The Action Library describes 51 Actions. Each entry demonstrates ways to use the Core Rules to achieve a specific outcome or game Effect. These are only examples. The way you resolve an Action in your game should be based on how the player describes the Action, the circumstances, and the story. This might mean using the example Actions exactly AS written here, or it might mean coming up with a completely new way to use the Core Rules to achieve a similar outcome.
PLAYER 5 wants to sneak up and knock out the guard with a club. On the surface, this is a simple Strength based Attack: Melee and Ranged Action. The player, however, wants their character to use stealth and cunning to pull this off rather than pure muscle. The Adventure Guide rules the character may perform a Sneak Check instead, using the target’s Reaction AS the Difficulty Score instead of Body Defense. Just like an Attack Action, a success will reduce the target’s Challenge Points by the Effect.
The Adventure Guide and Players may also wish to use the Actions provided here AS templates for the creation of completely new Actions or game effects.
PLAYER 6 wants to play a serpentfolk character with the ability to paralyze enemies using hypnosis. PLAYER 6 made this Lineage up, and the Core Rules don’t have any rules for hypnosis. The Adventure Guide looks at the Action Library and decides that hypnotizing someone is really just a Grab using the Mind. They rule PLAYER 6 can use the Grab and Restrain Actions but with Presence for the Primary Attribute and Mind Defense AS the target’s Defense. To break free of the hypnosis, an enemy may use the Escape Action using their Presence instead of Strength or Coordination.
Reading the Entries #
1. Action Name: The name of the Action.
2. Action Summary: A short summary of the Action and its outcome.
3. Attribute: Suggested Primary Attribute to use when calculating the Action Score. The Adventure Guide may allow the use of a different Attribute if appropriate.
| STR | Strength | WIL | Willpower | |
| COR | Coordination | PRE | Presence | |
| TOU | Toughness | INU | Intuition | |
| INT | Intellect | RES | Resilience | |
| DED | Deduction |
4. Difficulty: Suggested Base Difficulty Score for the Action Check or factors the Adventure Guide should consider when setting the Difficulty Score.
5. Prerequisite: Actions the character must successfully perform or conditions the character must meet prior to attempting the Action.
6. Tools/Conditions: Special tools and conditions (in addition to any others the Adventure Guide decides are necessary and appropriate) required for the Action. A lack of these may add one or more Drawbacks to the Difficulty Score.
7. Base Time: The amount of time typically required to perform the Action. Actions requiring One Round take AS Long to perform AS the current Round length.
8. Outcome: The outcome if the Action Check is successful.
9. Additional Information: Text providing additional information for using this Action in the game.
10. Examples: Examples of things a player might want their character to do that could be resolved using the Action.
Adventure Guide Sets
When an entry lists Adventure Guide sets, it is up to the player and the Adventure Guide to determine the appropriate Primary Attributes, Base Difficulty Score, tools, or conditions based on the Action the player described, the current conditions, and the complexity of the problem.
Actions and NPCs #
An NPC may attempt any of the Actions described here, with the following caveats.
Attribute
NPCs only have three Primary Attributes: Body, Mind, and Spirit. When an NPC performs one of the Actions listed here, calculate the Action Score using the NPC Attribute score (Body, Mind, or Spirit) that matches the attribute group of the suggested Attribute.
The orc is using the Attack: Melee or Ranged Action to hit PLAYER 2 with its scimitar. The Action entry and equipment lists show Strength AS the Attribute to use when calculating the Action Score. Since Strength is a PC attribute from the Body group, the Adventure Guide adds the orc’s Body score to the Action Score.
When an NPC is the target of a successful Action Check where the outcome reduces Body Points, Mind Points, or Spirit Points, reduce the NPC’s Challenge Points instead.
For more information about NPCs and Actions, see Chapter 10: Actions.
Aid #
Create a positive condition that adds a Benefit to an Action Score.
| Attribute: | Adventure Guide sets |
| Difficulty: | DS 0 to DS 3 |
| Prerequisite: | — |
| Tools/Conditions: | Adventure Guide sets |
| Base Time: | 1 Round |
| Outcome: | Add a Benefit to Action Scores for a specific Action |
A successful Aid Check creates a beneficial condition that adds a Benefit to Actions Scores for a particular Action Check. The Benefit remains until the start of the Aiding character’s next Turn.
With the Adventure Guide’s permission, a character may use a Major Action each Round to maintain the Aid outcome without making additional Action Checks. The Adventure Guide may also rule the Aid remains in Effect for multiple Rounds without being maintained or is permanent, depending on the nature of the Aid.
The advantage of Aid over Assist is that the Difficulty Score to perform an Aid is often lower than the Difficulty Score for an Assist. In addition, most Aids Benefit everyone who performs the aided Action, where Assist only benefits one individual.
Examples
- Organize the tools so allies repairing a broken winch can work more efficiently.
- Share a story about your past experiences with bandits to help allies who are planning an assault on the Bandit Queen’s lair.
- Concoct a tea that calms the patient and makes it easier for healers to treat the patient’s wounds.
Assist #
Raise an Action Score by the Effect by contributing directly to the Action.
| Attribute: | Adventure Guide sets | ||
| Difficulty: | Value of Action Score to improve | ||
| Prerequisite: | — | ||
| Tools/Conditions: | Adventure Guide sets | ||
| Base Time: | 1 Round | ||
| Outcome: | Increase target Action Score by Effect | ||
On a successful Assist Check, increase the targeted Action Score by the Effect. The maximum Effect is equal to the Primary Attribute used in the Assist Check.
The Assist remains in place until an Action Check is made using the improved Action Score or until the start of the Assisting character’s next Turn. With the Adventure Guide’s approval, the character may repeat the same Assist each Round, but they must make a new Action Check. An Assist cannot be maintained.
With the Adventure Guide’s approval, multiple characters can Assist the same Action on the same Round, but characters after the first must use the new, improved Action Score AS the Difficulty Score for their Action Check.
Examples
- Work together with an ally to disarm a complicated trap.
- Help an ally lift a heavy portcullis.
- Give an inspiring speech to an ally before they go out to perform before the King and his court.
Attack: Area of Effect #
Make an Attack that strikes every person in a particular area.
| Attribute: | By weapon (STR or COR) |
| Difficulty: | DS 6 + Special |
| Prerequisite: | Area of Effect weapon |
| Tools/Conditions: | — |
| Base Time: | 6 seconds |
| Outcome: | Targets must make a Reaction check or lose CP or BP |
Attack: Area of Effect is an Attack with the potential to affect everyone in a particular area. The area affected on a successful Attack: Area of Effect Check is a space roughly Across the Room in diameter. Attack: Area of Effect is indiscriminate, meaning anyone and anything in the Attack’s area is affected. The character may not choose to affect some targets and not others.
The Base Difficulty Score for Attack: Area of Effect is 6, but targets have an opportunity to avoid taking damage. See Effect and Reaction below.
Mundane Area of Effect Weapons
Examples of mundane weapons that allow Attack: Area of Effect Checks include grenades and Molotov cocktails. These are not common in most fantasy worlds, but with the Adventure Guide’s permission, a character could make a kitbashed explosive or a jerry-rigged Molotov cocktail and attempt an Attack: Area of Effect AS a Stunt.
In addition, some NPCs and Adversaries, especially large monsters like giants, have the option to perform an Attack: Area of Effect by stomping on their foes. This is one of the creature’s natural forms of Attack, and thus the Attack is not treated AS a Stunt.
Magical Area of Effect Weapons
There are numerous spells that allow an Attack: Area of Effect Check. For details on Area of Effect magic, see Chapter 14: Spellcasting.
On a successful Attack: Area of Effect Check, all NPCs, Adversaries, and Player Characters in the affected area must make a Reaction Check to avoid injury with a Difficulty Score equal to the Attack’s Effect.
