Actions are different ways to overcome obstacles. Every PC has 0-3 dots in each of 9 actions: Operate, Study, Tinker, Attack, Maneuver, Skulk, Attune, Command, & Sway.
An action is the key stat in an action roll. The 1st step is always matching a PC’s action to an action stat. The chosen action’s rating then sets the initial dice pool.
Every action is a verb used in its normal sense. If the verb works in a sentence to describe what a PC is doing, a player can make an action roll with it.
This means that:
- Actions are very broad
- Some actions overlap
Note that the following are only examples. Each action covers countless other possibilities.
Insight Actions
Prowess Actions
Resolve Actions
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Notes on actions:
- Players choose actions. The GM can suggest an action for a roll, but the player has the final say.
- However, the GM determines an action’s effectiveness. The same obstacle might be easier or harder to overcome with two different actions. Tinkering with a padlock to pick it will likely be more effective than Attacking it with bare fists.
- Particularly ineffective actions may put the PC in a bad starting position when rolling. If a PC chooses to Attack the gang of wasteland marauders rather than Skulking quietly around their camp, they’ll be in a tighter spot. They can roll to Attack, but they’ll be down -1D to start.
- Some actions may even be impossible, with no chance of success. In most settings, a character can’t roll to jump to the moon. When something is impossible, nothing happens, and there’s no roll. The player has to pick a new approach.
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