Basic actions

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When an interrupting action has resolved and the action it was interrupting is resumed, the acting character may change any unresolved choices of that action.

The following action types are available to all characters, unless an exception is stated.

Standard Actions

A standard action can be converted freely to a move or minor action.

Cower: Until you next take a non-cheap action, creatures against whom you have total cover cannot hit you. Get +1 to your stealth until your next turn.

Assault: Make your normal number of non-heavy attacks at any point(s) during your turn.

Heavy Attack: Make a single attack, which becomes heavy if it wasn't already.

Rush: Move one of your speeds, then make a single non-heavy attack.

Cut Out: Make a single non-heavy normal or sunder attack, with a -1 penalty if it's melee or a -2 penalty if it's ranged. If the attack inflicts any wounds, you may specify an item type: if there were any items of that type implanted in the target, one such item falls out of them in addition to the wounds inflicted. If this was an unarmed attack, you may choose to be holding that item.

Tie Up: Make a single unarmed attack against the GD of an opponent you are in a grapple with while you have rope or chain in one of your hands. If the attack would wound, you may tie the target up by making an items check, effectively leaving them paralyzed. Each of their turns they may attempt to escape by making an acrobatics check that's at least 5 points higher than your items check was.

Ranged Guard: Pick a 90 degree cone. You get +2 Perception against things in that cone, and -2 Perception against things outside of that cone. When you notice a creature moving a quarter of its speed or taking a Standard Action within the cone, you may attack them with a non-heavy ranged attack (if it moves another quarter of its speed or somehow takes another Standard Action, you may attack them again). You can’t make more than your normal number of attacks (barring adjustments). If your Perception (after the bonus) is less than their Stealth, you never manage to notice them in time for this attack.

Search: Find poorly-hidden things in a 5 meter long, 90 degree cone.

Tactile Search: Find poorly- and decently-hidden things in a 1 square meter region within reach.

Move Actions

A move action can be converted freely to a minor action.

Aim: Your next attack this turn gets +1 to Accuracy.

Move: You can use one of your movement speeds to travel up to the normal distance.

Pay Attention: Get +1 to your perception until your next turn.

Stand Up: Stop being prone.

Minor Actions

Sneak: Get +1 to your stealth until your next turn.

Lie Down: Become prone.

Draw Item: You can retrieve a holstered item, or take an unsecured item within reach.

Plug Ears: Plug your ears, quartering the distance at which you can hear. This uses two hands, and stops when you use those hands for something else.

Dash: Move half of one of your non-Run speeds.

Cheap Actions

Cheap actions may be taken at any time, but resolve after the current event or action. If there is no current event or action, the current character may declare one.

Talk: You can say a few words.

Drop Item: You let go of some things you are holding.

Deep Inhalation: Fill your lungs with air, to get the maximum number of rounds before suffocation.

Immediate Actions

An immediate action may be done at any time, interrupting the current action or event immediately. For each immediate action so used, you must expend a minor action as soon as you are able. You cannot take immediate actions if doing so would cause you to have more than 3 minor actions pending in this way.

Grab Ledge: If you would fall off of something, you may grab onto the edge with a successful DC 8 Acrobatics check.

Catch: When an object is thrown to you, and the throw attack hits AD 5, you may attempt to catch the object with a successful DC 8 Acrobatics check.

Foil Search: Use this when someone makes a Search or Tactile Search. Make a Legerdemain check and divide by 2; if the result is equal to or greater than the searching creature's Perception, they fail to find any hidden things within your reach that you don't want them to find. That same result with a -2 penalty is used to automatically Foil Search further Searches for 1 round.

Combination Actions

Delay (Standard Action, Move Action, AND/OR Minor Action): Don’t take those actions now. Immediately after any creature’s turn ends, you may set your initiative count to come after that player, and take a turn that consists only of the actions you spent to Delay. If your next turn comes up before this happens, the actions are wasted. The new turn does not trigger events that occur on the beginning or end of every turn.

Melee Guard (Standard Action AND Move Action): Until your next turn, when you notice a creature moving a quarter of its speed or taking a Standard Action within a radius described by your melee reach plus one of your non-Run speeds, you may move up to and attack them with a non-heavy melee attack (if it moves another quarter of its speed or somehow takes another Standard Action, you may move up to and attack them again). You can’t make more than your normal number of attacks (barring adjustments), and can’t do more total movement than your relevant non-Run speed. You get +2 Perception against things within range of your current melee guard area, and -1 Perception against things outside of that area.

Ready (Standard Action AND Move Action): Specify a standard action or a move action. At any time before your next turn, you may interrupt the current event to take the specified action.

Stop Drop and Roll (Standard Action AND Move Action): Cure all creatures and objects within reach of the on fire condition.

Concentrate (Standard Action AND Move Action AND 4 Cheap Actions): This action does nothing by itself.