β‘ Actions Compendium
Combat actions, standard reactions, skill activities, and special maneuvers.
304 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 |
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| Survive Weather | General | 1 day (50% time) | d20! + Survival skill + Wis mod vs. DC |
You protect yourself (and others) against severe weather effects.
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| Swim or Dive | Movement | 4 MP per sq | d20! + Athletics skill + Str mod + PAM + 2 x EP vs. DC |
Even without a racial swim speed, you can swim through water (on the surface or under it) by spending 4 MP per sq. You c...
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| Tailing | General | Var | Hide check vs. opposing Spot check |
You try to follow someone by keeping them in sight while remaining unseen. The frequency of checks depends on the distan...
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| Taunt Opponent | Social | 5 AP | d20! + Psychology (Influence) skill + Cha mod vs. Will |
You try to taunt the target into attacking you (in preference to other targets).
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| Teleport | Special Creature | 6 AP | β |
You instantly transport yourself (and your carried belongings) to a location within the same plane.
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| Tell Time | General | 0 AP | d20! + Survival skill + Wis mod vs. DC |
You either estimate the time of day or how much time has passed since a certain point.
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| Tightrope Walking | Movement | Part of move | d20! + Acrobatics skill + Dex mod + PAM + EP vs. DC |
You move at half speed (2 MP per square) along a rope, ledge, or similar narrow surface.
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| Train Animal | General | Var (25% time) | d20! + Animal Empathy skill + Cha mod vs. DC |
You train an animal for a specific purpose or teach it a new trick.
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| Transfer Concentration | Other Supernatural | 6 AP | d20! + Familiar skill or Psicrystal skill + Wis mod + MAM vs. DC |
You transfer concentration on an active spell to your familiar. This leaves you free to perform new actions, and the tra...
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| Transfer Power from Pool | Other Supernatural | 1 r per PP | β |
You transfer PP from an attunable power pool (with which you have been attuned) to yourself.
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| Transfer Power to Pool | Other Supernatural | 1 r per PP | β |
You transfer PP from yourself to a rechargeable (or attunable) PP pool.
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| Treat Condition | General | Full round | d20! + Healing skill + Wis mod + MAM vs. DC |
You try to help a creature recover from a debilitating condition. See the Difficulties for a list of treatable condition...
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| Treat Disease | General | 10 min | d20! + Healing skill + Wis mod vs. DC |
You help a creature recover from a disease.
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| Treat Mental Condition | General | 1 h | d20! + Psychology (Psychoanalysis) skill + Wis mod vs. DC |
You try to help a creature recover from mental conditions.
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| Treat Patient | General | 1 day (25% time) | d20! + Healing skill + Wis mod vs. DC |
You treat your patients with great care and try to aid their recuperation.
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