On a successful Reaction Check, the target managed to scramble out of the affected area before the Attack hit, and they take no damage. They are now standing outside the affected area. If the target does not wish to move, treat the target AS if they failed their Reaction Check.
On a failed Reaction Check, or if it is impossible for the target to move out of the affected area, reduce the target’s Challenge Points or Body Points by the Attack’s Effect.
Targets with Armor (Body) reduce the Effect by their Armor score before reducing their Challenge Points or Body Points.
Examples
- Throw a Molotov cocktail into the room.
- Ignite a pool of spilled oil.
- Cast a Fireball spell.
Attack: Melee or Ranged #
Attack a foe with a readied weapon to reduce their Challenge Points.
| Attribute: | By weapon (STR or COR) | ||
| Difficulty: | Target’s Body Defense | ||
| Prerequisite: | — | ||
| Tools/Conditions: | Readied weapon | ||
| Base Time: | 6 seconds | ||
| Outcome: | Reduce target CP or BP | ||
An Attack: Melee or Ranged Action involves striking, smashing, shooting, slashing, or stabbing a foe to reduce their Challenge Points. Normally this Action requires a readied weapon, although Attack: Melee or Ranged also includes punches, kicks, headbutts, and attacks with natural weapons like claws and teeth.
On a successful Attack Check, reduce the target’s Challenge Points (for NPCs) or Body Points (for PCs) by the Effect. Use Strength for Attacks that rely on brute force and Coordination for Attacks dependent on finesse. The weapons listed in Chapter 9: Equipment include a suggested Primary Attribute for each weapon.
Targets with Armor (Body) reduce the Effect of a successful Attack Check by the Armor score before reducing their CP or BP.
Examples
- Fire an arrow at a charging elephant.
- Slash at a vicious assassin with your sword.
- Headbutt the troll that grabbed you.
Attack: Special #
Attack a foe in a creative way to reduce their Challenge Points.
| Attribute: | Adventure Guide sets | ||
| Difficulty: | Target’s Defense score | ||
| Prerequisite: | — | ||
| Tools/Conditions: | Adventure Guide sets | ||
| Base Time: | 1 Round | ||
| Outcome: | Reduce target CP, BP, MP, or SP | ||
There are more ways to defeat an opponent than simply beating them into submission. You could try to drive the enemy away using intimidation, fool them into thinking you are more Dangerous than you are, or tip a shelf full of pottery over onto their head. These are all ways you could reduce an enemy’s Challenge Points without making a standard melee or ranged weapon Attack.
When performing an Attack: Special Action, describe in detail the cool, heroic, or clever thing the character is doing to reduce the foe’s Challenge Points. For instance, you might say something like, “At the perfect moment, my character slices the Rope that holds up the chandelier so it falls on the goblin’s head.”
The Primary Attribute score used depends entirely on the description of the Action. In the example above, where the character cuts the Rope on the chandelier, the Adventure Guide might allow the use of either Coordination or Intellect, depending on how the player described the Action.
The Base Difficulty Score for Attack: Special is the target’s Body, Mind, or Spirit Defense. It is up to you and the Adventure Guide to determine which Defense is appropriate.
Here is a simple rule of thumb:
- If the Attack will cause physical injury, use the target’s Body Defense.
- If the Attack will trick or confuse the target, use their Mind Defense.
- If the Attack will demoralize the target or have an emotional impact, use their Spirit Defense.
This is only a guideline. In some situations, such AS the example at the start of this Appendix, a different Defense or a different score altogether might make more sense. It is up to player and the Adventure Guide to decide.
Outcome
If the Action Check is successful, subtract the Effect from the target’s Challenge Points, or if the target is a PC, subtract it from Body, Mind, or Spirit Points AS appropriate. Armor of the appropriate type reduces the Effect.
Examples
- BODY: Acrobatically run up the back of the dragon to stab it in the head.
- MIND: Undermine a foe’s argument during a debate using a dazzling display of logic.
- SPIRIT: Wave a torch at the attacking velociraptor to scare it away.
Balance #
Walk along a narrow surface or stand on a small platform without falling.
| Attribute: | COR | ||
| Difficulty: | Width and stability | ||
| Prerequisite: | — | ||
| Tools/Conditions: | — | ||
| Base Time: | 1 Round | ||
| Outcome: | Character does not fall | ||
When a character wants to move along a narrow path such AS a ledge or tightrope the character makes a Balance Check. The character might also make a Balance Check to stand atop a small platform, like the top of a pillar.
The Adventure Guide sets the Difficulty Score based on how stable and narrow the surface is. The more narrow or unstable, the higher the Difficulty Score.
Examples
- Walk along a tightrope.
- Stand on top of a tall pole.
- Shimmy along a narrow ledge.
Break Through #
Smash through a Barrier such AS a door or wall.
| Attribute: | STR | ||
| Difficulty: | Thickness and sturdiness | ||
| Prerequisite: | — | ||
| Tools/Conditions: | — | ||
| Base Time: | 1 Round | ||
| Outcome: | Character breaks through the Barrier | ||
On a successful Break Through Check, the character bashes through a physical Barrier to Reach the other side. The Adventure Guide sets the Difficulty Score based on the sturdiness and thickness of the Barrier. The thicker and sturdier the Barrier, the higher the Difficulty Score.
An especially thick Barrier is best handled AS a Challenge with Challenge Points. The Effect of the Break Through Check reduces the Barrier’s Challenge Points. When the Challenge Points Reach zero, the character has broken through the Barrier.
Examples
- Smash down a locked door.
- Plow through a wall of heavy brush.
- Push through a crowd of people.
Climb #
Climb up or over a Barrier.
| Attribute: | STR or COR | ||
| Difficulty: | Handholds and slope | ||
| Prerequisite: | — | ||
| Tools/Conditions: | — | ||
| Base Time: | 1 Round | ||
| Outcome: | Reduce the climb’s CP by Effect | ||
On a successful Climb Check, the character reaches the top of a wall, cliff, Rope, or other climbable object. The Adventure Guide sets the Difficulty Score based on the angle of the climb and the availability of handholds. Fewer handholds or a sharper angle indicate a higher Difficulty Score.
If a character is using a Rope, even if the Rope lay against the surface of a cliff or other Barrier, they are not climbing the surface, but rather, they are climbing the Rope. Climbing a Rope is about DS 3.
An especially Long climb is best handled AS a Challenge with Challenge Points. The Effect of the Climb Check reduces the Challenge Points for the Climb. When the Challenge Points Reach zero, the character has reached the top.
A failed Climb Check means the character did not make any progress. Normally, characters only fall on a Critical Failure.
Examples
- Sneak into a castle by climbing the outer wall.
- Clamber up over a pile of loose rubble.
- Climb a tree to escape an angry bear.
Complicate #
Increase the Difficulty Score for one Action the target is attempting.
| Attribute: | Adventure Guide sets | ||
| Difficulty: | Value of Difficulty Score to improve | ||
| Prerequisite: | — | ||
| Tools/Conditions: | Adventure Guide sets | ||
| Base Time: | 1 Round | ||
| Outcome: | Increase Difficulty Score for one Action Check made by the target | ||
On a successful Complicate Check, increase the target’s Difficulty Score by the Effect for a single target performing a specific Action. The maximum Effect is equal to the Primary Attribute used in the Complicate Check.
The Complicate remains in place until the target makes an Action Check against the Complicated Difficulty Score or until the start of the Complicating character’s next Turn. With the Adventure Guide’s approval, the character may repeat the same Complicate each Round, but they must make a new Action Check. A Complicate cannot be maintained.
With the Adventure Guide’s approval, multiple characters can Complicate the same Action on the same Round, but characters after the first must use the new, improved Difficulty Score AS the Difficulty Score for their Complicate Check.
