Actions

Actions

Actions are how characters interact with the game world. Some Actions can be performed without a Test, these are called Basic Actions. Most Actions in the game, however, are governed by a specific Skill. The probability of success for a given Action and the quality of that success is usually determined by a character’s Rank in the skill being tested.

Envision the Outcome

For the sake of brevity, there are limited descriptions for the outcomes of the Actions listed in this chapter. Players and GMs are encouraged to formulate a logical reason for the outcome of any Action. For example, if your character took the Dash action and you rolled a 20 on the Athletics Complex Test. You and your GM might agree that there was an unforeseen tree root sticking out of the ground, and your character might accidentally trip over the root while dashing forward. To avoid tripping over the root and falling Prone, you then need to roll a Reflexes Basic Test, as indicated in the Action description.

Envisioning a narrative for the outcome of an activity is a major source of fun when playing a roleplaying game. By adding and discussing these narrative elements as they occur, everyone gets a chance to contribute to the story of the game world. While the GM has the final say in what is “true” in the world, the players are encouraged to participate in the narration of events surrounding their characters.

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 they have the potential to inflict damage on an opponent or apply negative conditions. Some conditions provide bonuses or penalties for actions associated with attack rolls or defense rolls. This trait indicates that the Action is subject to those modifiers.

Attention – Actions with the Attention trait involve focus and concentration. These Actions typically require the character to spend Attention points to use the action. One or more symbols are listed to indicated how many Attention points the Action costs to activate. After the Action is declared, they must deduct the listed number of points from their current Attention value. A character’s Attention cannot be reduced below 0 in this way.

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. Characters may make one free 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.

Reaction – Actions with the Reaction trait are required actions that must be resolved when certain conditions are met, such as Endure and Persevere, or Block, Parry, or Dodge for Defense Rolls.

Stance – Actions with the Stance trait represent specific postures and footwork to support particular defenses and reactions. The effect of Actions with the Stance trait always last until the beginning of your next turn.

Travel – Actions with the Travel trait represent options for moving through the wilderness in Journey Mode. As long as everyone in the party each take an action with the Travel trait, the party can move forward together during a journey Period.

Action Format

Each available Action listed in this book has the following format:

Action Name  [Action Modes] [Mode Icons] [Action Traits]
Requirement: Any requirements that must be true before this action can be taken.
Description of the action and any additional rule elements related to using that action.

Resolution: Test type and skills or resistances tested.

Weak Success
or Success

Strong Success
Great Success

Complication
Failure
Critical Failure


Each Action is also tagged by one or more of the four game modes: Combat, Exploration, Journey, and Sojourn. The mode icon will also correspond to the listed game modes. The listed mode(s) indicate in when you are likely to use that action and how long it takes to execute that action. Combat actions typically take 1 Round to perform, resolving within 6 seconds. Exploration actions typically take 1 Activity to perform, taking about 10 minutes. Journey actions typically take one Period (6 hours) and Sojourn actions typically take 1 Day to resolve. For more information about timing, see Tracking Time (Chapter 6).

The mode icons are followed by the Action Traits as listed in the previous section.

The Requirement section, if present, lists any circumstances that must be in place before this Action is capable of being executed, such as being engaged in melee with an enemy or being within a specified distance.

The Resolution of an Action will list the Skills or Resistances that are involved in the Test as well as an icon to indicate the type of Test that is performed.

Test Resolution Formats
Basic Test: [Actor Skill]
Complex Test: [Actor Skill]  
Opposed Test: [Attacker Skill]  [Defender Skill(s)]
Conflict Test: [Attacker Skill]  [Defender Skill(s)]
Attack Test: [Attacker Skill]  [Defender Skill(s)], [Resistance] – [Tolerance]

Basic and Complex Tests simply indicate the Skill or Resistance that is to be tested.  Opposed, Conflict and Attack Tests will list the Skill that the Actor uses on the left and the Skill or Resistance the defender uses on the right. Attack Tests will also list the Resistance the defender can roll to avoid receiving damage and the Tolerance to which final damage is applied.

For example, Deceive  Resolve, indicates a Conflict Test where the Attacker rolls a Deceive test and the Defender rolls a Resolve test.

Each of the different possible outcomes are then listed after the Resolution. If the Complication outcome is absent, then treat a result of 1 on the die as a Weak Success. The GM is then encouraged to introduce their own additional obstacle to the scene.  Even if the Complication outcome is listed, the GM can override that outcome for a choice that makes more sense given the current circumstances.

