Combat Actions
All actions available during combat, organized by type. Every non-free action costs at least 1 AP. A character may make no more than 2 attacks per round.
→ 3.2.0.0 Combat for the full combat system
Primary actions
Primary actions can only be taken during the character’s own Turn.
Attack
1 AP - Make a melee or ranged attack. A character may make no more than 2 total attacks per round. Three optional variations (must be declared before rolling):
- All Out Attack - Melee only. Spend 1 additional AP for +20 to the attack test. This is not an Extended Action.
- Precision Strike - Suffer -20 to the attack test. On success, choose the hit location.
- Coup de Grâce - Kill a helpless target outright (unconscious, or both restrained and prone). GM may rule certain targets immune.
Cast Magic
1 AP - Cast a known spell using the spellcasting rules. Counts as an attack if the spell deals damage (subject to the 2 attack limit).
Defensive Stance
1 AP - Gain +10 on all defensive tests until the character’s next Turn. Attack limit is reduced to 0 until next Turn.
Disengage
1 AP - Safely retreat from combat. If the character moves out of an enemy’s engagement range this Turn, no Attacks of Opportunity or other delayed reactions may be taken against them.
Delay Turn
0 AP - Declare a set of trigger conditions, then skip the Turn without spending AP. If the conditions are met before the character’s next Turn, they may insert their delayed Turn as a free reaction. If not triggered in time, the AP are lost.
Secondary actions
Secondary actions can be taken during the character’s own Turn or as reactions to events.
Aim
1 AP - Gain +10 to the next ranged attack or Bolt spell. Stacks up to 3 times (+30 max) across consecutive aims. The chain breaks if the character takes any other action or reaction besides continuing to aim or firing the aimed weapon/spell. Bonus resets after firing.
Cast Magic (Instant)
1 AP - Cast a spell with the Instant attribute only.
Dash
1 AP - Move up to the character’s Speed. Adds to base movement if used on the character’s Turn. Can be used multiple times per round.
Hide
1 AP - Attempt to hide from enemies. If anyone might detect the character, make a Stealth test opposed by Observe. On success, gain the Hidden condition.
Ready Weapon
1 AP - Draw, sheathe, withdraw, or reload a weapon. Some weapons require multiple AP to reload (extended over multiple uses).
Drink Potion
2 AP - Drink an accessible potion.
Reactions
Reactions counter threats as they occur. Only one reaction per threat, but unlimited reactions per round (AP permitting).
Attack of Opportunity
1 AP - Make a melee attack against an opponent who presents an opening. Resolves before the triggering action. Triggers:
| Trigger | When |
|---|---|
| Approach | Opponent moves closer within melee range |
| Ranged attack | Opponent makes a ranged attack within engagement range |
| Ready | Opponent readies, reloads, or drinks a potion within melee range |
| Retreat | Opponent leaves melee range without using Disengage |
| Spellcast | Opponent casts a spell within melee range (unless it counts as a melee attack) |
| Standing up | Prone opponent stands within melee range without using Arise |
Evade
1 AP - Evade test using Ag. On success, the attack is negated entirely and the character may move 1 m freely (no AoO). Works against melee, ranged, and AoE attacks.
Parry
1 AP - Combat Style test using Str or Ag. Melee attacks only. On success, the attack is negated entirely.
Block
1 AP - Combat Style test using Str. Requires a shield. Works against melee and ranged attacks. On success, compare attack damage to the shield’s BR: if damage exceeds BR, the defender takes full damage to the shield arm; otherwise no damage. Magic damage treats BR as half (round up) unless the shield has magic BR.
Counter-Attack
1 AP - Both characters make melee attack tests. Higher DoS hits the other. Tied DoS = nothing resolves. Both characters count as attackers (subject to the 2 attack limit).
Special actions
Special actions are most often taken when a character gains Advantage and has the action listed in their Combat Style’s Special Advantages. Otherwise, they function as the action type noted below.
Arise
1 AP - Secondary action. Stand up from Prone without provoking Attacks of Opportunity.
Bash
1 AP - Primary action. Make an Athletics or unarmed Combat Style test, opposed by the target’s Athletics, unarmed Combat Style, or Evade. On success: target is knocked back 1 m, loses 1 AP, and must test Acrobatics or fall Prone. Target must be within 2 m and not larger than the attacker.
Blind Opponent
1 AP - Secondary action. Combat Style test opposed by the target’s Evade or Combat Style (shield). On success: target is Blinded for 1 round. Requires a reasonable method (thrown sand, etc.).
Disarm
1 AP - Primary action. Athletics or unarmed Combat Style test, opposed by the target’s unarmed Combat Style or Athletics. On success: take the target’s weapon (if free hand available) or fling it 1d4 m in a random direction. Target must be within 2 m and not larger. Cannot disarm Natural Weapons.
Feint
1 AP - Primary action. Combat Style or Deceive test against target’s Observe or Combat Style within 2 m. On success: the character’s next melee attack against the target (before end of current Turn) is treated as if Hidden.
Force Movement
1 AP - Primary action. Combat Style test opposed by target’s Combat Style or Athletics. On success: move both characters up to 3 m in the same direction. Target must be within melee range.
Resist
1 AP - Secondary action. Athletics or unarmed Combat Style test, opposed by the restrainer’s Athletics or unarmed Combat Style. On success: escape from being restrained, grappled, or blinded.
Trip
1 AP - Secondary action. Athletics or unarmed Combat Style test, opposed by target’s Athletics, unarmed Combat Style, or Evade. On success: target falls Prone. Target must be within 2 m and not larger.