Examples
- Vigorously shake the Rope the enemy is attempting to climb.
- Continually interrupt a foe who is trying to make an argument that convinces the King to support her.
- Slam your chariot into an opponent’s, making it more difficult for them to Control it.
Coup de Grâce #
Finish off an Incapacitated, unconscious, or Defeated target.
| Attribute: | — |
| Difficulty: | — |
| Prerequisite: | Readied weapon |
| Tools/Conditions: | — |
| Base Time: | 1 Round |
| Outcome: | The target is killed |
AS a Major Action, a character may execute a Coup de Grâce to finish off an Incapacitated, unconscious, or Defeated enemy. Typically, a character will need to have a readied weapon to take this Action.
Deceive #
Make the target believe something that is untrue.
| Attribute: | INT or PRE |
| Difficulty: | Believability of the lie |
| Prerequisite: | — |
| Tools/Conditions: | — |
| Base Time: | 1 Round |
| Outcome: | The target believes the lie |
On a successful Deceive Check, the target believes the lie the character is telling. The more extreme the lie, the higher the Difficulty Score. Targets who remain suspicious, even after the Deceive Check succeeds, may use a Major Action to perform a Detect Motive Check. See the Detect Motive Action for more information.
Although a successful Deceive Check convinces the target the lie is true, it doesn’t dictate their behavior. The target chooses how to react to the false information. To influence a target’s behavior, see the Manipulate Action.
Examples
- Trick an opponent into believing reinforcements are just around the bend.
- Convince someone you are an expert in a field you know nothing about.
- Make someone believe you’re there to help when you are their enemy.
Defend #
Put all your efforts into defense to make it harder for enemies to hit you or an ally.
| Attribute: | Adventure Guide sets | ||
| Difficulty: | Targeted current Defense score | ||
| Prerequisite: | — | ||
| Tools/Conditions: | Adventure Guide sets | ||
| Base Time: | 1 Round | ||
| Outcome: | Increase targeted Defense Score by Effect | ||
Characters automatically defend themselves against Attack Actions directed at them. This automatic defense is represented by the character’s Defense scores. These scores (Body Defense, Mind Defense, and Spirit Defense) serve AS the Difficulty Score for the Attack Checks made against the character.
A Defend Action is used to increase one of those three scores. On a successful Defend Check, the targeted Defense score is raised by the roll’s Effect. The maximum Effect is equal to the score of the Primary Attribute used in the Action Check.
The character must declare whether they are defending themselves or an ally. They must also declare which of the target’s Defense scores (Body, Mind, or Spirit) they want to improve. The Primary Attribute used is based on the Action described.
PLAYER 1 is attempting to improve their ally’s Body Defense by stepping up to block blows against the ally using their shield. PLAYER 1 uses Strength AS the Primary Attribute for the Action Check.
PLAYER 2 is attempting to improve their own Body Defense by analyzing the opponent’s Attack patterns. PLAYER 2 uses Intellect AS the Primary Attribute for the Action Check.
The Defend remains in place until an Action Check is made using the improved Action Score or until the start of the Defending character’s next Turn. With the Adventure Guide’s approval, the character may repeat the same Defend each Round, but they must make a new Action Check. A Defend cannot be maintained.
With the Adventure Guide’s approval, multiple characters can Defend the same target on the same Round, but characters after the first must use the new, improved Action Score AS the Difficulty Score for their Action Check.
Examples
- Use your shield to Block blows directed against an ally.
- Distract the enemy so your ally can more easily avoid their Attacks.
- Focus all your attention on protecting yourself.
Detect Discrepancy #
The character analyzes the target to identify physical elements that are out of place or incorrect.
| Attribute: | ACU | ||
| Difficulty: | Adventure Guide sets | ||
| Prerequisite: | — | ||
| Tools/Conditions: | — | ||
| Base Time: | 1 Round | ||
| Outcome: | The character identifies what is physically wrong or different | ||
On a successful Detect Discrepancy Check, the character notices things that are wrong, broken, or out of place in a physical target.
If the character is trying to see past a Disguise, the Difficulty Score is the Effect of the target’s Disguise Check.
If the character is looking for something generally out of place or trying to identify a natural flaw, the Difficulty Score is based on how obvious the clue is.
The Detect Discrepancy Action represents actively searching for a suspected change or problem. To see if the character instinctively notices something out of place or wrong, the player should make a Reaction Check.
Examples
- Examine your room at the inn to see if anything was moved while you were gone.
- Look for telltale signs that the character standing before you is wearing a disguise.
- Search the bridge’s foundations for any flaws that could cause a collapse.
Detect Motive #
Determine a character or creature’s true intentions.
| Attribute: | EMP | ||
| Difficulty: | Adventure Guide sets | ||
| Prerequisite: | — | ||
| Tools/Conditions: | — | ||
| Base Time: | 1 Round | ||
| Outcome: | Character detects the target’s true motives | ||
On a successful Detect Motive Check, the character sees through deception to identify the target’s true motives.
If the character is trying to see past a lie, the Difficulty Score is the Effect of the target’s Deceive Check. If the character is trying to read the general mood of the target or a group, the Adventure Guide sets the Difficulty based on the subtlety of the clues.
The Detect Motive Action represents a character working actively to discern a target’s motive. To see if the character instinctively notices something off about another character or picks up a general air of deception, the player should make a Reaction Check.
Examples
- Figure out if the merchant is trying to sell you a piece of junk.
- Identify whether the broad smile and kind words the noble is offering you are genuine.
- Get a sense of whether the crowd gathered before you is about to Turn against the party.
Disarm #
Use combat skill to force an opponent to drop a wielded weapon or item.
| Attribute: | By weapon (STR or COR) | ||
| Difficulty: | Opposed Attack Check | ||
| Prerequisite: | — | ||
| Tools/Conditions: | Readied weapon | ||
| Base Time: | 1 Round | ||
| Outcome: | Loser drops weapon | ||
Disarming an opponent is an Opposed Roll that pits the character’s Attack against a target’s Attack. Both sides calculate their Attack Action Score normally and roll. The combatant with the highest result forces the other to drop their weapon.
Examples
- Spin your blade so it forces the enemy’s sword from their grip.
- Entangle the enemy’s weapon with your whip and then yank it from their hand.
- Twist the arm of a grabbed enemy so they are forced to drop their weapon.
Disarm Trap #
Safely disarm a trap so it doesn’t harm you or your allies.
| Attribute: | COR or INT |
| Difficulty: | Complexity of mechanism |
| Prerequisite: | Trap has been found |
| Tools/Conditions: | Thieves’ tools |
| Base Time: | 1 Round |
| Outcome: | Trap will not go off |
A successful Disarm Trap Check makes the trap non-functional, and it can no longer harm the character or their allies. Disarming a trap might involve disabling a key mechanism, removing the trigger, or jamming the gears. It is up to the Adventure Guide to decide if it is possible to rearm the trap later.
Disarm Trap assumes the character knows a trap is present. For a hidden or disguised trap, the Adventure Guide may require a successful Search Check on a previous Turn to find the trap prior to disarming it.
Examples
- Remove the spring-loaded needle from the keyhole.
- Jam the mechanism that causes the pit trap to open.
- Clip the tripwire that releases the swinging spiked log.
Disguise #
Fool people into believing you are something other than what you are by changing your appearance.
| Attribute: | INT or PRE |
| Difficulty: | Scale of the change |
| Prerequisite: | — |
| Tools/Conditions: | Disguise kit |
| Base Time: | 1 Round |
| Outcome: | The character assembles a convincing disguise |
On a successful Disguise Check, the character assembles a convincing disguise. The Difficulty Score is based on how different the character wishes to look. For instance, it is relatively easy for a Human Warrior to Disguise themselves AS a Human Wizard, but it is much harder for a Human Warrior to disguise themselves AS a lizardfolk.
