Combat: Special Actions

Special actions reflect unique ways that characters can engage in combat, and can be taken as actions of their listed type during a combat roll. Alternatively, if a character has one of these special actions in their list of Special Advantages, it can be used as an Advantage instead.

Arise (Special Action)

Secondary Action Allows the character to use a momentary opening to roll back up to their feet, removing the Prone condition without granting opponents the ability to make an Attack of Opportunity (Reaction).

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Bash (Special Action)

Primary Action Character makes an Athletics or unarmed Combat Style test which their opponent may oppose with their Athletics, unarmed Combat Style, or Evade skill. If they win, their opponent is knocked back 1 meter, loses an AP, and must make an Acrobatics test to avoid falling Prone. Target character cannot be of larger size and must be within 2 meters.

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Blind Opponent (Special Action)

Secondary Action Character makes a Combat Style test which their opponent may oppose with their Evade or Combat Style (if wielding a shield). If the target loses, they become Blinded for 1 round. The character must reasonably have access to some way to blind their opponent (thrown sand or rocks, for example).

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Disarm (Special Action)

Primary Action Character makes an Athletics (Skill) or unarmed Combat Style test which their opponent may oppose with their unarmed Combat Style or Athletics skill. If the target of the disarm attempt loses, the character may choose to either take the target’s weapon if they have a free hand or fling the target’s weapon 1d4 meters in a random direction. Target cannot be of larger size and must be within 2 meters. Cannot disarm Natural Weapons.

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Feint (Special Action)

Primary Action Character attempts a Combat Style or Deceive (Skill) test against an opponent’s Observe (Skill) or Combat Style within a 2m range. If successful, they treat their next melee attack against the target as if they were Hidden. This effect only applies if the attack occurs before the end of the character’s current Turn.

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Force Movement (Special Action)

Primary Action Character makes a Combat Style test which their opponent may oppose with their Combat Style or Athletics (Skill) skill. If they win, they may move themself and their opponent up to three meters in any direction (they must both move in the same direction and the same amount) as the character shifts the location of the fight. Target character must be within melee range.

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Resist (Special Action)

Secondary Action Character makes an Athletics (Skill) or unarmed Combat Style test which their opponent may oppose with their Athletics or unarmed Combat Style skill. If they win, they may escape being Restrained, grappled, or Blinded.

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Trip (Special Action)

Secondary Action Character makes an Athletics (Skill) or unarmed Combat Style test which their opponent may oppose with their Athletics, unarmed Combat Style, or Evade skill. If they win, their opponent falls Prone. Target character cannot be of larger size and must be within 2 meters.

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