Basic Actions
Discover
A Discovery check is used to get information or hints about a target or a topic. It has the following outcomes:
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Disaster: You learn confusing information. Empty and reserve a Knowledge Slot. As long as the slot is filled with confusing information you have a -1 penalty to all rolls against the target of the Discovery check. The slot is freed again when you succeed at a Discovery check against the target.
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Pass: You learn some useful information or a Key Weakness.
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Triumph: Choose the Pass outcome two times.
Learned Key Weaknesses are kept until the end of the current encounter as if they were in a shared Knowledge Slot. If they should be kept longer they have to be filled into a Knowledge Slot.
The following action are used to make Discovery checks.
Research
Duration: varies, normally 10 minutes
You learn about a topic in a library or through conversation with others. Make a Knowledge check with a fitting skill against a Target Number given by the GM. The target number is dependent on the level and rarity of the topic.
The skill used depends on the kind of topic. The GM decides which skills are valid. Other skills that are not good fits or Sense can be used With Risk.
Observe
Duration: 1 Minor action or Major action
You carefully observe your target to learn some clues. Make a Senses check against the target's highest defense. If you spend a Major Action you make the check With Ease.
Influence
You Influence a target either physically or mentally. This covers a wide range of actions but the two most basic ones are to Strike and to Speak.
Strike
Duration: Mayor action
You assault the target with your body or some weapon. Make a Strike check against the targets Strike defense (either Strength or Dexterity defense). - Disaster: You miss completely and become unbalanced. You gain the Unbalanced condition until the start of your next turn. - Pass: You deal 1 + half your Strength Stamina damage. - Triumph: You deal 3 + your Strength Stamina damage.
Many weapons or advanced fighting styles can alter the damage or have additional effects.
Speak
Duration: Mayor Action
You make a quick comment to lower you targets resolve. Make a Speak check against the targets Will defense. - Disaster: You say something that instead makes you vulnerable. Take 3 Morale damage. - Pass: You deal 1 More damage. - Triumph: You deal 3 + half your Will Morale damage.
Many skill actions use a modified Speak check or add additional effects.
Support
The basic support/help action let's you help an ally with their action.
Help
Duration: Reaction, when a nearby ally attempts to roll a check
You do something that helps an ally with their action. Decide on a skill or basic action to use, the GM decides if it works. Depending on your training in that skill or basic action, you grant a bonus to the ally's check.
The bonus is 1 if Dabbling, 2 if Trained, 3 if Master, 4 if Legend.
Position
You move around. Tracking walking movement is only neccessary in encounter mode, otherwise it's too unimportant to care about.
Move
Duration: Minor Action
You move on the field of action. You change into a adjacent zone.
Swim/Climb/Burrow/Fly
Duration: Major Actions
A common player character is assumed to be able to climb and swim. Being able to attempt to burrow and fly requires special features.
This action is used to change into a zone if the transition to that zone requires a special movement type and the actor doesn't have a speed of that movement type.
Make a Sustained Athletics check. - Disaster: ??? - Pass: You count as having the needed movement type for this transition. - Triumph: You count as having the needed movement type while on the same obstacle until conditions change.