Creating camouflage is also a Disguise Action. The character is simply disguising themselves or the target to look like the natural surroundings.
The Disguise Action only changes a character’s appearance. If the character is forced to interact with other characters and creatures, the character may need to make Deceive or Impersonate Checks AS well.
Targets who remain suspicious may make a Detect Discrepancy Check to see through the disguise.
Examples
- The character disguises themselves AS an orc to sneak into the enemy camp.
- A Thief disguises themselves AS a beggar so people on the street will ignore them.
- Using brush and twigs, the Ranger creates camouflage that allows them to blend in with their surroundings.
Drag #
Use Strength to move an unwilling, Grabbed opponent.
| Attribute: | STR | ||
| Difficulty: | Opposed STR Check | ||
| Prerequisite: | Grab | ||
| Tools/Conditions: | — | ||
| Base Time: | 1 Round | ||
| Outcome: | Foe is moved to the place of the attacker’s choosing | ||
A character may move an unwilling, Grabbed opponent using the Drag Action. The attacker and defender make opposed Strength Checks. On a successful Drag, the opponent is moved to a place of the attacker’s choosing. The Adventure Guide may choose to limit how far the opponent is Dragged in one Round based on the setting and Round length.
The Grab is maintained when successfully performing the Drag Action. On a failed Drag Check, the target remains where they are, but the character retains their Grab.
Alternatively, a character may use the Drag Action to move while they are Grabbed. On a successful Drag Check, the character moves to the desired location, dragging along the opponent that Grabbed them. The opponent retains their Grab. Alternatively, the opponent may choose to release their Grab, rather than being dragged along.
Examples
- Pull a giant rat out of its hole.
- Move to engage another enemy with a goblin wrapped around your leg.
- Drag a guard into an alley so no one sees you knocking them out.
Escape #
Free yourself when Grabbed or Restrained.
| Attribute: | STR or COR |
| Difficulty: | Opposed STR or COR Check |
| Prerequisite: | Grabbed or Restrained |
| Tools/Conditions: | — |
| Base Time: | 1 Round |
| Outcome: | The character breaks free of a Grab or reduces Restrained to Grabbed |
If a character is Grabbed, a successful Escape Check frees them from the Grab. If the character is Restrained, a successful Escape Check reduces the Restrained state to Grabbed.
Examples
- Use sheer Strength to break an enemy’s hold.
- Twist free from the ropes used to tie you up.
- Loosen the opponent’s grip so you can Attack them on your next Turn.
Grab #
Grab an enemy or an object the enemy is holding.
| Attribute: | COR | ||
| Difficulty: | Target’s Body Defense | ||
| Prerequisite: | — | ||
| Tools/Conditions: | Two free hands | ||
| Base Time: | 1 Round | ||
| Outcome: | Opponent is Grabbed | ||
On a successful Grab Check, the character has the targeted enemy or item in their grasp. Grabbed characters may still perform any Action they like on their Turn, including attempting to Grab the attacker back. Grabbing an opponent back does not break an opponent’s Grab. On a success, both parties are Grabbed.
Once a character is Grabbed, the attacker may maintain the Grab AS a Major Action without making additional Action Checks. If the Grabbed character wishes to move, they must make a successful Escape Check first or use the Drag Action.
Additionally, once a foe is Grabbed, the character may follow-up with a Drag, Harm, Restrain, or Throw Action on their next Turn.
A character may also Grab an item an opponent is holding. The character may maintain the Grab using a Major Action or attempt a Take Action to take the item away from the opponent on a future Turn. Once an item is Grabbed, the opponent must release the item or perform a Take Action to break the Grabber’s hold.
Examples
- Grab ahold of an opponent.
- Use a net to entangle the enemy.
- Tear the holy chalice out of the enemy’s hands.
Harm #
Injure a Grabbed opponent.
| Attribute: | STR or COR |
| Difficulty: | Opposed STR Check |
| Prerequisite: | Grab |
| Tools/Conditions: | — |
| Base Time: | 1 Round |
| Outcome: | Reduce opponent’s Body Points or Challenge Points by the Effect |
On a successful Harm Check, the character inflicts Non-Lethal damage on the target by twisting, choking, stomping, pressing, or yanking. Reduce the target’s Challenge Points or Body Points by the Effect. Armor (Body) does not protect against the damage from a successful Harm Check.
Examples
- Yank on the whip you wrapped around the enemy’s neck.
- Twist the opponent’s arm behind their back with great force.
- Jam your knee into the opponent’s abdomen.
Harry #
Distract the opponent allowing allies to add a Benefit to their Attack Action Scores.
| Attribute: | Adventure Guide sets | ||
| Difficulty: | DS 3 or less | ||
| Prerequisite: | — | ||
| Tools/Conditions: | Based on Action | ||
| Base Time: | 1 Round | ||
| Outcome: | Any ally making Attack Checks against the target gain a Benefit | ||
When a character performs a Harry Check, they disrupt a single opponent’s ability to fight effectively. Harrying includes distracting, flanking, and similar strategic maneuvers. A successful Harry adds a Benefit to the Action Scores for any Attack Checks against the Harried opponent.
The Primary Attribute for a Harry Check and the Difficulty Score depend on the player’s description of how their character is Harrying the target.
Examples
- Move into a flanking position so the enemy must divide their defense.
- Dash a pile of dishes to the floor at the opponent’s feet to draw their attention away from attackers.
- Feint to Turn the opponent’s attention toward you.
Hide #
Hide a person or object to avoid detection.
| Attribute: | INT or ACU | ||
| Difficulty: | Availability of hiding places | ||
| Prerequisite: | — | ||
| Tools/Conditions: | — | ||
| Base Time: | 1 Round | ||
| Outcome: | Subject is hidden with a DS to find equal to the Effect | ||
A successful Hide Check makes it difficult for other characters to find the Hidden item or character. The Difficulty Score to spot or find a successfully Hidden character or item is equal to the Effect of the Hide Check.
If the Hidden object or character moves, makes sound, or otherwise indicates their position, the Hidden subject’s location is revealed. Alternatively, the Adventure Guide may allow the subject to remain Hidden, but apply a Benefit to the searcher’s Action Score to find the Hidden subject. If the character wishes to move, even a small amount, without sacrificing their Hide, the Adventure Guide may call for a Sneak Check.
The Difficulty Score for the Hide Check depends on the availability of good hiding places. Hiding in a nearly empty room is extremely difficult. Hiding in a dense forest is quite easy. Once Hidden, the character may maintain their Hide by expending a Major Action each Turn.
Examples
- Find a hiding place in a room before the guards arrive.
- Hide a secret message so it isn’t found by the enemy.
- Fade into the crowd at the market to lose your pursuers.
Impede #
Impede a foe’s ability to move so they must use a Major Action to change positions.
| Attribute: | Based on Action | ||
| Difficulty: | Based on Action | ||
| Prerequisite: | — | ||
| Tools/Conditions: | Based on Action | ||
| Base Time: | 1 Round | ||
| Outcome: | Target must use a Major Action to change position rather than a Minor Acton | ||
A successful Impede Check makes it more difficult to move through an area. Impacted characters must expend a Major Action to move or change position. Characters may still perform non-movement Actions normally while Impeded.
For physical obstacles that target a single character, use the character’s Body Defense AS the Base Difficulty Score.
Alternatively, a character may attempt to apply the Slowed outcome to anyone that is in an area or that passes through it. The Adventure Guide sets the Base Difficulty Score based on the description of the Action.
