Actions

**Actions** represent all the things that a character can do during an encounter. The maximum number of times that a character can act during a round is determined by their max AP.

**All non-free actions cost at least 1 AP unless otherwise stated.**

There are 5 types of Actions:

* Free Actions
* Primary Actions
* Reactions
* Secondary Actions
* Special Actions

### Free Actions

**Free actions** can be performed **at any time during the combat round** and cost no action points. They include things like talking, signaling, observing one’s surroundings, dropping items, and so forth. Use common sense when deciding what is a free action.

### Primary Actions

**Primary Actions** can only be taken during a character’s own turn, and that **cost 1 AP**.

* **Attack:** The character can make an attack with a melee or ranged weapon. A character may make **no more than two total attacks** in a single round. When attacking they can use **one of three optional variations of this action**. A player must declare if their character is choosing one of these variations **before the attack test** has been made.
	+ **All Out Attack (melee only):** When making an all-out attack, the character sacrifices some defensive potential in order to better land an attack. The character makes a normal melee attack with a **+20 bonus**, **but the attack costs 1 additional AP** to perform.
	+ **Coup de Grace:** The character can make a killing blow against a helpless target. A helpless target is one who is either unconscious, both restrained and prone, or otherwise incapable of defending themselves. The GM may rule that certain characters cannot be killed in this way depending on the circumstances. **This automatically kills the target**. For Unarmed Coup de Grâce see Grappling rules
	+ **Precision Strike:** A character attempting a precision strike is aiming to hit a particular part of their opponent’s body, and thus suffers a **-20 penalty** on the attack test. If successful, the character **may choose the hit location** of that attack in addition to resolving any other effects the attack would have.
* **Cast Magic:** The character casts a spell that they know using the rules for spellcasting. This may be used to cast spells that count as attacks, but a character may make **no more than two attacks in a single round**.
* **Disengage:** The character can use this action to retreat from combat with an enemy. If they move out of an enemy’s engagement range during this turn, then the **attack of opportunity reaction**, or other **delayed actions/reactions**, may **not be taken against them**.
* **Delay:** Characters can choose to delay action until the right moment.
	+ **Delay Turn:** The character declares a set of circumstances in which they will act. The character then **skips their turn without spending AP**, and may insert their delayed turn into the order as a free reaction if the conditions are met. If the delayed turn is not taken before the character’s next turn would occur, then the action points are lost entirely.
	+ **Defensive Stance:** The character assumes a defensive stance, ready to react to incoming threats. The character then skips their turn, but **does not lose an action point for taking this action**. They may spend this saved AP on a reaction any time before the end of the round, when the AP is lost.

### Reactions

**Reactions can be used at any time during the combat round in response to a threat or event** that a character is aware of by **spending 1 AP**. Reactions can be triggered by other reactions: if this happens, resolve them however makes the most sense.

* **Attack of Opportunity**
* **Block, Parry, Evade:** The character tries to defend against a melee or ranged attack.
* **Counter Attack:** The character attempts to make a melee counter attack (**still subject to the two attack per round limit**) in response to an attack from an opponent they are aware of through the use of their Combat Style skill.

### Secondary Actions

Secondary actions that can be taken during a character’s own turn, or as reactions, for **1 AP**.

* **Aim:** A character can spend an action aiming in order to gain a **+10 bonus to their next ranged attack**. This bonus **can stack** if the character takes this action multiple consecutive times before their next ranged attack, but **only up to three times** (for a maximum bonus of +30). The “chain” can stretch across rounds and is broken (and the bonus lost) if the character makes an attack with anything else they aren’t aiming with, or takes any actions or reactions other than to continue aiming or fire the aimed ranged attack. This action can be used by a spellcaster to modify ranged attack spells.
* **Cast Magic (Non Attack only):** The character casts a spell that they know using the rules for spellcasting. This may not be used to cast spells that count as attacks.
* **Dash:** The character can use this action **in order to move up to their speed**. If this is done on their turn, this movement is added to their base movement for that turn. This action can be used to allow a character to move several times their speed during a round.
* **Hide:** The character can use this action **to attempt to hide** from foes. If anyone might detect them while they do this, they must make a Stealth skill test opposed by the Observe of anyone who might spot them. On success, they gain the Hidden condition.
* **Ready Weapon, Drink Potion:** The character may **draw, sheath, withdraw, or reload a weapon**. This action may also be used to **drink a potion**, assuming it is accessible to the character, **but this costs 2 AP instead**. Some missile weapons may require several AP to reload, in which case this action must be extended.
* **Telepathic Motivation:** The character directs the efforts of his mindlocked minion through the mental bond that binds them to the caster's service, **removing its limit of 1 AP for the round.**

### Special Actions

Special actions reflect unique ways that characters can engage in combat, and can be taken as actions of their listed type.

* **Arise (Secondary):** 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.
* **Blind Opponent (Scecondary):** Character makes a Combat Style test against an opponent that they can see which their opponent may oppose with either the Evade or Combat Style (if wielding a shield) skill. **If the target loses, they become blinded for 1 round**. The character must be within Strength Bonus meters of the opponent and reasonably have access with some way to blind their opponent (thrown sand or rocks, for example). A character wearing a Full Helmet automatically succeeds on the opposed test.
* **Disarm, Take Weapon (Primary):** Character makes an Athletics 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 takes their weapon**. Target cannot be of larger size and must be within 1 meter. Cannot take natural weapons. The character must have a free hand with which to hold the taken weapon. If the character does not have a free hand or if the character chooses throw it, the weapon is flung away 1d4 meters in a random direction.
* **Feint (Secondary):** Character makes an Opposed Deceive test against an opponent within 2m. On a success, they **gain a +15 bonus on the next melee attack** made against that opponent before the end of their next turn.
* **Force Movement (Primary):** Character makes a Combat Style test which their opponent may oppose with their Combat Style skill. If the character wins, 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.
* **Resist (Secondary):** Character makes an Athletics 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**.
* **Trip (Secondary):** 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 falls prone**. Target character cannot be of larger size, and must be within 2 meters.