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 perform another action,
like 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.
Movement
Because most actions can be performed while moving, movement functions on its own timetable in combat,
meaning that in addition to the 3 seconds creatures have to perform regular actions, they also have 3 seconds'
worth of movement at their disposal. Effectively, a creature can move for up to 3 seconds and perform up to
3 seconds of actions.
When a creature moves, they move in a direction of their choosing, to a distance of their choosing, so long
as they have enough time to get there and nothing is in their 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 of movement 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 walking speed in meters/second at your disposal is
determined by your Size and
AGI score; if you have a flying or swimming speed, that is
determined by your Size and STR
score in exactly the same manner. If a feature says it affects your Speed, it applies to your walking,
flying, and swimming speeds unless the feature explicitly says otherwise.
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 check
contested against the Reflex save of the target. On a success, the target is
grappled by the grappler, and may use 3.5 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, which requires a DEX check instead of a STR one.
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: 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: 1.5 seconds (Movement, independent of DEX)
A creature stands up when they are prone and no longer want to
be. This action's Time Cost draws from their 3 seconds of movement, not the 3 seconds they have
to perform other actions.
Time Cost: 1.5 seconds
To tackle a creature, one must first have moved in a straight line towards
their target for >3m, 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; whether or not this deals damage depends on the intent
of the thrower. To throw a creature without dealing damage to the thrown creature, multiply the
thrower's STR by 100; if this number is > the weight of the creature being thrown, then
they are able to make the throw without issue. To throw a creature with the intent of dealing
damage, the thrower must first be able to throw the target normally; then, when throwing the target,
the thrower must make a STR check and then subtract the target's R-DEF score, as if they had made
a ranged attack against them; the result is the amount of damage the target takes from being thrown;
circumstances (such as being thrown from a great height) may cause the thrown creature to take
additional damage at the GM's discretion.
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, and has a varying Time Cost according
to the complexity of the action. 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 this action 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 has a range besides Touch or Self.
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 occurs.