The Adventure Guide decides if the Impede Check’s outcome lasts one Round, remains until cleared, is escaped by making a Major Action to move out of the area, or is permanent. The Adventure Guide may require an Action Check to clear the obstacle. Most Impede Actions that affect an area also apply to allies.
Examples
- Knock over a shelf filled with boxes in front of a pursuing enemy.
- Flood an area with knee deep water.
- Cling to a foe’s leg.
Impersonate #
Pretend to be a specific person or type of person when interacting with others.
| Attribute: | PRE |
| Difficulty: | Adventure Guide sets |
| Prerequisite: | — |
| Tools/Conditions: | — |
| Base Time: | 1 Round |
| Outcome: | The target believes you are who you say you are |
On a successful Impersonate Check, the target believes the character is the person they are pretending to be. The bigger the differences between the character and the person they are impersonating, the higher the Difficulty Score. Targets who remain suspicious, even after the Impersonate Check succeeds, may use a Major Action to perform a Detect Motive Check. See the Detect Motive Action for more information.
Impersonation involves direct interaction with those the character wishes to deceive. If a character only needs to mimic the appearance of another person, use the Disguise Action. Typically, however, a Disguise Action and an Impersonate Action go hand-in-hand.
Examples
- Strut around the party making small talk in a way that convinces everyone you are a noble.
- Pretend you are Lord Castleroy come to inspect the fortress.
- Make the herd of sheep think you’re just another sheep and not a Human.
Improve #
Improve the Effect of a previous Action Check.
| Attribute: | AS used for original Action Check |
| Difficulty: | Current Effect |
| Prerequisite: | Previous successful Action Check |
| Tools/Conditions: | — |
| Base Time: | 1 Round |
| Outcome: | Increase the original Effect by this Effect |
On a successful Improve Check, the character increases the Effect of a previous Action they made. Characters may not improve the Effect of another character’s Action. The maximum Effect for the Improve Action Check is equal to the score of the Primary Attribute used in the Action Check.
The Primary Attribute for the Improve Check is the same Primary Attribute used in the original Action Check. In Effect, the character is repeating the previous roll, but this time the Difficulty Score is the previous roll’s Effect.
A character may only attempt to Improve Effects that are maintainable, last multiple Rounds, or are permanent. With the Adventure Guide’s permission, the character may attempt to improve the same Effect multiple times, but each time, the Difficulty Score is equal to the new, previously improved Effect.
On a failed Improve Check, the original Effect is lost and the character must start from scratch.
Last Turn, PLAYER 2 made a successful Hide Check with Effect 3. This means opponents must overcome DS 3 to find PLAYER 2. PLAYER 2 wants to increase this DS, so they decide to Improve the Effect of their Hide Check. PLAYER 2 makes an Improve Check with DS 3, which is the Effect of the previous Action. They succeed and get Effect 2, increasing the DS to find them to DS 5. If they Wanted to further improve their hiding spot, and assuming they have time, they could make another Improve Check next Turn with DS 5 and attempt to further improve the Effect.
Examples
- Touch up your disguise to make it more convincing.
- Add some additional details to your lie to make it harder to see through.
- Spend a few more minutes seasoning the roast you’re making for the King to ensure it is extra delicious.
Intercept #
Throw yourself in front of an Attack so it hits you instead of your ally.
| Attribute: | — |
| Difficulty: | — |
| Prerequisite: | Readied Action |
| Tools/Conditions: | — |
| Base Time: | 1 Round |
| Outcome: | A successful Attack Check against an ally hits you instead |
If an opponent performs a successful Attack Check against an ally and a character has a Readied Action, before the damage is applied to the ally’s Challenge Points or Body Points, the character may intercept the Attack. The Effect of the Attack Check is applied AS damage to the Intercepting character rather than the original target. Armor (Body) will reduce the Effect. This uses the Intercepting character’s Readied Major Action, but no Action Check is required.
Examples
- Dive in front of the arrow about to strike the Wizard.
- Push a character out of the way of an out-of-Control wagon just before it strikes.
- Cover the peasant with your own body AS the fireball explodes around them.
Jump #
Jump. Like over a thing. So, yeah, jump.
| Attribute: | STR or COR | ||
| Difficulty: | Distance | ||
| Prerequisite: | — | ||
| Tools/Conditions: | Running start | ||
| Base Time: | 1 Round | ||
| Outcome: | Character jumps the Distance they desired | ||
On a successful Jump Check, the character reaches their desired end point. The jump might be a vertical leap, such AS trying to Grab a ledge, a horizontal jump, such AS jumping over a pit, or a combination of the two, like leaping up and over a table.
The Difficulty Score is not based on an exact measure of Distance, but rather on how challenging the jump is in the story. The bigger and more dramatic the Challenge represented by the Jump, the higher the Difficulty Score.
A slippery surface, the inability to get a running start, carrying a heavy load, or other complications may add one or more Drawbacks to the Difficulty Score.
On a failed Jump Check the character didn’t Reach their desired end point. This might mean a deadly fall, AS in the failed attempt to leap across a deep crevasse, or simply lost time, like failing to jump up and Grab a hanging Rope that rings a bell.
Examples
- Leap over the pit in the hallway.
- Jump up and Grab a high branch so you can climb into a tree.
- Leap over the table in the tavern so you can keep running from your pursuers.
Lift #
Lift a heavy object off the ground.
| Attribute: | STR | ||
| Difficulty: | Weight and lift height | ||
| Prerequisite: | — | ||
| Tools/Conditions: | — | ||
| Base Time: | 1 Round | ||
| Outcome: | Object is lifted to the desired height | ||
On a successful Lift check, the character lifts an object and raises it to the desired height. The Difficulty Score is based on both the weight of the object and how high the character wants to lift it. For instance, lifting a portcullis just high enough for a friend to slide under it is has a lower Difficulty Score than lifting it high enough for a horse to pass under it.
The Difficulty Score is not based on an exact weight of the object or exactly how high the character is lifting it, but rather on how challenging the lift is in the story. The bigger and more dramatic the Challenge represented by the lift, the higher the Difficulty Score.
Examples
- Lift a portcullis so your friends can get under it and escape.
- Lift a wooden roof beam off your friend’s legs so they can be extracted from the wreckage.
- Lift a corner of the wagon so someone can replace the broken wheel.
Manipulate #
Make the target do something you desire.
| Attribute: | ACU or EMP |
| Difficulty: | Target’s Mind or Spirit Defense |
| Prerequisite: | — |
| Tools/Conditions: | — |
| Base Time: | 1 Round |
| Outcome: | Target behaves in the way your character desires or performs the desired Action |
On a successful Manipulate Check, the target obeys the character. The more extreme the ask, the higher the Difficulty Score. A successful Manipulate Check cannot make someone do something they are opposed to or make them behave in a way that is counter to their nature. Manipulate is not mind Control, but rather convincing a person to go along with something by aligning the ask with their beliefs and desires. Manipulate may not be used by a Player Character to direct the Actions of another Player Character.
Examples
- Convince the usher to let you into a party you weren’t invited to.
- Get a merchant to agree to a lower price for the sword you want to buy.
- Convince the guards they should abandon their post if they want to live.
Obstruct #
Create a condition that adds a Drawback to a Difficulty Score.
| Attribute: | Adventure Guide sets | ||
| Difficulty: | DS 0 to DS 3 | ||
| Prerequisite: | — | ||
| Tools/Conditions: | Adventure Guide sets | ||
| Base Time: | 1 Round | ||
| Outcome: | Add a Drawback to a Difficulty Score | ||
A successful Obstruct Check creates a complicating condition that adds a Drawback to a Difficulty Score for anyone attempting a particular Action. The Drawback remains in place until the start of the Obstructing character’s next Turn.
