome! For many Actions, like catching a falling object or dashing through a door before it closes, a dramatic description of the character’s success is all that is required. If the magnitude of success matters, however, you need to know the Action’s Effect.
Effect #
The Effect of an Action Check is the amount by which the roll exceeded the Difficulty Score. For example, if the Difficulty Score was 6 and the player rolled a 10, the Effect is 4. The Effect is especially important when the desired outcome of an Action is to reduce a Challenge’s Challenge Points, since the Challenge Points are reduced by the amount of the Effect. In the case of an Attack Check, for instance, the Effect is the amount of damage inflicted on the target.
Effect Bonuses #
Some talents, powers, and equipment provide an Effect bonus for certain types of Actions. The most common examples are weapons that improve the Effect of successful Attack Checks. After calculating the Effect, add any applicable bonuses. See Chapter 11: Challenges for more information about Challenges and Challenge Points.
Failure #
If the Action fails, whatever the character tried didn’t work. There are no additional consequences for failing the Action Check. Why? Because punishing a character every time an Action Check fails teaches players not to try anything risky, and the risky things are often the most exciting! It won’t be much of an Action-adventure story if everyone plays it safe.
In some cases, however, failure may still have a negative consequence. For instance, if the character tries to catch something Fragile and the Action Check fails, the Fragile thing hits the ground and breaks. In cases like these, it is up to the Adventure Guide to provide a dramatic interpretation of the failure.
Laria watches in horror AS the Archduke tosses the Crystal Sphere of Malladrog down from the balcony. The Fragile and irreplaceable magic artifact will surely shatter if it lands on the flagstones in the courtyard. Laria’s player wants her to race across the courtyard and catch the Sphere. The Sphere isn’t much bigger than an apple, so the Adventure Guide decides catching it is Difficulty Score 6. The player rolls but only gets a 5. They miss! The Adventure Guide describes the glistening Sphere, falling in a graceful arc and only just brushing against Laria’s outstretched fingertips before sailing past and smashing into the ground. It explodes into a thousand glittering shards, ringing AS it bursts like the toll of a funeral bell.
Critical Failure #
A Critical Failure occurs when a player or the Adventure Guide rolls 1s on all the dice when making an Action Check. When this happens, something has gone terribly wrong. Not only does the Action fail, but some additional misfortune or mishap befalls the character, NPC, or Adversary.
Critical Failure Effects #
Critical failures are typically inconvenient, embarrassing, and time consuming, but they do not result in any real harm to the character or their belongings. The character might drop their Spellbook, stumble over a loose cobblestone, or get their axe wedged in the wall. The Adventure Guide provides a dramatic description of the misfortune and describes any relevant game effects. A typical Critical Failure won’t require the character to lose more than a Major Action.
Bloodwind swings her axe at an orc. Bloodwind’s player rolls 2d6 for the Action Check but gets a 1 on both dice—a Critical Failure! The Adventure Guide explains that not only did the swing miss the orc, but Bloodwind buried the axe head deep in a nearby wooden post. The Adventure Guide rules that removing the axe from the post will require a successful DS 4 Strength Check. Bloodwind must either abandon the axe until the end of the Encounter or spend a Major Action on a future Turn, making a Strength Check to yank it loose.
Maintaining Actions #
When appropriate, a character may maintain their Action over multiple Turns without making additional Action Checks. For instance, a successful Action Check to distract a group of courtiers with an exciting story could be reasonably maintained for at least a few Turns, but throwing a javelin at a target is a one-and-done outcome. Maintaining an Action uses the character’s Major Action for the Turn.
Warheart makes a successful Action Check to lift the portcullis that is blocking the exit. He succeeds, but the party needs three Turns to get all the rescued hostages through the gateway and out of the castle. Warheart’s player asks the Adventure Guide if Warheart can hold the portcullis open until everyone is out. The Adventure Guide approves, but rules Warheart must use his Major Action each Turn to maintain the outcome of his “lift the portcullis” Action.
