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 βΌ Z-A | Category β | AP Cost / Time β | Check β | Description | Action |
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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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| Fatal Aria | Other Supernatural | 9 AP | d20! + Body & Mind skill + Cha mod + MAM vs. Will |
Your music is so perfect that the target may die of joy or sorrow.
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| Fascinating Song | Other Supernatural | 9 AP | d20! + Perform skill + Cha mod + MAM vs. Will |
While playing music, you can focus on certain targets and fascinate them. It will not work on creatures distracted by co...
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| Extract Residuum | Other Supernatural | 1 day (50%) | d20! + Enchant Item skill + Int mod vs. (10 + item's PL) |
You try to disenchant an item, extracting its magical essence as residuum.
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| Escape Hold | Defense | See below | d20! + Acrobatics skill + Str or Dex mod + PAM + EP vs. DC or grapple check |
You attempt to escape from some sort of hold or entanglement. This action can also be used to pass through a tight space...
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| Escape Bonds | General | 1 min | d20! + Thievery skill + Dex mod + PAM + EP vs. DC |
You try to escape bonds or manacles.
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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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| Entangling Attack | Melee Attack | As per attack + 3 AP | (Weapon attack vs. DeC) + (d20! + Fighting Style - Trickery + Int mod + PAM vs. Ref) |
You use your weapon to slow an opponent down or even prevent him from moving.
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| Enhance Mind Blade | Other Supernatural | 5 AP | (d20! + Soulknife skill + Wis mod + MAM) |
You enhance a manifested mind blade with magic weapon powers corresponding to a PL of your skill level or less. You have...
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| Energy Ray | Special Creature | 6 AP | d20! + Ray Attack skill + Dex mod + PAM vs. DeC |
You fire a ray of energy at a target within range.
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| Energy Breath | Special Creature | 6 AP (once/r) | d20! + Area Attack skill + Dex mod + PAM vs. Ref |
You expel a cone of the appropriate energy type through your mouth.
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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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| Enchant Item | Other Supernatural | Var | d20! + Enchant Item skill + Int mod vs. (10 + item's PL) |
You use this skill to enchant one or more supernatural objects.
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| Emulate Magic | Other Supernatural | As per device activation | d20! + Pseudomagic skill + Cha mod + MAM vs. DC |
You try to use or activate a magic device that you would normally not be able to use. You must consciously choose which,...
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| Empty Body | Other Supernatural | 5 AP | d20! + Ki - Mobility skill + Wis mod + MAM vs. DC |
You become ethereal and can remain so as long as you pay the PP cost.
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