With the Adventure Guide’s permission, a character may use a Major Action each Round to maintain the Obstruction without making additional Action Checks. The Adventure Guide may also rule the Obstruction remains in Effect for multiple Rounds without being maintained or is even permanent, depending on the nature of the Obstruction.
The advantage of Obstruct over Complicate is that the Difficulty Score to perform an Obstruct (typically DS 3 or less) is often lower than the Difficulty Score for a Complicate Action. In addition, Obstruct applies a Drawback to everyone attempting to perform the Action, where Complicate only makes the Action harder for one individual.
Examples
- Spike a door shut so it is harder to open.
- Pour a bucket of oil down the slope making it harder for the enemy to climb up to your position.
- Blow smoke from the fire in front of an ally so it is harder for enemies to hit them with arrows.
Pick Lock #
Unlock a lock without the key.
| Attribute: | COR or INT | ||
| Difficulty: | Complexity of lock | ||
| Prerequisite: | — | ||
| Tools/Conditions: | Lockpicks or thieves’ tools | ||
| Base Time: | 1 Round | ||
| Outcome: | The lock is unlocked | ||
On a successful Pick Lock Check, the character uses lockpicks or thieves’ tools to unlock a lock without using the key. The Adventure Guide sets the Difficulty Score based on the complexity of the lock.
Examples
- Unlock the lock on a treasure chest.
- Pick the lock on the door to a prison cell.
- Open the heavy padlock on a pair of manacles.
Push/Pull #
Move an especially heavy object.
| Attribute: | STR | ||
| Difficulty: | Weight, shape, and position of the object | ||
| Prerequisite: | — | ||
| Tools/Conditions: | — | ||
| Base Time: | 1 Round | ||
| Outcome: | The object is moved to the desired location | ||
On a successful Push or Pull Check, the character moves a large object that is too heavy to lift and carry. The character might accomplish the task by sliding, wobbling, or tipping the object. The Difficulty Score is set by the Adventure Guide based on how difficult it is to move the object based on a rough assessment of its weight, shape, and current position.
The Difficulty Score is not based on the precise weight of the object or its exact position, but rather on how dramatic and important of a Challenge the Push or Pull represents in the story. The bigger and more dramatic the Challenge, the higher the Difficulty Score.
If the characters are moving the target more than a short Distance, the Adventure Guide may wish to make the move a Challenge with Challenge Points. The farther the characters wish to move the object, the more Challenge Points it has. Each successful Push or Pull Check reduces the Challenge Points by the Effect, and when the Challenge Points are reduced to zero, the object is where the characters want it.
Examples
- Tip over the idol of the evil god.
- Shove a wagon over a cliff.
- Slide a solid oak armoire in front of a door to keep the enemy out.
Recovery #
Provide physical, mental, or emotional Aid to restore Body, Mind, or Spirit Points.
| Attribute: | Adventure Guide sets | ||
| Difficulty: | Number of Wounds matching the type of points to recover | ||
| Prerequisite: | — | ||
| Tools/Conditions: | Healing kit or appropriate tool; Clean and quiet workspace | ||
| Base Time: | 1 Round | ||
| Outcome: | Restore Points equal to the Effect | ||
A successful Recovery Check restores a number of Body Points, Mind Points, or Spirit Points equal to the Effect, up to the target’s maximum. The player must declare the type of points their character is attempting to recover before making the Recovery Check.
The Primary Attribute is based on the description of the Action. For instance, if the character is providing emergency medical care to restore Body Points, the Adventure Guide may rule the Action is based on Intellect. If, on the other hand, the character is giving their ally a pep-talk to help them recover Spirit Points, the Adventure Guide may rule that the Action is based on Persuasion.
The Difficulty Score is equal to the number of Wounds the target has of a type matching the points being recovered. For instance, if the goal is to recover Body Points, the Difficulty Score is the target’s current number of Body Wounds.
Self-Recovery
If the character is not Incapacitated, they may attempt a Recovery Check on themselves using the rules above, but this type of Self Care adds a Drawback to the Difficulty Score. It is easier to bandage a friend’s arm than your own.
Alternatively, a character may stop to “catch their breath.” This represents blocking out the pain, steeling their resolve to overcome fear, or just taking a quick rest to get their head straight. No tools or special conditions are required. Even Incapacitated characters may attempt this type of Recovery Check.
The Primary Attribute is based on the type of Recovery.
- Body Points = Toughness
- Mind Points = Willpower
- Spirit Points = Resilience
The player may add the character’s MO score if the type is the MO’s Favored Recovery.
Complete rules for Body Point, Mind Point, and Spirit Point loss and Recovery are found in Chapter 13: Injury, Wounds, and Healing.
Examples
- Tear of a piece of your shirt and use it to hastily bandage the gash on your ally’s arm.
- Speak in soft, gentle tones to a friend suffering from the effects of a fear spell to help them regain their composure.
- Dash behind a pillar for cover and then grit your teeth to overcome the pain from the arrow in your shoulder.
Reduce Escalation #
Reduce the number of Challenge Points an Escalating Challenge increases each Round.
| Attribute: | Based on Action | ||
| Difficulty: | Current Escalation amount | ||
| Prerequisite: | — | ||
| Tools/Conditions: | Based on Action | ||
| Base Time: | 1 Round | ||
| Outcome: | Reduce Escalation amount by Effect | ||
A successful Reduce Escalation Check reduces the escalation of an Escalating Challenge by an amount equal to the Effect.
The reduction remains in Effect until the start of the character’s next Turn. The character may repeat the same Action each Round, but must make a new Action Check. If the Adventure Guide allows, more than one character may perform a Reduce Escalation against the same Escalation. The Base Difficulty Score is the new, reduced escalation amount.
Reduce Escalation is especially useful when the Base Difficulty Score to reduce the escalation is lower than the Base Difficulty Score to reduce the Escalating Challenge’s Challenge Points since it gives allies more time to overcome the primary Challenge.
Examples
- Hold a table against a hole in a ship’s hull to keep water from pouring in.
- Use a beam to stop a pair of sliding walls from closing in and crushing the characters.
- Create a firebreak to prevent a forest fire from spreading into the characters’ camp.
Remove Drawback #
Remove or offset a condition that applies a Drawback to a Difficulty Score.
| Attribute: | Adventure Guide sets | ||
| Difficulty: | Adventure Guide sets | ||
| Prerequisite: | — | ||
| Tools/Conditions: | Adventure Guide sets | ||
| Base Time: | 1 Round | ||
| Outcome: | Remove Drawback from Difficulty Score | ||
A successful Remove Drawback Check counters a negative condition, removing the associated Drawback from a Difficulty Score. The Drawback remains offset until the start of the character’s next Turn.
With the Adventure Guide’s permission, the character may use their Major Action each Round to maintain the Remove Drawback without making additional Action Checks. The Adventure Guide may also rule the Remove Drawback lasts multiple Rounds without being maintained or is even permanent, depending on the Action described.
Examples
- Hold a tarp over an ally’s head to keep the rain off them.
- Fan someone to reduce the heat.
- Keep a beam steady so your ally can secure it.
Restrain #
Pin a Grabbed opponent so the only Action they may attempt is Escape.
| Attribute: | COR or STR | ||
| Difficulty: | Opposed STR or COR Check | ||
| Prerequisite: | Grab | ||
| Tools/Conditions: | — | ||
| Base Time: | 1 Round | ||
| Outcome: | The only Action the Restrained character may attempt is Escape | ||
The Restrain Action is used to prevent a Grabbed character from taking Actions. Restrained characters may not perform any Major or Minor Actions requiring movement other than an Escape Action. If the target is prone when the Restrain Check is made, add a Benefit to the Action Score to Restrain them.
The Restraining character may maintain the Restrain AS a Major Action without making additional Action Checks. Alternatively, they may reduce a Restrain to a Grab AS a Minor Action. Fully releasing a Restrained opponent from both the Grab and the Restrain does not require an Action.
