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Iron & Aether
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Part 6: Adventuring   ☰

Actions

Characters are able to perform a variety of actions as they explore and interact with the world during their adventures. These actions can be performed in or out of combat, and many can be performed as reactions.

During each round of combat, a creature has 3 seconds to act, with each possible action having its own Time Cost, though a creature's DEX score can reduce the amount of time actions take (unless stated otherwise), to a minimum of .5 seconds for any non-trivial action. An action does not take effect until a creature has spent the full Time Cost of the action performing the action. Most creatures also have 1 reaction at their disposal that they can use during any other creature’s turn; while reactions do not necessarily have a Time Cost, for roleplay reasons they can be considered to take about 1 second unless stated otherwise. Certain class features, spells, enchanted items, or other special circumstances may grant a creature more time to act or react.

Splitting up an Action

Should an action require more time to perform than you have left remaining on your turn, you can choose to begin the action using the remaining time at your disposal, then at the start of your next turn you can decide if you would like to continue performing the action, with the Time Cost reduced by an amount equal to the amount of time already spent on the action, or you can choose to do something else. With the exception of moving, the Time Cost to perform the action will typically be reset if the character chooses to do something else. For example, if you have 1 second remaining on your turn and it takes you 2 seconds to Attack, you can choose to begin your attack using your remaining second, and then at the start of your next turn, if you choose to Attack or Move, your next attack will cost you only 1 second. If you instead choose to Blind, the time spent beginning the attack is lost, and must be spent in full again.

Holding Actions

If a creature so desires, instead of spending all 3 of the seconds at their disposal on their turn, they can instead hold up to 3 seconds' worth of actions while they wait for a specific trigger, which they must state at the time they decide to hold these actions; if this trigger occurs, they then use their reaction to perform their held actions, and if it doesn't, they lose those actions, but can use their reaction for something else if they desire.

Actions


Time Cost: Varies

When a creature takes this action, they are choosing to attack a creature or object within the range of their currently equipped weaponry, their spells, or whatever else they may wish to use. If you do not have enough time at your disposal to make an attack with this weapon, you can use the rest of your remaining time to attack with it once with disadvantage, or you can start the attack on your current turn and finish it on your next turn. Lastly, regardless of how high a creature's DEX score is, the least amount of time this action can take is .5 seconds.




Time Cost: 2.5 seconds

To blind a creature, the blinder must first describe the means by which they wish to blind their opponent (typically by getting some sort of foreign element like dirt or blood into their target's eyes); if the GM approves, then the blinder must make a DEX check contested against the target’s Reflex save. On a success, the target is blinded until they use 3 seconds to remove the blinding element from their eyes.


Time Cost: 3.5 seconds

Whatever weapons a character has in their equipment slots at any given point are their equipped weapons, and they can attack with only those weapons unless they swap out one weapon for another in their inventory or within reach using this action.


Time Cost: 3.5 seconds

To disarm a creature, the disarmer must make a Sleight of Hand or STR check contested by the DEX or STR check of the creature they are attempting to disarm. On a success, the weapon is plucked out of their hand and thrown 1d3 meters away in a direction of the disarmer’s choosing. The weapon can be caught by you or another person in the weapon’s path with a successful DR 15 Sleight of Hand check, provided the being attempting to catch it has an empty hand and their reaction.


Time Cost: 2 seconds

A creature disengages when they wish to leave the melee range of all opponents they are currently in melee range of without provoking any opportunity attacks. If they enter a new opponent’s melee range, they must disengage again if they wish to continue avoiding opportunity attacks.


Time Cost: All (minimum 1.5)

Evading is a being’s way of preparing for an incoming attack or harmful effect and bracing themselves against it. When a creature evades, their Dodge score is doubled and they have advantage on Reflex saves until the start of their next turn. Doing this consumes the rest of your available time on your turn, assuming you have >1.5 seconds remaining. This action cannot be split across turns.


Time Cost: 3.5 seconds

When choosing to grapple another creature, the grappler must make a STR or DEX check contested against the Reflex save of the target. On a success, the target is grappled by the grappler, and may use 3 seconds on their turn to make a STR or DEX check to free themselves contested against the grappler’s STR or DEX check. Alternatively, you can choose to restrain the target using a tool, such as manacles or a rope, though you cannot take other actions while restraining them.


Time Cost: 3.5 seconds

A helping creature makes the same check as the creature they are helping, and adds half of the result (rounded down to the nearest half) to the result of their check. Most of the time, only one creature can help another with a given action, though certain circumstances may allow for more than one helper.