Basic Actions

Basic Actions are not associated with any specific Skill. Anyone can attempt these actions if they meet the requirements. The following is a list of Basic Actions.

Crawl [Combat]   [Move]
Requirement: You are prone.
You move slowly while staying low to the ground.  You move 1 square and remain Prone.

Delay  [Combat]    [Initiative]
Requirement: Your turn has started, but you haven’t taken any actions.
You choose to delay your turn until later in the round.  You take no actions now but may choose to take your turn after any combatant in the initiative order. If the round ends without you taking your turn, you can continue to Delay into the next round and do not roll initiative for the next round.

Draw  [Combat]    [Free]
You can use this action to draw or stow a weapon or item from within reach. You can only do this once per round for free. Any additional weapons or items drawn count as a normal Action.

Dive  [Combat]    [Move]
Requirement: You are standing.
You dive and drop to the ground. You are now Prone.

Drop  [Combat]    [Free]
You drop an item from your hand.  The item is now in the square at your feet and requires an Interact action to pick it up.

Interact  [Combat]    
You interact with an object in the environment. This might be opening a door, kicking over a table, or picking up an object from the ground. Complex objects might require more than one round to interact with them.

Ready  [Combat]    [Initiative]
Requirement: Your turn has started, but you haven’t taken any actions besides a Stride.
You choose to ready an Action that will occur outside your turn. You cannot ready a Move or Stance action, but you can ready a Dash. Tell the GM what you intend to do and what events will trigger the readied action. If and when the event occurs before your next turn, your action takes immediate effect.  For instance, if you Ready an action with your bow to Fire at the first opponent that is visible around a corner. Then when an opponent Strides around the corner, you get to resolve your Fire action. After the action is resolved, the opponent may continue the rest of their turn. If the round ends without your triggered action taking effect, you can choose to continue to Ready the action. If you do so, you do not roll initiative in the next round and otherwise forfeit your next turn. You can instead choose to drop your Ready action and roll initiative normally.  You can, of course, choose to Ready an Action again on your turn.

Stand  [Combat]    [Move]
Requirement: You are prone.
You try to climb back to your feet. Any Engaged enemies get a free and immediate Strike or Pummel action against you with a -2 penalty. You suffer the normal penalties of being Prone (-2 condition penalty to Defense Rolls) during these attacks. You then rise to your feet and are no longer Prone.

Stride  [Combat]    [Move]
You move a number of squares up to your Speed. You can only take this Action once per round. You may take another declared Action anytime during this movement. Additional movement during a turn can be achieved through the Dash action (see the Athletics Skill). You can combine this Action with a different type of Move Action, such as taking a Stride to a ladder and then using your normal Action to Climb it. You can also Withdraw as part of a Stride action.

Trek  [Journey]   [Travel]
You travel through the wilderness towards your destination, making progress on the region map. This action is for those that are following the party’s Guide, who takes the Escort action to lead the group through the wilderness (see the Survival skill).

Withdraw  [Combat]    [Reaction]
Requirement: You are Engaged in melee with at least one opponent and are trying to move away from one or more of those opponents.
You attempt to withdraw from melee combat with each opponent. You roll a Basic Test with your choice of Block, Dodge, or Parry Skill. If there are multiple opponents Engaged with you, you have a -1 penalty for each additional opponent beyond the first. You will likely Withdraw as part of a Stride, for instance, you can Stride and become Engaged with an opponent, attack that opponent, then move away if you are successful with the Basic Test.
Resolution:  Block, Dodge, or Parry
– You are no longer Engaged with your opponents. You can now move away from all opponents unless you become Engaged with a different opponent.
 – You remain Engaged in melee with the opponents. You can still move to a new square as long as you remain adjacent and Engaged to all opponents you were previously Engaged.
 – You find yourself in a worse position. You remain Engaged in melee with your opponents and you are Exposed 2 until the beginning of your next turn.

Recovery Actions

The following list of Actions are for the recovery of Tolerances (Stamina, Attention, and Courage).