The Restraining character may attempt a Harm Action or Takedown Action with a Benefit. On a success, resolve the Harm or Takedown normally and retain the Restrain. On a failed attempt, the Restrain is reduced to a Grab. On a Critical Failure, the target is released.
A character who is Restraining an opponent may not take any Actions requiring movement except those described above.
Examples
- Entangle a Grabbed opponent’s limbs with your own to prevent them from moving.
- Pin a Grabbed opponent to the ground so they can’t move.
- Tighten a lasso looped over a foe so they can’t move their limbs.
Ride #
Control a horse or other mount under difficult circumstances.
| Attribute: | COR or EMP | ||
| Difficulty: | Based on Action or Circumstances | ||
| Prerequisite: | — | ||
| Tools/Conditions: | Bit, bridle, saddle, stirrups | ||
| Base Time: | 1 Round | ||
| Outcome: | The mount executes the rider’s command properly | ||
On a successful Ride Check, the rider succeeds in controlling their mount and achieving the desired outcome.
The Adventure Guide may call for a Ride Check to see if the Rider remains in the saddle and retains Control of the mount if it is spooked, harmed, or otherwise distressed. The Adventure Guide may also require a Ride Check if the rider wishes their mount to perform a Dangerous or difficult maneuver. Finally, in especially difficult battle conditions, the Adventure Guide may call for a successful Ride Check before the rider may make an Attack Check from the saddle.
The Adventure Guide sets the Difficulty Score based on the complexity of the Action and the mount’s natural Resistance to performing the Action.
Examples
- Remain in the saddle after taking a heavy blow.
- Convince the mount to leap over a wall of flame.
- Keep the mount from bolting when a dragon appears.
Sacrifice #
Prevent an ally from being struck by acting AS a Human shield.
| Attribute: | — | ||
| Difficulty: | — | ||
| Prerequisite: | — | ||
| Tools/Conditions: | — | ||
| Base Time: | 1 Round | ||
| Outcome: | All attacks directed against an ally are directed at you instead | ||
The character uses a Major Action to position themselves in front of an ally in such a way that the opponent is unable to make Attack Checks against the ally. No Action Check is required to perform the Sacrifice Action. The character may maintain the Sacrifice each Round by using their Major Action.
While performing the Sacrifice Action, all opponents gain a Benefit to Attack Checks made against the Sacrificing character. Enemies may use a Shove Check to push the Sacrificing character out of the way.
Examples
- Wrap your arms around an ally to protect them against blows.
- Stand directly in front of an ally so the opponent must go through you to get to the ally.
- Shove your ally behind you and keep them there to prevent enemies from attacking them.
Search #
Actively search for something that is concealed, hidden, or difficult to notice.
| Attribute: | INT or EMP | ||
| Difficulty: | How well the item is hidden | ||
| Prerequisite: | — | ||
| Tools/Conditions: | — | ||
| Base Time: | 1 Round | ||
| Outcome: | The character finds the hidden item | ||
On a successful Search Check, the character finds the hidden object, creature, or location they are searching for. The Adventure Guide sets the Difficulty Score based on how well the subject is hidden. When searching for a hiding character, the Adventure Guide may call for an opposed Action Check between the Searching character Search and the hiding character’s Hide.
A typical Search Action covers an area with a diameter of about Across the Room. The player may narrow the Search area to gain a Benefit. The Adventure Guide may allow a single roll for larger Search areas depending on the circumstances and the Round length.
The Search Action represents actively searching for something. To see if the character instinctively notices something hidden or out of place, the player should make a Reaction Check.
Examples
- Find a secret door cleverly disguised AS a book case.
- Locate the wolf tracks leading off into the forest.
- Reveal the assassin hiding in the throne room.
Shove #
Push an enemy from Reach to Across the Room.
| Attribute: | STR | ||
| Difficulty: | Opposed STR Check | ||
| Prerequisite: | — | ||
| Tools/Conditions: | — | ||
| Base Time: | 1 Round | ||
| Outcome: | The target is pushed to Across the Room | ||
On a successful Shove, you push the target from Reach to a position Across the Room of the Shoving character’s choice.
If the target cannot move in the direction shoved because there is something in the way, they collide with that object. Reduce the target’s Challenge Points or Body Points by the Effect. Armor (Body) reduces the damage. A deadly surface, such AS a wall of spikes, may add a bonus to the Effect with the Adventurer Guide’s approval.
Examples
- An ogre slams into the knight and shoves him off the cliff.
- A hero kicks a venomous serpent Across the Room.
- A hero shoves the guard back down the ladder so they can shut the hatch and lock the guards out.
Sneak #
Move around without being detected.
| Attribute: | COR | ||
| Difficulty: | Opposed Reaction Check | ||
| Prerequisite: | — | ||
| Tools/Conditions: | — | ||
| Base Time: | 1 Round | ||
| Outcome: | The DS to detect the character is equal to the Effect | ||
On a successful Sneak Check, the character moves quietly and unseen. This requires a Major Action and allows the character to perform simple movements, like stealthily opening a chest. If they want to change their position AS well, such AS creeping Across the Room, they must also expend their Minor Action AS normal for movement.
The Difficulty Score for the Sneak Check is the result of an Opposed Reaction Check by anyone who might detect the character. If the Sneaking character fails the Sneak Check, it doesn’t necessarily reveal the character’s location, but it does alert the target that someone is there.
Examples
- Creep past the guards to get into town unnoticed.
- Slide up behind someone at a ball so you can listen in on their conversation.
- Slip away from your hiding place after the wolves that are hunting you pass.
Swim #
Keep from drowning when faced with Dangerous circumstances in the water.
| Attribute: | STR |
| Difficulty: | Adventure Guide sets |
| Prerequisite: | Character knows how to swim |
| Tools/Conditions: | Unburdened |
| Base Time: | 1 Round |
| Outcome: | The character does not drown |
On a successful Swim Check, the character avoids drowning and completes their desired Action. No Action Check is required If the character knows how to swim and there are no special circumstances that make swimming more difficult (like swimming in armor). When there are circumstances that increase the difficulty, the Adventure Guide sets the Base Difficulty Score based on the complexity of the Action and adds appropriate Drawbacks.
For characters that know how to swim, most Swim Checks have a Base Difficulty Score of 2. If the character is attempting something especially challenging, like a high dive, this adds to the complexity and increases the Base Difficulty Score. The primary sources of Difficulty when swimming are Drawbacks, which include things like large waves, wind, cold water, wearing armor, and similar impediments.
If the character is swimming a Long Distance, such AS crossing a channel or diving down to a wreck, the Adventure Guide may wish to create a Challenge with Challenge Points. On a successful Swim Check, the Challenge Points are reduced by the Effect. When the Challenge Points Reach zero, the character has reached their target or completed the task.
When a Swim Check is required, the Adventure Guide may rule that failure indicates the character is drowning. On a failed Swim Check the character loses Body Points equal to the amount by which they rolled under the Difficulty Score. If they are reduced to 0 Body Points, they suffer a Wound and are drowning. Each Round the character suffers another Wound and must make the required Death Check until they are rescued or die.
Examples
- Avoid drowning after being thrown overboard in rough seas.
- Dive down to a wrecked ship to retrieve the enchanted medallion.
- Swim across a wide channel to make a surprise Attack on the seaside fortress.
Swing #
Swing on a Rope, vine, or other hanging object.
| Attribute: | COR | ||
| Difficulty: | Adventure Guide sets | ||
| Prerequisite: | — | ||
| Tools/Conditions: | Rope, chain, or other swingline | ||
| Base Time: | 1 Round | ||
| Outcome: | The swing is executed without mishap | ||
On a successful Swing Check, the character uses a Rope, chain, curtain, whip, or other flexible swingline to move from one point to another. If the purpose of the swing is to simply cross a space in a dramatic fashion, no Action Check is required. If the player wants to gain an advantage over their opponent, Attack a foe with the swing, or perform some other Action with a notable game Effect, the player should make a Swing Check for the character.
