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Actions

Bastian edited this page Apr 3, 2025 · 1 revision

An action is the attempt to accomplish a thing usually over a period of time, in stages, or with the possibility of repetition. Characters can choose from a limited set of actions available, depending on the current situation, the state of the game world and the adventure. They are allowed to freely interact, move and explore the environment in coordination with the narrator in real-time mode but must not perform more than their current amount of actions per turn.

A character’s actions in turn-based mode are limited. They usually can perform a number of actions equal to 2 plus bonus actions and potential other bonuses. Bonus actions can be performed only once per source per character per turn. If a circumstance would offer the same bonus action more than once, it can still be used only once


Movement

Movement is a basic action that a character can perform in turn-based mode to bridge distances, jump or climb. With each action they can overcome a certain distance specified by the narrator, depending on the terrain. The area and distance a character can move may however be limited in some exceptional cases like when the narrator or a specific adventure asks for it. Mounts and bonuses can also influence movement whether distance or the height or distance of jumping or climbing.

Characters can spend more than 1 action to perform movement. Difficult terrain can also influence movement and, for example, require 2 actions for a movement or reduce the distance. This is at the discretion of the narrator


Interaction

Interaction is when a character interacts with another character, group an item or the environment.. This can be anything from picking up an item and placing it in one of that character’s item slots up to following a conversation or opening a closed door. This might however be limited in some cases like when the interaction requires more actions to happen than the current character can provide, or the narrator or a specific adventure asks for it.

Characters can pick up items from the game world or place items in the game world from their inventory or item slots. Picking up items with the “equipment” characteristic however requires either a free item slot or the character must send the item to their storage. In this case they only get access to the item within the next rest. Any other items without the “equipment” characteristic are put into that character’s inventory directly.

Characters can spend more than 1 action to perform interactions. The narrator coordinates interactions and their potential and resulting outcome to the situation further modified or accessed


Attacking

Performing melee and ranged attacks is a basic action that a character can perform in order to do harm to a target. Whenever they attempt to make an attack, characters must perform an attack roll to determine whether their action is a hit or miss. Characters are free to perform the attack roll based on any equipped item but only 1 item at a time. They add a certain modifier to the roll that depends on the attack and a certain item.

Unarmed melee attacks not using any equipped weapon apply a modifier equal to the character's strength talent as a bonus to the attack roll. Potential other bonuses are added in addition. A target character must stay within a certain distance in order for a medium or heavy melee attack to succeed. If they don't, the attack roll is considered a failure. It is up to the narrator's discretion whether the character is close enough to the target and other circumstances allow carry out an attack.

Melee attacks using an equipped medium or heavy weapon apply a modifier equal to the character's strength talent as a bonus to the attack roll. Potential other bonuses are added in addition. A target character must stay within a certain distance in order for a medium or heavy melee attack to succeed. If they don't, the attack roll is considered a failure. It is up to the narrator's discretion whether the character is close enough to the target to be able to carry out an attack.

Melee attacks using an equipped light weapon apply a modifier equal to the character's acrobatics talent as a bonus to the attack roll. Potential other bonuses are added in addition. A target character must stay within a close distance in order for a light melee attack to succeed. If they don't, the attack roll is considered a failure. It is up to the Narrator's discretion whether the character is close enough to the target to be able to carry out an attack.

Ranged attacks using an equipped ranged weapon apply a modifier equal to the character's acrobatics talent as a bonus to the attack roll. Potential other bonuses are added in addition. A target character must stay within the attacking character’s sight in order for a ranged attack to succeed. If they don't, the attack roll is considered a failure. It is up to the Narrator's discretion whether the character has a clear view to the target and other circumstances allow to carry out a ranged attack.

Skill based attacks causing a melee attack apply a modifier equal to the character's acrobatics talent as a bonus to the attack roll. Potential other bonuses are added in addition. A target character must stay within a close distance in order for a melee attack to succeed. If they don't, the attack roll is considered a failure. It is up to the Narrator's discretion whether the character is close enough to the target to be able to carry out an attack.

Skill based attacks causing a ranged attack apply a modifier equal to the character's acrobatics talent as a bonus to the attack roll. Potential other bonuses are added in addition. A target character must stay within the attacking character’s sight in order for a ranged attack to succeed. If they don't, the attack roll is considered a failure. It is up to the Narrator's discretion whether the character has a clear view to the target and other circumstances allow to carry out a ranged attack.

Characters always perform an attack roll using one or more d20 dice. The attack is a success and damage is being dealt whenever the total of the roll equals or exceeds the target's armor class. An attribute’s practice level is increased whenever the die roll shows at least a natural 7 without any bonuses applied. If so, increase the attribute’s practice level the talent added to the die roll is based on.

To calculate the attack damage, the attack roll is subtracted from the armor class. The difference quantifies the base damage that can be caused by the attack. On a critical hit, an additional d20 is rolled to determine the base damage instead. The final damage dealt to the target corresponds to the base damage, limited to the maximum damage and the damage type the weapon can cause; plus potential other bonuses and damage types caused by them. On a skill based attack, the skill causing the attack is treated as if it were a weapon attached to the character. An unarmed attack is limited to the modifier determined by that character’s athletics talent instead. Damage might however be limited in some exceptional cases like when the narrator or a specific adventure asks for it.

Characters can spend only 1 action to perform an attack


Effect Activation

Skills, items and at times even the environment provide access to a wide variety of effects and let characters use them to their behalf. Those skills and items have the word “action” written at the beginning of the effect. They count as regular actions that can only be put onto an empty stack.

Characters need to declare them as activated before an effect starts while some of them also have a cost to pay first, like paying an amount of energy from their resource pool. Others may require to be activated in a specific phase of a character’s turn. They have a bold written word next to “action” that names the phase they can be activated at. A character can activate abilities only if they pay all the costs and declare activation in the right phase.

Characters can spend more than 1 action to activate effects. They however may be also limited in some cases like when another effect restricts them, or the narrator or a specific adventure asks for it


Charging

Some advanced mental powers may require a certain amount of time to be fully charged. Whenever a character performs an attempt to activate an effect with a charging time longer than a single action or reaction, they must maintain focus by passing a focus check until the effect is fully charged or otherwise failed to cast. This is considered to be an action.

Whenever the focus check for a charged effect fails, the effect is interrupted and can not be activated. A character performing an action that is not a focus check for a charged effect loses focus and the effect is interrupted and can not be activated

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