Comparing Scores #
If the Adventure Guide has doubt about whether the character’s Action will succeed, but rolling dice will not add any fun or excitement to the game, an alternative is to simply compare the Action Score to the Difficulty Score. If the Action Score matches or exceeds the Difficulty Score, the Adventure Guide declares the Action Check is a success—no roll needed. If the Effect is important, use the difference between the Action Score and the Difficulty Score AS the Effect.
Comparing Scores is a good approach for resolving low-pressure Actions or to resolve Actions taken under highly controlled conditions. Use this method in cases where there is still some doubt about whether the character will succeed or how Long it will take to complete a task, but the randomness of the dice does not add to the fun.
Stunts #
One limitation on what Actions a player may select for their character is that the Action and its outcome must be reasonably possible in the situation at hand. Here are some extreme examples of Actions that are not “reasonably possible”:
- Shooting a target with a bow if the character does not have any arrows.
- Starting a normal campfire underwater.
- Flying if the character does not have any means—natural, magical, or mechanical—to fly.
In Open Adventure games, however, you take part in exciting Action-adventure stories like those found in books, shows, video games, and movies. In those stories, the heroes regularly perform wild actions that achieve highly improbable outcomes, such AS:
- The hero falls from a four-story building, but a merchant’s tent breaks their fall and they emerge unharmed.
- A thrown lantern breaks on the floor and explodes into a ball of fire, setting everyone in the room ablaze.
- The hero picks a complex lock using nothing but a rat bone, a sewing needle, and a rusty nail.
- The hero repairs a complex mechanical device by giving the device’s housing a solid thump with their fist.
These outcomes are highly improbable, but they are cinematically possible. In other words, it is exactly the sort of thing the hero of an Action-adventure story might pull-off. When a player wants their character to try a cinematically possible Action, the character must perform a special type of Action called a Stunt.
How Stunts Work #
Stunts use the same rules AS other Actions with two exceptions: Stunts only require vaguely plausible conditions, and if the Action Check for a Stunt fails, the character loses Body Points, Mind Points, or Spirit Points.
Vaguely Plausible Conditions #
Actions normally require appropriate materials, tools, and conditions—even if these are substandard. A Stunt, however, only requires tools, materials, and conditions that make the declared Action and outcome vaguely plausible. It is up to the player to convince the Adventure Guide that the character has what they need to make the Stunt vaguely plausible, so get creative and think like a cinematic hero!
Spyder is standing on the roof of a tower with the King’s Guard thundering up the stairs behind him. From where he is standing, he can see the moat, but it’s not directly below him. There is no reasonable way he could Reach it. Spyder’s player asks if the roof has a lightning rod, and the Adventure Guide confirms it does. Spyder grabs the rod, pulls it back with all his Strength, and ties it to the crenellations with a bit of Rope. Climbing on top of the rod, he slices the Rope with his knife and the rod springs back up, sending Spyder flying off through the air toward the moat just AS the guards burst out onto the roof! Highly improbable, but a fun and exciting moment in the adventure.
Point Loss #
If the Action Check for a Stunt fails, the character loses Body Points, Mind Points, or Spirit Points equal to the amount by which they rolled under the Difficulty Score. This represents the cost to the character for pushing their physical, mental, and spiritual limits. This loss reflects consequences such AS fatigue, a moment of confusion, a pulled muscle, or a blow to the character’s ego.
The type of points the character loses (Body, Mind, or Spirit) depends on the Primary Attribute used to determine the Action Score. If the character used a Body attribute (Strength, Coordination, or Toughness) they lose Body Points, if they used a Mind attribute (Intellect, Deduction, Willpower) they lose Mind Points, and if they used a Spirit attribute (Presence, Intuition, or Resilience) they lose Spirit Points. Armor does not reduce the point loss and if the character’s Body Points, Mind Points, or Spirit Points are reduced to zero, they suffer a Wound.
Even if the character succeeds at their Stunt, they still lose one point from Body Points, Mind Points, or Spirit Points AS appropriate. This represents the general strain of pulling off a highly improbable Action. Armor does not reduce the point loss.
