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.