β‘ Actions Compendium
Combat actions, standard reactions, skill activities, and special maneuvers.
13 Total Actions
β‘ Action System & Check Format
Actions define activities characters can perform in and out of combat encounters:
Check
The d20 check required to execute the action, combining relevant ability modifiers, skill ranks, and situational factors.
Action Time & AP
The Action Point (AP) cost required. Standard turns provide AP to allocate between movement, attacks, and defense reactions.
Implements & Range
Equipment, tools, or somatic faculties required, along with tactical range and target areas.
AP Boosts
Extra Action Points spent during execution to enhance check bonuses, damage, duration, or tactical effects.
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| Action Name β² A-Z | Category β | AP Cost / Time β | Check β | Description | Action |
|---|---|---|---|---|---|
| Akimbo Attack | Special Attack | Var | Two or more separate weapon attack checks |
You make two or more attacks simultaneously. The maximum number of simultaneous attacks is equal to the number of attack...
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| Aligned Attack | Special Attack | As per attack + 3 AP | β |
Aligned Attack: When you are about to make a weapon attack (with a natural, melee, or ranged weapon), you can choose to...
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| Charge Attack | Special Attack | As per attack + 1 MP per sq moved | As per attack |
You move two or more squares directly towards an opponent in line of sight and then make a melee attack with a +2 damage...
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| Death Attack | Special Attack | Part of vital attack (once per enc) | (Vital attack) plus (d20! + Vital Attack skill + Int mod + MAM vs. Fort) |
If you study an unsuspecting victim for 3 rounds and then make a successful vital attack against him within the next 3 r...
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| End Blood Frenzy | Special Attack | 2 AP | d20! + Berserking skill + Wis mod vs. DC |
You try to end the rage.
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| Enter Blood Frenzy | Special Attack | 4 AP (once/r) | d20! + Berserking skill + Wis mod + PAM vs. DC |
You enter a blood frenzy, temporarily gaining a +4 metabolic bonus to Str, +4 to Con, and +2 to Will defense, but also t...
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| Feint | Special Attack | 5 AP | d20! + Fighting Style - Trickery skill + Dex mod + PAM + EP vs. 10 + opposing Combat Instincts + Wis mod |
You distract your opponent with a feint.\nSkill level 5: You gain a +2 bonus on the feint action check with improvised o...
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| Ghost Attack | Special Attack | As per attack + 3 AP | β |
Ghost Attack: When you are about to make a weapon attack (with a natural, melee, or ranged weapon), you can choose to sp...
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| Penetrating Attack | Special Attack | As per attack + 3 AP | β |
Penetrating Attack: When you are about to make a weapon attack (with a natural, melee, or ranged weapon), you can choose...
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| Psionic Flanking | Special Attack | 0 AP | β |
Psionic Flanking: You can spend 3 PP to gain a +4 flanking bonus against an opponent for 1 round. Note that this does no...
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| Psionic Power Attack | Special Attack | As per attack + 3 AP | β |
Psionic Power Attack: When you are about to make a weapon attack (with a natural, melee, or ranged weapon), you can choo...
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| Vital Stun Attack | Special Attack | Part of vital attack | (Vital attack) plus (d20! + Vital Attack skill + Int mod + MAM vs. Fort) |
By accepting a -2 attack penalty when making a vital attack, you can make a special attack to stun the victim.
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| Wounding Attack | Special Attack | As per attack + 3 AP | β |
Wounding Attack: When you are about to make a weapon attack (with a natural, melee, or ranged weapon), you can choose to...
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