List of Actions
Below is a list of actions. You can make up your own but work with the GM if you do so.
ATTACK ❖
Whether you are swinging a sword, shooting firearms, or brawling with fists, you make one melee or ranged attack roll against a single target creature, object, or 5-foot space and compare it to the target's Defense Rating (DR).
Some attacks may have two or more attributes listed for attack and/or defense. If two or more options are listed for attack, you pick which attribute to attack with. If there are multiple options listed for defenses, then you must hit the lowest of those defenses if an "or" is listed or the highest of those defenses if an "and" is listed.
- Critical Success As a success but the damage is maximized and you deal a random critical effect to the target.
- Success You deal your weapon's damage and other effects to the target.
- Critical Failure You suffer a random critical effect.
Example Attacks: |
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DEFEND ❖
You focus entirely on defending from attacks. Select one ally within your melee reach or yourself. Until the start of your next turn, any attack roll made against the target has disadvantage if you can see the attacker and you make Strength and Dexterity saving throws with advantage. These benefits are lost if you are incapacitated or immobilized.
FOCUS
You can regain 1 FP as a single action, 3 FP as a 2-action activity, or 6 FP as a 3-action activity up to your normal maximum.
HELP ❖ or ❖❖
You can lend your aid to another creature in the completion of a task. Select 1 creature within your reach and a course of action. Roll a check against a DC 5 points lower than the action would normally be. If you succeed, they gain advantage on the next roll to perform the task you are helping with, provided that it makes the roll before the start of your next turn. For every 5 points you beat the DC, you also grant them a cumulative +1. If you fail by 5 or more, you impose disadvantage and penalties instead. This can include attacking a creature granting the ally a bonus to also making a similar attack.
HIDE ❖
When you take the Hide action, make a Dexterity (Stealth) check in an attempt to hide. If you have cover and beat the Wisdom (Perception) DCs of onlookers, you successful escape their line of sight and become hidden. As long as you not reveal yourself (such as by attacking) attackers must make a Wisdom (Perception) check against your Dexterity (Stealth) DC to find your location. If they choose to guess your location the GM rolls a die randomly to determine which melee or creature outside of melee is their accidental target.
IMPROVISE AN ACTION ❖
Your character can do things not covered by the actions in this chapter, such as breaking down doors, intimidating enemies, sensing weaknesses in defenses, or calling for a parley with a foe. The only limits to the actions you can attempt are your imagination and your character’s ability scores. See the descriptions of the ability scores in chapter 7 for inspiration as you improvise.
When you describe an action not detailed elsewhere in the rules, the GM tells you whether that action is possible and what kind of roll you need to make, if any, to determine success or failure.
INVESTIGATE ❖
You analyze, ask around, research, or search for a specific area, creature, object, or phenomena in an attempt to find them or otherwise gather or recall information about them. You make an appropriate skill check based on the topic at hand.
- Critical Success As a success but the GM may give you even more information or temporary bonuses.
- Success You find learn a relevant and helpful piece of information about the target or find it (if it's nearby) or it's trail/direction (if far away). If the target is not relevant to the situation/story, the GM typically informs you of this.
- Critical Failure You misremember or mistake the target for someone or something else, gaining false information.
Example Investigations: |
Charisma (Diplomacy): Chat up the locals and ask around to see if anyone's seen any suspicious activity in the area lately. Wisdom (Biotics): Search for nearby herbs to be used as a remedy for a wounded ally. Intelligence (Mechanics): Search for an exploitable problem with the controls or layout of the ship you're on to slow it down or create a distraction. Wisdom (Perception): Search for hidden doors, passageways, or creatures laying an ambush. |
MANEUVER ❖
Some attacks attempt to impose negative conditions on a target rather than damage. Some attacks may have two or more attributes listed for attack and/or defense. If two or more options are listed for attack, you pick which attribute to attack with. If there are multiple options listed for defenses, then you must hit the lowest of those defenses if an "or" is listed or the highest of those defenses if an "and" is listed.
- Critical Success As a success but minor 1 minute or moderate for 1 round.
- Success You deal a trivial condition to the target for 1 minute or minor condition for 1 round. Disarmed and prone have no duration but are always "instant".
- Critical Failure You provoke an opportunity attack from the target.
Example Attacks: |
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MOVE ❖
You attempt to enter or escape a grapple, melee, or scene. See above for rules on entering or exiting a melee or grapple.
READY
Decide what perceivable circumstance will trigger your reaction. Then, you choose the action you will take in response to that trigger. When the trigger occurs, you can either take your reaction right after the trigger finishes or ignore the trigger. Remember that you can take only one reaction per round. You can ready actions but not activities, operations, or rituals. If your concentration is broken, the readied action dissipates without taking effect. Examples: “If the soldier steps on the trapdoor, I’ll pull the lever that opens it,” and “If the orc steps next to me, I move away.”
TINKER ❖ or ❖❖
A single Tinker action allows you to manipulate an object in a simple way such as drawing or sheathing a weapon, pulling a lever, pushing a button, opening or closing a door, and so forth. More complex actions such as operating computers or computerized devices, vehicles, or steering mounts may require more than 1 successful Tinker attempt to achieve their effects. Most simple objects don't require a check but circumstances or complex devices may require it. You make a check against a target based on what the item you're tinkering with. Some devices may have a failsafe, so a certain number of failures may trigger a trap and/or disable the device requiring it to be repaired before it will work again.