The Adventure Guide sets the Difficulty Score based on the complexity of the Action the player describes and the desired outcome.
Examples
- Use the rigging of the ship to swing across to another vessel.
- Use a chandelier to swing through a room engulfed in flames.
- Swing down from the rafters and slam your feet into a foe to shove them out the window.
Take #
Tear something you Grabbed away from an opponent.
| Attribute: | STR | ||
| Difficulty: | Opposed STR Check | ||
| Prerequisite: | Grab | ||
| Tools/Conditions: | — | ||
| Base Time: | 1 Round | ||
| Outcome: | You take the item from the opponent | ||
On a successful Take Check, the character forcibly takes a Grabbed item away from the target. Unless the target willingly releases the item, the item suffers damage equal to the Effect. The item’s Armor (Body) reduces the Effect.
Examples
- Tear the wand out of the Wizard’s hand.
- Snatch a bag of gold out of the hands of a merchant.
- Grab the whip wrapped around your arm and yank it out of the hands of the person wielding it.
Takedown #
Slam a Grabbed opponent into the ground to cause injury and leave them prone.
| Attribute: | COR or STR | ||
| Difficulty: | Opposed COR or STR Check | ||
| Prerequisite: | Grab | ||
| Tools/Conditions: | — | ||
| Base Time: | 1 Round | ||
| Outcome: | The target loses CP or BP equal to Effect and is prone | ||
On a successful Takedown Check, the character slams a Grabbed opponent into the ground. This reduces the opponent’s Challenge Points or Body Points by the Effect. Armor (Body) reduces the Effect. In addition, the target is now prone. The character may retain their Grab on the target if they kneel or drop prone AS well, otherwise, they must release the Grab.
Examples
- Flip an opponent and smash them to the ground.
- Knock an opponent’s feet out from under them so they fall to the ground.
- Slam the opponent down on a table top.
Throw Opponent #
Toss a Grabbed opponent to a point Across the Room.
| Attribute: | COR or STR | ||
| Difficulty: | Opposed COR or STR Check | ||
| Prerequisite: | Grab | ||
| Tools/Conditions: | — | ||
| Base Time: | 1 Round | ||
| Outcome: | Reduce the target’s Challenge Points or BP by the Effect. The target is now prone and is moved from Reach to Across the Room | ||
On a successful Throw Opponent Check, the character throws a Grabbed target to a point of the Thrower’s choosing Across the Room. The Thrower releases their Grab AS part of the Action, and the target is prone when they land. Reduce the target’s Body Points or Challenge Points by the Effect. Armor (Body) reduces the Effect.
Examples
- Aggressively flip an opponent so they fly Across the Room.
- Spin an opponent around and release them, using your momentum to send them flying.
- Toss an opponent into a rack of weapons.
Track #
Follow a set of tracks.
| Attribute: | ACU or EMP |
| Difficulty: | Adventure Guide sets |
| Prerequisite: | A known track to follow |
| Tools/Conditions: | — |
| Base Time: | 1 Round |
| Outcome: | Successfully follow the tracks |
On a successful Track Check, the character can follow a set of tracks. Before a character starts Tracking, they must find the tracks. Obvious tracks are easy to spot and do not require an Action Check to find. Tracks on hard surfaces, old tracks, or tracks that are otherwise concealed or obscured may require a successful Search Check to locate. Only after the tracks are found may the character begin Tracking.
The Difficulty Score for the Track Check depends on where the tracks lead, the surfaces the tracks cross, and the age of the tracks. Most Tracking Challenges are assigned Challenge Points. The Effect of a successful Track Check reduces the Challenge Points by the Effect. When the Challenge Points are reduced to 0, the character has either caught up with their quarry or reached the end of the trail. If the target is still moving, the Adventure Guide may choose to use an Escalating Challenge to reflect the fact that the quarry continues to move away from the Tracker.
Examples
- Follow the trail of a deer you want to shoot for dinner.
- Track the orcs that kidnapped the halflings so you can rescue them.
- Determine which route is the most traveled and what sort of creatures left the tracks.
Treat Wounds #
Heal one of a character’s Wounds.
| Attribute: | INT or PRE |
| Difficulty: | DS 6 + Total Wounds |
| Prerequisite: | — |
| Tools/Conditions: | Healer’s kit, clean conditions |
| Base Time: | 1 hour |
| Outcome: | Character heals one Wound of the selected type |
On a successful Treat Wounds Check, the character heals one Wound of a specific type. The character must declare what type of Wound (Body, Mind, or Spirit) they are attempting to heal before they make the Treat Wounds Check. The Primary Attribute depends on the type of Wound being healed. Treating Body Wounds uses Intellect while treating Mind or Spirit Wounds uses Intellect or Presence.
The Base Difficulty Score for a Treat Wounds Check is 6 plus the target’s total number of Wounds. Treating Wounds is a complex and specialized process, requiring a clean, dry, safe place to work, and the appropriate tools (such AS a Healing Kit or Surgeon’s Tools). If the character does not have the correct tools, the Adventure Guide should add one or more Drawbacks to the Difficulty Score.
On a Critical Failure, the target suffers an additional Wound of the type the character is trying to treat. For more information, see Chapter 13: Injury, Wounds, and Healing.
Examples
- Sew up the gash in the Warrior’s leg to stop the bleeding.
- Help a confused character get their head straight by offering a logical explanation for their problem.
- Calm an ally who is emotionally scarred after seeing a dragon eat their friend.
Trip #
Trip a moving opponent so they fall prone.
| Attribute: | COR |
| Difficulty: | Target’s Body Defense |
| Prerequisite: | Readied Action |
| Tools/Conditions: | — |
| Base Time: | 1 Round |
| Outcome: | The target’s movement is ended and they fall prone in front of the Tripper |
On a successful Trip Check, the character interrupts an opponent’s movement and they fall prone. Trip does not cause damage.
Examples
- Stick your foot out at the perfect moment to trip the enemy.
- Toss a quarterstaff into the legs of your opponent so get tangled up in the staff and trip.
- Pull a Rope taught just AS the enemy passes so they trip over the Rope.
Withdraw #
Withdraw your character from an Encounter.
| Attribute: | Based on Encounter | ||
| Difficulty: | Opposed Action Check | ||
| Prerequisite: | — | ||
| Tools/Conditions: | Adventure Guide sets | ||
| Base Time: | 1 Round | ||
| Outcome: | Withdraw your character from the current Encounter | ||
On a successful Withdraw Check, the character is removed from the Encounter to a place of relative safety. The character remains “offscreen” until the other characters overcome the Encounter’s Challenges, are defeated, or also Withdraw. The Adventure Guide determines if Withdraw is possible depending on the Encounter.
When the player declares a Withdraw, the Action automatically succeeds if the enemy does not wish to stop the character. If the enemy wants to stop the character, the Adventure Guide makes an Action Check for the enemy appropriate to the Encounter. The result of the Action Check is the Base Difficulty Score for the Withdraw Action. In combat, this is typically an Attack Check, but in non-combat situations it might be a Presence Check or some other Action appropriate to the Encounter.
If all the Player Characters Withdraw from an Encounter before the Challenges are overcome, they fail to accomplish the Encounter’s goals and suffer the consequences.
Examples
- Sneak away from a deadly battle to avoid being killed.
- Skillfully removes themself from a heated debate where the character will look like a fool if they continue.
- Retreat from the ruined dungeon to head back to town and buy better equipmen
