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.
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.
Description:
A major action involving the use of melee weapons to strike an opponent.
- Roll to Hit: 3d6 + Body modifier + Strength roll + weapon bonus.
- Target's Defense: Opponent's relevant stat (typically Body) + armor bonus + any applicable moment at the time.
- Determine Hit: If the attacker's roll is equal to or greater than the defense, the attack hits.
- Damage Roll: Weapon bonus + Body modifier + Strength skill roll.
- 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.
- 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.
Description:
A major action involving the use of ranged weapons to target an opponent from a distance.
- Roll to Hit: 3d6 + Body modifier + Finesse roll + weapon bonus.
- Target's Defense: Opponent's relevant stat (typically Body) + armor bonus + any applicable moment at the time.
- Determine Hit: If the attacker's roll is equal to or greater than the defense, the attack hits.
- Damage Roll: Weapon bonus + Body modifier + Finesse skill roll.
- 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.
- 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.
Description:
A major action involving the casting of spells to affect opponents or the environment.
- Spell Selection: Choose a spell to cast, considering its requirements and effects.
- Roll to Hit: 3d6 + casting stat modifier + casting skill + spell bonus.
- Target's Defense: Determined by the GM, potentially based on the spell's nature and the target's relevant stats.
- Damage or Effect: Resolve based on the spell's description, which may involve additional rolls or effects.
- Critical Successes/Failures: May enhance spell effects or result in unintended consequences.
- 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.
- 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.
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.
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 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.
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.