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Actions
During a turn, a player may take up to two actions. If a focus point is spent during the turn, a third may be taken. Only one focus point may be used during a turn.
Aim at a Target:
Declare a target that you are aiming against. With any attack you make before your turn ends, you may claim a d8 aiming bonus against that target. (Characters with the Gift of Veteran may claim a d12 aiming bonus, instead of a d8.)
Dash:
Move up to your Dash in any direction, in a straight line. At any point during your Dash, you may Stride once. (Yes, this means at the end of your Dash, you can Stride for one more pace of distance.) The Stride that you take can be in any direction: forwards, to the side, or even backwards.
Get Up:
Get up after being knocked down. When you get up, you may rise where you fell, or from any place within your Stride distance from where you fell.
Guard:
Until your next turn, you are Guarding. You may claim a d8 guarding bonus with all your defenses. (Characters with the Gift of Veteran my claim a d12 guarding bonus, instead of a d8.)
Put Weapon away:
Put a weapon back in its holster or sheath.
Rally:
One combatant may attempt to Rally another combatant.
Roll your Will & Leadership dice. The difficulty to Rally is 3 for combatants who trust you (that is, those who are on your side), and it’s 6 for combatants who don’t trust you. For targets that are Near you (4 paces or less), there is no penalty for range. For targets that are further away,you suffer the standard range penalties: d8 for Short (12 paces), d12 for Medium (36 paces), 2d12 for Long (100 paces). Targets that are more than 100 paces away can’t be Rallied simply by shouting at them. The target must be able to hear you and must be able to understand your language. If you can’t see your target, you suffer a penalty of d12.
If you score 1 or more successes, you may Rally your target.
For each success you score, you may claim one of the following boons:- Remove the Afraid condition from the target.
- Remove the Asleep or Unconscious condition
from the target. - Remove the Reeling condition from the target.
- Remove the Confused condition from the target.
- Replace the target’s Controlled condition with the
Marionette condition. - Replace the Marionette condition with the
Immobilized condition. - Replace the Immobilized condition with the Slowed condition.
The Rally action has no effect on Enraged, Berserk, or Terrified conditions — you must use the Stunt: “Reason”, instead. To Rally another combatant, you must be competent and confident. If you are Afraid, Berserk, Confused, Enraged, Terrified, or otherwise not in your right mindset, you cannot take the “Rally” action.
Ready:
Ready a weapon from its holster or sheath. You may also pick up a weapon from the floor, if you are standing on or next to that weapon.
Recover:
Recover from Reeling. This must be your very next action, when you’re Reeling. A combatant who is denied a Recover action becomes Knocked Down, and they lose their turn. Confused combatants must take the Recover action first every round, whether they need to or not.
Refresh:
Refresh one (and only one) Battle Gift. Once refreshed, the Battle Gift is immediately available for use, for your second Action this turn, or for later turns.
Reload:
Some ranged weapons must be reloaded before they can be used. In game terms, you must perform a Reload action before you can use the weapon again. Some weapons require multiple Reload actions, such as “Reload/3”. If that’s the case, you must take many Reload actions, spread out over several rounds.
Please note: We have house-ruled for 'Reload' to be used multiple times per turn.
Sprint:
Declare a straight line that you will run. Then, roll your Sprint Die.That’s how many paces you move in that line. After rolling, you may add or subtract your Stride from your Sprint distance. No matter how many paces you add or subtract, a sprint is always in a straight line. If you are rolling multiple dice for Sprinting, you still only take the highest die. You may voluntarily reduce your Sprint die.
Additional Rules:
- If you attempt to Sprint, and your path is blocked, you will suffer a crash. Roll 1d6 for each pace of denied movement – each die that comes up 5 or 6 is a point of Damage that you suffer.
- After the Sprint, you may Stride in any direction.
Stride:
Declare a straight line that you will move through. Then, move your Stride in that direction. If you have a Stride or 2 or more, you may move up to your full Stride distance, or as little as 1 pace. Characters who want to be quiet may take a “Guard” action, followed by a “Stride”, as they slowly and quietly move to a better position. -
Stunts
A stunt is a dangerous action. After you perform a stunt you are immediately sent reeling. Your turn immediately ends.
RunSometimes you have yo get somewhere in a hurry. Your run distance is your maximized body die, your maximised speed die, and your dash all added together. Your path may have as many twists and turns as you need it to have. You are considered disadvantaged during your running movement. If anyone interrupts you to attack they may claim a combat advantage bonus.
Ready a weapon from concealmentIf you have a concealed weapon, readying that weapon is a stunt, as you open up your cloak or unravel the packaging. Peace-bonded weapons can be considered concealed, for purposes of this stunt.
Hide or Sneak
A combatant may want to hide from attackers or to sneak past someone else. See “Hiding and Sneaking” in the Spot Rules chapter.
Long Task
Many long tasks, such as loading a crossbow or raising a gate, leave you vulnerable to outside attack. Some long tasks require several actions. For example, it may take five long tasks to turn a crank to raise a gate so you can escape. You will have to take five actions over five turns to finish the job. A stunt sends you Reeling — so your next turn, you will use your first action to Recover, and your second action to perform the “long task” Stunt again. You’re going to be busy ... and you’re going to be vulnerable, so we hope you have friends to watch your back.
ReasonYou may attempt to Reason with a rival combatant, to talk them out of being Enraged. The target must be able to hear you and must be able to understand your language. Roll your Mind & Negotiation dice vs. the target’s Mind, Will, and Inquiry dice. You may claim a d12 bonus if you have the Gift of Fast-Talk. If you score 1 or more successes, you may Reason with your target.
For each success you score, you may claim one of the following boons:
Remove an Enraged condition from the target.
Replace a target’s Berserk condition with the Enraged condition.
Replace a target’s Terrified condition with the Afraid condition.
If you are successful, you may continue to take the Reason stunt to talk to your foe. On second and later rounds, you may use your rote against the target’s defenses. If you are ever unsuccessful, or if you become hostile, or something else happens to break your rapport with the target, then the reasoning ends. As a general rule, you may only attempt to reason with a target once per fight.
ScareYou may attempt to frighten your foes, by Scaring them. Roll your Body, Will, & Presence vs. the target’s Body, Will, and Presence. You suffer penalties for Range. If you have any concealment from the target (say, because the target is Reeling), you may claim the d8 bonus with your roll. Only a single d8 is possible – in some ways, being unseen makes it harder for you to be scary.
If you score 1 or more successes, you may Scare your target.
For each success that you score, you may claim one of the following effects:-
Remove the Enraged condition from the target.
Add the Afraid condition to the target.
On an Afraid target, add the Terrified condition.
Sweep to another target with Short Range. Roll a new Scare contest.
As a general rule, you may only attempt to scare a target once per fight.
Trick:
You may attempt to fool your foes, by Tricking them.
Roll your Mind, Will & Deceit vs. the target’s Mind, Will, Inquiry, and Observation. You suffer penalties for Range.
If you score 1 success, you may Trick your target into taking a Focus turn. (The target is so bewildered by what you’re doing, they will pause to consider what you’re up to.) You can only targets that can Focus to take Focus turns; Reeling targets, Confused Targets, Afraid Targets, etc. may not Focus.
If you score 2 or more successes, you may either force the target to take a Focus turn … or you may add the Confused condition to the target.
As a general rule, you may only attempt to trick a target once per fight. [/trick]