The following primary actions are all actions that can only be taken during a character’s own Turn. Unless otherwise noted, they cost 1 AP.
Attack (Primary Action)
The character can make an attack with a melee or ranged weapon. A character may make no more than two total attacks in a single round. When attacking they can use one of three optional variations of this action. A player must declare if their character is choosing one of these variations before the attack test has been made.
Variations
All Out Attack (Primary Action)
Melee only. The character makes a melee attack with a +20 bonus by spending an additional AP. This is not an Extended Action.
Link to originalCoup de Grâce (Primary Action)
The character makes a killing blow against a helpless target. A helpless target is one who is either Unconscious, both Restrained and Prone, or otherwise physically incapable of defending themselves. The GM may rule that certain characters cannot be killed in this way depending on the circumstances. This kills the target outright. For unarmed Coup de Grâce, refer to the Grappling rules.
Link to originalPrecision Strike (Primary Action)
A character attempting a precision strike is aiming to hit a particular part of their opponent’s body and thus suffers a -20 penalty on the attack test. If successful, the character may choose the hit location of that attack in addition to resolving any other effects the attack would have.
Link to originalLink to originalAttack (Grappling)
Primary Action, while Grappling a victim The character may make a normal attack against their Restrained victim, who cannot defend themself. They must use a weapon with a 1m range or less. If the target is both Prone and restrained and the character is armed, this can be a Coup de Grâce (Primary Action). If the character is unarmed, then they can choose to instead cause the target to lose 1 Stamina point.
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While Grappling a victim
Takedown (Grappling)
Primary Action, while Grappling a victim The character may render their victim, and themself, Prone. They suffer no prone penalties in relation to any test made against their target.
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Move (Grappling)
Primary Action, while Grappling a victim The character may move themself and their victim a number of meters up to their Strength (Characteristic) bonus in any direction.
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Disengage (Primary Action)
The character can use this action to retreat from combat with an enemy. If they move out of an enemy’s engagement range during this Turn then the Attack of Opportunity (Reaction) reaction or other delayed actions/reactions, may not be taken against them.
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Cast Magic (Primary Action)
The character casts a spell that they know using the rules for Spellcasting. This may be used to cast spells that count as attacks, but a character may make no more than two attacks in a single round.
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Delay Turn (Primary Action)
The character declares a set of circumstances in which they will act. The character then skips their Turn without spending AP and may insert their delayed Turn into the order as a free reaction if the conditions are met. If the delayed Turn is not taken before the character’s next Turn would occur, then the Action Points are lost entirely.
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Defensive Stance (Primary Action)
Using this action grants the character +10 on any defensive test made until their next Turn. Taking this action reduces the character’s Attack limit to 0 until their next Turn.
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