Major actions

Any action is considered to be a "major" one if it requires for character to provide their full attention to the task, targeting for some determined outcome.

Attack

Anything, from throwing a stone or kicking a leg, to casting deliberate spells or landing a trickshot, is called "performing an attack" for the sake of simplicity. Anything is attack, if you have the source of influention, and a target to apply it to.

Martial Attack

Description:
A major action involving the use of melee weapons to strike an opponent.

How to Perform:

  1. Roll to Hit: 3d6 + Body modifier + Strength roll + weapon bonus.
  2. Target's Defense: Opponent's relevant stat (typically Body) + armor bonus + any applicable moment at the time.
  3. Determine Hit: If the attacker's roll is equal to or greater than the defense, the attack hits.
  4. Damage Roll: Weapon bonus + Body modifier + Strength skill roll.
  5. Critical Hits/Failures: A roll of 6-6-6 guarantees a hit and adds an extra damage die to every damage die pool. A roll of 1-1-1 automatically fails.

Example:

  • Character Stats: Body 12 (+2), Strength (+1d3), Dagger +1.
  • Attack Roll: 3d6 + 2 + 1d3 + 1 vs. target's defense.
  • Damage Roll: +1 (dagger) +2 (Body modifier) + 1d3.
  • Damage Roll Critical: +1 (dagger) +2 (Body modifier) + 2d3.

Distant Attack

Description:
A major action involving the use of ranged weapons to target an opponent from a distance.

How to Perform:

  1. Roll to Hit: 3d6 + Body modifier + Finesse roll + weapon bonus.
  2. Target's Defense: Opponent's relevant stat (typically Body) + armor bonus + any applicable moment at the time.
  3. Determine Hit: If the attacker's roll is equal to or greater than the defense, the attack hits.
  4. Damage Roll: Weapon bonus + Body modifier + Finesse skill roll.
  5. Critical Hits/Failures: A roll of 6-6-6 guarantees a hit and adds an extra damage die to every damage die pool. A roll of 1-1-1 automatically fails.

Example:

  • Character Stats: Body 12 (+2), Finesse (+1d3), Bow +1.
  • Attack Roll: 3d6 + 2 + 1d3 + 1 vs. target's defense.
  • Damage Roll: +1 (bow) +2 (Body modifier) + 1d3.
  • Damage Roll Critical: +1 (bow) +2 (Body modifier) + 2d3.

Magical Attack

Description:
A major action involving the casting of spells to affect opponents or the environment.

How to Perform:

  1. Spell Selection: Choose a spell to cast, considering its requirements and effects.
  2. Roll to Hit: 3d6 + casting stat modifier + casting skill + spell bonus.
  3. Target's Defense: Determined by the GM, potentially based on the spell's nature and the target's relevant stats.
  4. Damage or Effect: Resolve based on the spell's description, which may involve additional rolls or effects.
  5. Critical Successes/Failures: May enhance spell effects or result in unintended consequences.

Example:

  • Character Stats: Mind 14 (+4), Finesse Expert (+3d3), Spell bonus +3.
  • Attack Roll: 3d6 + 4 + 3d3 + 3 vs. target's defense.
  • Damage: As per spell description + casting modifier.

Notes:

  • Spells may require components or have specific casting times.
  • The GM may adjust difficulties based on circumstances, and some spells may involve saving throws or other resolution mechanics.
  • A multitude of spells do not have damage, but provide unique effects and actions.

Use an ability/feature

This action allows a character to activate a class-specific or racial ability that provides a unique effect. The specifics of the ability determine the mechanics involved, whether it's an attack, a utility effect, or something else.

  • Roll: Varies based on the ability's requirements..
  • Outcome: The action's effects are applied immediately, and any relevant rolls or checks are made according to the ability's description.

Search

This action allows a character to look for hidden objects, clues, or traps in the environment.

  • Roll: 3d6 + Awareness + Insight.
  • Difficulty: Set by the GM based on how well-hidden the object or clue is.
  • Outcome: Success reveals the hidden item or clue; failure results in not finding it, with possible hints from the GM.

Interrogate

Interrogate is used to extract information from characters who are unwilling to provide it freely.

  • Roll: 3d6 + Presence + Charm (or other skill by GM's discretion).
  • Difficulty: Set by the GM based on the character's resistance.
  • Outcome: Success yields information; failure may lead to hostility or complications.

Set/Disable Trap

This action allows a character to disarm or bypass a trap without triggering it.

  • Roll: 3d6 + Finesse + Insight.
  • Difficulty: Based on trap complexity.
  • Outcome: Success sets/disarms the trap; failure may trigger it or cause adverse effects.