Rule

Action Economy

How your turn is divided into Actions, Bonus Actions, Free Actions, and reactions - and what each thing you do costs.

Everything your character does in combat is paid for out of a turn's worth of effort. That effort is measured in Actions, Bonus Actions, and Free Actions. Some things you do - like swinging a sword - are cheap; others - like wrestling a foe to the ground - eat up most of a turn. Knowing what each thing costs is the key to getting the most out of every turn.

Action Types

Everything you do is rated by how long it takes. From quickest to longest:

  • Bonus Action - a quick task that takes no more than a second. Examples: Aim, Assist, Dodge, Toss Item.
  • ½ Action - a short task that takes no more than a few seconds. Examples: Attack, Feint, Guard, Quick Spell.
  • 1 Action - a standard task that takes a few seconds. Examples: Disarm, Hide, a typical Ability.
  • 1½ Action - a lengthy task that takes less than ten seconds. Examples: Aid, a Complex Spell.
  • Full Action - a long task that takes more than ten seconds. Example: a Very Complex Spell.
  • Extended Action - a very long task that can take several minutes. Example: donning or doffing armor.

A turn holds roughly two ½ Actions' worth of effort, which is why a basic Attack (a ½ Action) can be made more than once in a turn. Sitting below this ladder is the Free Action: drawing a weapon, dropping an item, or consuming a potion is free the first time each turn, and costs a Bonus Action after that.

Most Actions can only be taken on your own turn. Reactions are the exception: they are paid for with Bonus Actions and can be taken outside your turn. You may spend your character's Abilities and Spells in place of the basic Actions below.

Slowing and Quickening Actions

You can always Slow an Action. A Slowed Action takes one step longer to perform, which is occasionally exactly what you want - taking Aim as a ½ Action instead of a Bonus Action, or, when your Actions have been Quickened, slowing one back down to hold on to your Bonus Actions.

Some abilities Quicken Actions instead, shifting them one step faster. The middle column below is an Action's standard pace; the left column is where it lands when Slowed, and the right column when Quickened:

Slowed Standard Quickened
½ Action Bonus Action Bonus Action
1 Action ½ Action Bonus Action
1½ Action 1 Action ½ Action
Full Action 1½ Action 1 Action
Full Action Full Action ½ Action

Movement

Moving around the battlefield is a vital part of play, and you have many ways to maneuver. Your Movement speed is your character's base Speed, determined by race. Armor and other equipment may slow you down. Athletics levels increase your Run and Sprint speeds by the Athletics level in meters.

As part of a Walk, Run, or Sprint, you may leap over obstacles no higher than half your height (and up to one meter across). Leaping spends Movement as if you had moved over the ground. Scaling bigger obstacles requires you to Jump while moving.

Basic Movement

Movement Cost Effect
Step Bonus Action Step up to 2 meters.
Walk ½ Action Move up to 1/3 your Speed in meters.
Run 1 Action Move your full Speed in meters.
Sprint 1 Action + 1 Bonus Action Move your full Speed + AGI roll (and bonus) in meters.

Difficult Terrain costs you half your Movement Speed, and Step distance is likewise halved. You gain no extra Movement for leaving difficult terrain with meters left in a Movement Action. Examples include waist-deep water (depending on your height), thick undergrowth, and icy, very muddy, or rocky ground.

Climbing, Crawling, and Swimming

Movement Cost Effect
Climb 1 Action Climb up or down up to your AGI die size in meters.
Crawl 1 Action Crawl at a Speed equal to your AGI die size / 2. You must be prone to crawl.
Swim 1 Action Swim at a Speed equal to 1/3 of your Speed (also used for diving and moving underwater).

While climbing, both your hands are unavailable; when you begin a Climb you Stow held items as a Free Action. If you stop mid-climb, you may Draw and Stow a weapon, attack, cast spells, and perform Abilities and Actions that don't make you move - unless you are about to Jump. While Crawling or Swimming, you cannot take other Movement Actions and must keep using Crawl or Swim until you stand up. When swimming, if your feet can touch the bottom or you can reach a place to climb out, you may get up or out with the Step Action - spending one meter to get up and another to move afterward.

Jumping

Jumping on its own is a ½ Action, but it can be folded into a Walk, Run, or Sprint, with the jump distance subtracted from that Movement Action's meters.

  • Standing jump: distance up to 1/4 of your AGI Bonus; height equal to your AGI Bonus / 10.
  • Running jump: distance grows by 1 meter for each meter of running start, and height by 1 meter for every 3 meters of running start - up to a maximum of ½ your AGI Bonus in distance and 1 meter of height over the baseline.
  • You may increase your standing and running jump distances by 1 meter for every 5 levels in Athletics or Acrobatics, whichever is higher.
  • If you grab an overhead ledge with a jump, you may add your height to the total jump height.

Standing Up and Going Prone

Action Cost Effect
Stand Up 1 Action You stand up (you can't if someone occupies your space until they move or fall prone).
Fall Prone ½ Action You fall prone.

You cannot fall prone in water that is waist-deep or deeper - you begin to swim instead. While prone you can take actions normally but cannot Dodge.

Basic Combat Actions

These are used mainly in combat but can be used outside it as well; the GM may rule how long an Action takes when Actions aren't being tracked.