Amicus wants to use her lantern AS a makeshift Molotov cocktail. The plan is to throw it into a room full of goblins in such a way that it explodes into flames when it hits, engulfing the goblins in a ball of fiery doom. The Adventure Guide says this sounds very cool but decides it is highly improbable, so they call for a Stunt. Amicus’s player accepts the ruling and makes a Coordination Check against Difficulty Score 6 to throw the lantern. They roll the dice and get a 3. That’s three less than the Difficulty Score so the Stunt failed. Since Amicus used a Body attribute (Coordination) for the Action, they lose 3 Body Points, the amount they rolled under the Difficulty Score.
The Adventure Guide tells Amicus the lantern skitters across the floor, breaking the glass but failing to create a fireball. Adding insult to injury, the Adventure Guide rules Amicus has pulled a muscle in her arm in the process.
One Action, Multiple Outcomes #
Another situation where the Adventure Guide can call for a Stunt is when the player wants to achieve two or more outcomes with a single Action or affect two or more targets with a single outcome. Here are some examples:
- Perform a martial arts maneuver that grabs and restrains someone with a single Action.
- Tell an exciting story that intimidates enemies and provides inspiration for friends.
- Strike three goblins with a single mighty swing of an axe.
- Fire two arrows simultaneously to cut through two nearby ropes.
Restrictions #
AS with other Stunts, the proposed outcome combinations must be vaguely plausible. For instance, hitting three goblins with a single swing of an axe only works if all three goblins are lined up right in front of the character. In addition, the Adventure Guide should apply a +1 Drawback to the Difficulty Score for each target or outcome.
Bloodwind is facing off with three vicious goblins. The player tells the Adventure Guide Bloodwind will swing her axe in a sweeping blow that hits three of the goblins at the same time. The Adventure Guide allows it AS a Stunt, but adds a +1 Drawback to the Difficulty Score for each goblin (+3). The Goblins have Body Defense 5, so with the Drawbacks, the Difficulty Score is 8. The player needs to roll 8 or higher to succeed, otherwise Bloodwind loses Body Points equal to the amount the player rolled under the Difficulty Score. If the roll succeeds, however, Bloodwind strikes all three goblins and they all lose Challenge Points equal to the Action Check’s Effect.
NPC and Adversary Actions #
NPCs and Adversaries may attempt any of the Actions available to a Player Character, and the Adventure Guide uses the same rules to determine their Action Scores, Difficulty Scores, and outcomes—with a few exceptions. This section provides guidance for the Adventure Guide on performing Actions with NPCs and Adversaries.
Rules for NPC Actions #
- Turn Order: Unlike PCs, NPCs and Adversaries do not make Reaction Checks to determine when they take their Turn each Round. NPCs and Adversaries act on the Reaction Score listed in their statblock. See Chapter 12: Encounters to learn more about Turn order.
- Actions Choices: NPCs and Adversaries may attempt any of the Actions available to Player Characters or any reasonable Action the Adventure Guide dreams up.
- Primary Attributes: NPCs and Adversaries only have three Attributes: Body, Mind, and Spirit. If the description of an Action suggests a specific Primary Attribute to determine the Action Score, use the NPC or Adversary Attribute with the same name AS the listed Primary Attribute’s group. For instance, if an Action calls for a Strength Check, which is in the Body group, use the NPC’s or Adversary’s Body Attribute.
- Action Scores: The NPC and Adversary statblocks in Appendix E: NPCs and Adversaries include their most commonly performed Actions along with pre-calculated Action Scores. These Action Scores take into account training, Attributes, and equipment. The Adventure Guide should still apply conditional Benefits to the Action Score AS appropriate. If the NPC or Adversary is performing an Action not listed in their statblock, the Adventure Guide should calculate the Action Score using the rules presented in this chapter.
- Effect: For Actions listed in the NPC or Adversary’s statblock, a flat Effect is listed where appropriate. On a successful Action Check for that Action, use this number listed for the Effect regardless of how high the Adventure Guide rolls. For Actions not listed in the statblock, determine Effect using the rules in this chapter.
- Stunts: NPCs and Adversaries may not attempt stunts unless the Stunt is already listed in their statblock.
Additional rules for NPCs and Adversaries are found in Appendix E: NPCs and Adversaries.
