Acting
OVERVIEW
A combatant can take as many actions + reactions during the combat round as they have points of Momentum.
- ACTIONS are taken during the Character’s turn (as determined by the results of their Initiative roll).
- REACTIONS are taken outside of the Character’s turn - when attacked, when a nearby opponent takes an Action, or when a nearby ally is affected by an enemy’s Action.
Actions and Reactions available are detailed below.
TABLE Q: ACTIONS
ATTACK
With a melee or ranged weapon in hand, attack a target. Does damage, and inflicts any conditions which the attack has been previously tagged with (see below).
CAST
Casts a spell as described by the caster. Consumes at least one Momentum depending on spell complexity.
FLOURISH
Attempts to instill awe or fear in others at the attacker’s prowess. Attack roll is made against an attacking group’s Morale as TN - success may result in retreat or reduced combat efficacy. Flourishing consumes 1 Momentum.
FOCUS
Allows Talent Die to be rolled at Advantage for an upcoming Attack or Flourish action. Focusing consumes 1 Momentum.
TAG
Attaches a single special effect to an upcoming Attack action. Applying a tag consumes 1 Momentum, but no effect will occur until the character takes the Attack action. Available Tags and their effects can be found on the Tags page.:
ACTIONS
-
[Attack] - with weapon in hand. Consumes an Action. Does damage, plus inflicts any conditions which the attack is tagged with (see below).
-
[Cast] - casts a described spell. Consumes at least one Action depending on spell complexity.
-
[Focus] - Maximizes character’s own Talent die result for Challenge Roll. Consumes 1 Momentum.\
-
[Tag] - attach a special effect to an attack. Applying each Tag consumes one Momentum.
- [Disarm] - disarms one weapon. Only available with light weapons
- [Crush] - block and parry attempts are at disadvantage. Only available with heavy weapons
- [Sweep] - dodge attempts are at disadvantage. Only available with edged weapons
- [Overbear] - parry attempts are at disadvantage. Only available with reach weapons
- [Bind] - eliminate action or reaction options for a target. Lassos, mancatchers, whips, nets
- [Distract] - force an enemy to lose any built-up but unused attack tags or casting progress.
- [Entangle] - eliminate movement options for a target. Lassos, bolas, whips, nets
- [Feint] - reduces all target defense talent to ‘Inept’ for the round. Only available with Light weapons.
- [Pierce] - bypass armor mitigation. Only available with piercing weapons.
- [Poison] - attach a poison effect to the attack. Requires a contact poison and an appropriate Skill.
- [Shove] - move the target (of same size) 5’ to an open square on a successful hit. Only available with Heavy weapons, Shields, or unarmed attacks.
- [Stun] - damages target’s Momentum instead of Aspect Pool. Only available with Heavy weapons, Shields, or unarmed attacks.
- [Sunder] - block attempts are at a disadvantage. Only available with axes.
- [Throw] - successful attack causes the target (of same or smaller size) to become Prone. Only available with Heavy weapons or unarmed attacks.
-
[Use] - attempts to use something, either in hand or in the environment. Consumes an Action.
REACTIONS
- [Assist] - [1m] - successful Reaction adds their Talent die for the Ability to next Challenge Roll.
- Requires a relevant Ability (GM has final say)
- Botch can result in both assister and target being affected as though Interfered with.
- [Block] - [1m] - successful Reaction avoids an attack completely.
- Requires a wielded shield.
- Botch can damage the shield for the rest of combat.
- [Dodge] - [1m] - successful Reaction avoids an attack completely.
- Requires an adjacent free space.
- Botch can force a character Prone.
- [Interfere] - [1m] - successful Reaction minimizes Talent die result for next Challenge Roll (forces a 1)
- [Mitigate] - [0m] - successful Reaction soaks some of a blow using armor.
- Requires worn armor.
- Botch can damage the armor for the rest of combat.
- [Parry] - [1m]- successful Reaction avoids an attack completely.
- Requires a wielded 1h weapon.
- Botch can damage the weapon used to parry for the rest of combat.