Action Cost Effect
Aim Bonus Action Focus your attack on vital points: gain +2 FCS to your next Ranged Attack.
Attack ½ Action Basic Melee or Ranged Attack (see below). May be used more than once per turn.
Brace 1 Action Bolster your defenses: gain double RES to any Defense Rolls until your next turn.
Consume Free Action Consume a potion or remedy, or eat a bite of food. Additional uses require a Bonus Action.
Disarm 1 Action Make a Contested Melee Attack; on success the enemy drops their weapon to the ground.
Draw / Stow Weapon Free Action / Bonus Action Draw or stow a weapon or shield. First use is free; additional uses require a Bonus Action.
Drop / Pick Up Free Action / ½ Action Drop a held item as a Free Action; pick one up off the ground for a ½ Action.
Evade ½ Action Double your AGI Bonus for the first AGI Save or Dodge until your next turn.
Feint ½ Action Roll Deception vs the target's Focus Save; on success gain +5 to hit with your next Melee Attack Roll.
Aid 1½ Action Aid an ally within reach: an Incapacitated ally loses the condition; if Burning, they lose 2 stacks; if Bleeding, roll First Aid and reduce Bleeding stacks equal to (Roll − 10).
Administer 1 Action Administer First Aid (healing equal to your First Aid level) or help a willing creature drink a potion/remedy you possess (they gain its benefits immediately).
Grapple 1½ Action / 2 Bonus Actions Begin or sustain a Grapple (see below).
Guard ½ Action Gain a free Parry or Block against an Attack until your next turn. Usable only once per round.
Hide 1 Action Roll Stealth vs the opponent's Perception; on success you become Unseen to them.
Shove Bonus Action Roll a STR Contest; if the target loses they are moved back half your STR Roll (rounded down, min 1, no bonus) meters and must succeed a STR Save vs your winning roll or fall prone.
Skip / Prepare Skip Turn Refrain from acting to ready a response to a later event (see below).
Throw ½ Action Make a Ranged Attack with a hurled item or weapon; the target may Dodge or Catch it (range below).
Toss Bonus Action Toss a held item weighing no more than half your STR Bonus, up to your STR Bonus in meters.
Trip 1 Action Make a Melee Attack (double FCS Bonus to hit with a Trip weapon); on hit deal normal damage and the target must succeed a AGI Save vs your Hit Roll or fall prone.

The Attack Action in Detail

A basic Melee or Ranged Attack costs a ½ Action and may be used more than once each turn. Your second Attack adds only half your FCS Bonus to hit; your third and subsequent Attacks add no FCS Bonus to hit. These lost bonuses reset at the end and at the start of your turns.

Grapple in Detail

Grappling a foe is an ongoing Strength Contest. Both parties may use Athletics in their rolls; the defender may also use Acrobatics. An ongoing Grapple must be sustained at the start of the Grappler's turn with a Grappling test using 2 Bonus Actions. While Grappled, the target may attempt to break free only once per turn, using a Full Action to roll the Grappling test.

Throw Range

You can throw an item up to your STR Bonus − Item Weight in meters. Weapons with the Thrown(X) property gain additional range equal to X meters.

Skip / Prepare in Detail

When you Skip, you describe the action or event you are preparing for and take no other actions; Skip / Prepare must be your first action on your turn. When the event happens you get a turn to perform the prepared Action. If it happens on another character's turn, you act the rest of your turn after theirs and then move to that spot in the initiative order on later turns. If a full round passes and the event hasn't happened, you may abandon the plan and act normally on your turn.

Reactions

Reactions consume Bonus Actions and can be taken outside your own turn, in response to something happening on the battlefield.

Reaction Cost Trigger / Effect
Dodge Bonus Action When defending against an attack, add AGI Roll + Bonus to your Defense Roll.
Parry Bonus Action When defending against an attack, add STR/AGI Roll + Bonus + the weapon's Parry Rating to your Defense Roll.
Block Bonus Action When defending against an attack, add RES Roll + Bonus + Block Rating to your Defense Roll. Requires a shield.
Attack of Opportunity Bonus Action When an enemy within reach tries to leave your zone of reach with a Movement Action, attack them with the basic Attack Action. Movement after a Disengage does not provoke it.
Disengage Bonus Action Safely retreat from melee without provoking reactions. You must take a Movement Action directly after Disengage for it to work.
Catch Bonus Action Attempt to catch a thrown or tossed item about to hit you (see below).
Interrupt 2 Bonus Actions Interrupt an adjacent enemy (e.g. casting a spell or readying a ranged attack) with a Melee Attack roll. They roll Defense and may Dodge; on a hit, their Action is lost and you deal Attack damage.

Catch in Detail

To catch a Thrown Weapon, use Catch after the Hit is resolved; you must have a free hand. As part of Catch you may drop a held item as a Free Action. For a thrown weapon or item, make an AGI + FCS Save (with bonuses) against the Attack; on success you catch it with your free hand. To catch a tossed item or weapon, succeed on a FCS Check vs 15 + item weight or take (item weight × 2) Crushing damage. For a weapon, add WD to the damage and change the damage type to the weapon's; on a failure the tossed/thrown item also falls to your feet.

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