Action Traits

Action Traits

Some Actions may have one or more Traits attached to them and are presented in green. Traits allow Actions to interact with other rule elements of the game. The following are a list of important Traits and how they may impact the Actions that have them.

AttackActions with the Attack trait indicate that the Action is aimed at an opponent and likely requires an Opposed, Conflict, or Attack Test.

Defense – Actions with the Defense trait indicate that the Action is used as a Defense against an Attack.

Ego – Actions with the Ego trait are mental attacks based on using wit and insults to lower an opponent’s self-esteem and confidence.

Fear – Actions with the Fear trait are spiritual attacks based on using fear and intimidation to strike at an opponent’s courage and morale.

Free – Actions with the Free trait do not count as an Action for a character’s turn in combat. You can take a few Free actions each combat round within reason. The GM has the final say on what is too many Free actions.

Initiative – Actions with the Initiative trait modify the turn order during combat.

Melee – Actions with the Melee trait require that the actor be currently adjacent to and Engaged in melee with the target of the action.

Move – Actions with the Move trait indicate that they are related to movement or can be performed in place of a Move action. Characters may make one action with the Move trait during their turn in combat, such as a Stride, Balance, Climb, or Swim action.

Rank # – Actions with the Rank trait require characters to achieve the specified Training Rank in the Skill before they are able to take that action. These actions represent advanced knowledge and training. Actions are either Trained (2), Expert (4), Master (6), or Legendary (8).

Ranged – Actions with the Ranged trait target an opponent at a distance.

Reaction – Actions with the Reaction trait are actions that can (or must) be taken when the listed prerequisites are met, even when its not the character’s turn.

Social – Actions with the Social trait indicate they are used to interact with NPCs in social encounters. GMs will typically only call for Tests if PCs are trying to get something (e.g. information, support, or items) from a cautious NPC. Allies typically give information and support freely.

Stance – Actions with the Stance trait represent specific postures, footwork, or mindsets to support particular actions. The effect of Actions with the Stance trait always last until the beginning of your next turn.

Trick – Actions with the Trick trait are mental attacks based on using deception, illusion, and trickery to confuse and disorient an opponent.