Actions, Momentum & Determination#
Common actions and meta-currency uses. Gameplay is never limited to these - if your idea does not fit any of the options below, suggest it to the GM, and decide together how to make it happen.
Major Actions#
Aid#
Tend to a character within reach with an Operate or Talk test at difficulty 2. The target removes 2 stress, plus 1 per Momentum spent.
Attack#
Attack an enemy with a Fight test.
Command#
Issue a command to a character under your control.
Minor Action#
Perform a minor action.
Protect#
Take a defensive position with a Survive test at difficulty 1, increasing the difficulty of attacks against you by +1 until the end of the next round. This benefit can be directed to another character instead, as long as they are within reach, at difficulty 2.
Ready#
Declare an event that will trigger your action, and immediately resolve the readied action if the trigger occurs before the end of the next round.
Recover#
Regain your strength with a Survive test at difficulty 2. Remove 2 stress, plus 1 per Momentum spent.
Rush#
Move at difficulty 0. Move 1 zone per extra success, to a minimum of 1. This action cannot generate Momentum.
Skill Test#
Perform an activity that requires some effort.
Use Power#
Activate a power if you have enough mana, or strain to use it by rolling a skill test.
Minor Actions#
Aim#
You may reroll 1d20 on your next attack before the end of the next round.
Create Trait#
Create, change or remove a Trait with a difficulty of 2.
Draw Item#
Pick up or draw an item. It may be used if it does not require a major action.
Drop / Stand#
Gain or lose the Prone condition.
Guard#
You may reroll 1d20 on your next defense before the end of the next round.
Interact#
Interact with an object in the environment.
Movement#
Move anywhere nearby.
Prepare#
Some major actions require a preparation before they may be attempted.
Reactions#
Reactions may be used whenever they are triggered, but only once per round.
Assist#
Help a character within reach by rolling 1d20 and adding any successes to the assisted character’s skill test, provided that they scored at least 1 success.
Defend#
Negate an enemy’s melee attack by making it a contest: both parties roll a skill test and compare extra successes (difficulty 0). Draw is a successful attack. On a successful defense, you may spend 2 Momentum to counter-attack and deal damage to the enemy.
Momentum Uses#
(Momentum / Chaos cost in brackets, R = repeatable)
Ask a Question [1, R]#
After you pass a skill test to obtain information, ask a question and get a truthful answer from the GM.
Bonus Damage [1-3]#
May be used after a successful attack. Increase damage by +1, up to +3.
Buy d20s [1/3/6, R]#
Gain a bonus 1d20 for the next skill test, to a maximum of +3d20. First die costs 1, second 2, and the third 3.
Create Trait [2]#
Create, change or remove a Trait as part of a successful action.
Disarm [2-3]#
May be used after a successful melee attack. 2 for items held in one hand, 3 for items held with both hands.
Keep the Initiative [2]#
Allow an ally to take a turn before handing initiative to the enemy. May not be used twice in a row.
Minor Action [1]#
Get one additional minor action during your turn.
Reduce Time [1, R]#
Do something faster.
Secondary Target [2]#
May be used after a successful attack. A second target within reach of the primary target is also affected by the attack, suffering half the damage and all of the effects.
Seize [2]#
May be used after a successful melee attack. The target becomes Seized.
Takedown [2]#
May be used after a successful melee attack. The target becomes Prone.
Determination Uses#
Critical Success#
Set the result of a single d20 to 1.
Reroll#
Reroll any number of d20s once.
Major Action#
Take one major action immediately.
Create Trait#
Create, change or remove a Trait.