Universal Actions

The following actions can be used by all characters. These aren't technically abilities, though one could consider them universal or free abilities.

## Major Actions

### Dodge

You can use your ***MAJ*** to take an evasive stance. Until the end of your next turn, enemies have a -1 penalty to attempt to attack you, and you gain a +1 bonus to Force Checks against enemy abilities.

Additionally, any attacks that you would block, are dodged instead.

### Disarm

You can use your ***MAJ*** to attempt to disarm your opponent.

Make an attack roll using your melee weapon. Your opponent rolls a contested attack roll. If you win the contest, your opponent drops their weapon, which you can immediately pick up with a free hand, or toss for free (see *toss* below). If you lose, the opponent can choose to enter a clash state with you

### Grapple

You can use your ***MAJ*** to attempt to grab your opponent as long as they are no more than one size larger than you. Roll a STR check, your opponent contests this with either a STR or AGL check. If you succeed you can grab your opponent. You can then choose to automatically throw your opponent a number of meters up to your STR score, or hold on to them to inflict them with the Grappled status

#### >Choke

Use your MAJ to start choking a character you have grapped. They must be choked a number of times in a row equal to the number of dice in their GUT dice pool in order to render them unconscious.

### MAJ to MIN

Replace your Major Action with a Minor Action.

### Ready

Prepare an action to perform on another character's turn. You must specify the action you'd like to take, as well as an event that would trigger it. For example "I want to try attacking anyone who tries to hit me" or "I'm ready to jump to safety once the floor breaks out from under me".

### Breach

Similar to an [OPENER] Breach allows you to execute a poke against a wall or other object and, if you break it, you can rush forward 4m and attempt to start a combo against an enemy within range, but with 1 less combo die.

## Minor Actions

### Dash

You move up to your speed along the ground.

### BackStep

Move 2m, this does not provoke Opportunity Attacks

### Jump

Jump in any direction up to a number of meters equal to your STR or AGL score (whichever is higher)

### Toss

Throw an object up to twice your STR score away (might change this)

### Ukemi

End any instance of the juggle, splat or prone statuses affecting you.

### Stow and Draw

Put away up to 1 item you're holding in each hand you have, then, take out up to 1 item from your inventory for each hand.

## Reaction

### Interpose

If you are within 2m of a character who attempts to perform a ranged attack, you can attempt to make their shot more difficult using your reaction to impose a -1 penalty

### Catch

You can catch a Character that is falling or being launched within 2m of you, nullifying falling or slam damage

### Opportunity Attack

If an enemy attempts to dash outside of your melee range, you can try to attack them as they leave.

Make a poke attack, if it hits, its a Counter Hit

### Help

When an ally makes a check that you could reasonably help with, you may use your reaction to also roll that check. The check will require an additional success for each character attempting to help. You can also help with attack rolls, but you must be within 2m of the target of the attack to help the attacker.

You can not help on force checks.

## Ender

### Slam

As an [ENDER] of a melee combo you can slam an airborne opponent into the ground.

They take damage equal to the distance they fall in meters+ double their chain combo count.

### Bullet Juggle

As an [ENDER] of a ranged combo you can inflict juggle onto your target, as well as launch them 4m straight up.

## Overdrive

### Roman Cancel

As a free action for 50% meter, you can take an additional MAJ this turn.
You cannot gain any further Khaos the turn you Roman Cancel