Time Cost: 3.5 seconds

The Hide action is used when a creature wishes to avoid being spotted by another entity. In order to hide, a creature needs something to hide behind/in and must make a Stealth check contested by the searching party’s Perception check.


Time Cost: 3 seconds (independent of DEX)

Your maximum jump height in meters is equivalent to half your STR score, while your maximum jump length without a running start is equal to your STR score; with a running start, it becomes twice your STR score. A running start requires a character to run uninterrupted for at least 3m in a straight line before the jump.


Time Cost: Varies

This is arguably the most loosely-definable action, since it can apply to almost infinitely different situations. This action is used when a creature wishes to interact with their environment in such a way that is not otherwise described here; examples include propping a chair up against a door, flipping a table over to use it as cover, or smashing through a glass pane. It is up to the GM whether the action a creature wishes to improvise is doable and, if it is, how difficult it is and how much time it takes to do.


Time Cost: .5+ seconds

You move in a direction of your choosing, to a distance of your choosing, so long as you have enough time to get there and nothing is in your way. Moving through difficult terrain and moving while prone takes twice as long as moving through normal terrain, unless otherwise stated by a special exception. For example, if a character with 3 seconds left on their turn and a speed of 3m/sec used all 3 seconds to move through difficult terrain, they could only move through 4.5m of it at most. Your Speed in meters/second at your disposal is determined by your Size and AGI score.


Time Cost: Varies

Using almost any weapon and/or appropriate item, a creature can pin another to a surface, usually by impaling their clothes to that surface or weighing them down with something heavy. When a creature takes this action, they must make a STR/DEX check contested against the target’s Fort./Ref. save (determined by what check the pinner is making): if the pinner wins the contest, the target is considered grappled by whatever is pinning them, and can take 3 seconds on their next turn to make a STR/DEX check to free themselves. The DR for this check is the result of the pinner’s original STR/DEX check.

The time cost to do this varies depending on what is being used: if using a weapon, the time cost is the same as the weapon, and if using an item found in the immediate environment, the time cost is 3 seconds.


Time Cost: 2.5 seconds

To shove a creature, make a STR check contested against their attempted victim’s Fort./Ref. save; on a success, they are shoved a number of meters equal to twice the shover’s STR score (minimum 1) in a direction of their choice.


Time Cost: Varies

When one creature wishes to speak to another, whether by verbal communication or otherwise, they can do so; the amount of time this takes is dependent on what is being said, and can vary from no time to the speaker's entire turn.
Intimidation. Should one creature wish to frighten another in the midst of combat, they can do so by taking 1 second to make an Intimidation check against the target's Willpower save; on a success, the target is frightened of the intimidating creature for a number of seconds equal to the amount their check succeeded by. A creature can be intimidated in this manner only once per combat.


Time Cost: 2.5 seconds

A creature stands up when they are prone and no longer want to be.


Time Cost: 1.5 seconds

To tackle a creature, one must first have moved in a straight line towards their target for > 4m, at which point the target must make a Fort./Ref. save against the tackler's STR check or be knocked prone and become grappled by the tackler.


Time Cost: 2.5 seconds

Different from throwing objects or using a Throwing weapon, the Throw action is for when one creature wishes to physically toss another in a non-damage-dealing manner. To do this, make a STR check, multiply the result by 10, and then divide that number by half the target creature's weight.


Time Cost: 1.5 seconds

To trip another creature, make a STR/DEX check contested against their Fort./Ref. save; on a success, they are knocked prone.


Time Cost: 1+ second

This action is performed whenever a creature wishes to use an item that can be found either in their immediate environment or their inventory. A couple of examples would be quaffing a potion (3.5 seconds) or opening a container (2 seconds). If the item is large and/or would take a large amount of time and/or effort to use, then it may require more than a few seconds to perform.


Time Cost: 2 seconds

This action is for when you want to remove the unconscious condition from a creature, assuming they can be conventionally aroused from their slumber, such as by being jostled or startled awake.

Reactions

Reactions are performed in immediate response to something happening in the environment. Every creature has at least 1 reaction at their disposal each round, which can be used on any turn other than their own. As stated above, there are some features that add to a character’s list of possible reactions, but those are not described here.


An opportunity attack, or attack of opportunity, can be performed either A. Whenever a creature leaves the melee range of another creature, or B. Whenever a combatant performs an activity that distracts them from their opponent, such as administering a potion to another creature or casting a spell that requires more time than the caster has left on their turn. The Disengage action can be used to avoid attacks of opportunity, and forced movement does not provoke opportunity attacks.


Whenever a character holds up to 3 seconds' worth of actions, they can then perform them whenever the trigger that they determine is activated.