Awaken  [Journey]  
Requirement: You are not Hopeless. You can take this action only once per day immediately after a full night’s sleep, either during Sojourn mode or after a Rest action.
You take a moment to reflect on your life and the prospects ahead of you. This action takes one Activity (10 minutes).
Resolution: Resolve  

 – You are encouraged by the start of a new day. You recover 1 point of Courage.
 – As above, except you recover 2 points of Courage.
 – As above, except you recover 3 points of Courage.
 – As above, except you recover 4 points of Courage.
 – Your resolve is failing, and your path forward appears uncertain.
 – You feel that everything is failing around you. You take 1 point of Courage damage.

Breathe  [Exploration]  
Requirement: You have recently taken Stamina damage.
You take a moment to endure the ache of your cuts and bruises, breathing through the pain. This action can only be taken following an event that caused Stamina damage and must be performed within an hour following that event. This action can be taken multiple times consecutively within that hour but cannot be resumed if the action is interrupted.
Resolution: Resilience  

 – You recover 2 point of Stamina and may remove the Exhausted condition.
 – As above, except you recover 4 points of Stamina.
 – As above, except you recover 6 points of Stamina.
 – As above, except you recover 8 points of Stamina.
 – You fail to fight through the pain and gain no relief.
 – You focus too much on the pain and lose some hope; you take 1 point of Courage damage.

Focus  [Combat]    [Attention]
You spend a moment to concentrate on your surroundings and recover your Attention.
Resolution: Resolve 

 – You recover some amount focus, you recover 2 point of Attention.
 – As above, except you recover 4 points of Attention.
 – As above, except you recover 6 points of Attention.
 – As above, except you recover 8 points of Attention.
 – You fail to focus and concentrate completely, you only recover 1 point of Attention.
 – You completely lose your concentration, you are now Exposed 2 until the beginning of your next turn.

Recenter [Journey]     
Requirement: You are currently affected by the Stressed condition.
You spend some time in quiet thought and reflection. You might perform a repetitive task, like chopping wood, or you might simply sit quietly and meditate. See Attention and Stressed (page XXX) for more information.
Resolution: Resolve

– You find your focus and reduce your stress. Your Stressed condition is removed.
 – You fail to center yourself or regain your focus.
 – You only dwell deeper into your stress and anxiety; you take 1 point of Courage damage.

Refocus  [Exploration]  [Attention]
You spend a moment to concentrate on your surroundings and recover your Attention.
Resolution: Resolve

– You refocus yourself. Your Attention recovers to its maximum value.
 – You fail to fully concentrate, but the time allowed your mind to settle. You recover half of your maximum Attention (rounded down).
 – You cannot take your mind away from recent events; you take 1 point of Attention damage.

Rest [Journey]     
You lay down to get some sleep. Each character must sleep once per day, or they become Weary. If there is inclement weather, the GM may apply a -4 penalty, unless you are sleeping in a tent. The quality of the campsite might also grant a bonus or impose a penalty to this roll.
Resolution: Resilience  
 – Something happens in the middle of the night that disrupts your sleep. You regain only half your maximum Stamina (rounded down) and may remove the Exhausted and Weary conditions. Envision the event that caused your disturbance.

– You get some good sleep. Restore your Stamina to maximum and remove the Exhausted and Weary conditions. If you are not Hopeless, you may recover 1 point of Courage as well.
 – You got only enough sleep to stave off additional fatigue. You may remove the Exhausted condition and regain 1 Stamina.
 – You had a stressful and uncomfortable night. You regain no Stamina and are now Weary until you successfully Rest.

Skill Actions

Most Actions in the game are Skill Actions. Characters use their Skill Rank in the associated Skill to determine success on any action related to that Skill. Each Skill is listed below with the two Attributes associated with that Skill. Each Skill also lists a number of Actions that can be performed with that Skill.  GMs are encouraged to call for Tests on character’s Skills whenever characters perform an Action that is not explicitly listed in this chapter and the outcome of that Action is uncertain.

The next section is arranged alphabetically by the name of the Skill. Below each Skill is a short description of the activities governed by that Skill in game. Skills marked with an asterisk (*) have subcategories. Characters will have separate Ranks for each of the various subcategories within that Skill. They cannot add Training Ranks to the Skill itself, but only to one or more of the subcategories.  An extensive description of each Action governed by that Skill is then listed.

Skill Listing

Athletics

(Strength , Agility )
This skill is used for running, jumping, climbing, swimming and otherwise pushing one’s physical body to its limit. 

Balance  [Combat, Exploration]     [Move]
You attempt to cross a narrow, uneven, or slippery patch of ground.
Resolution: Athletics 

 – Move 1 square across the dangerous surface.
 – Move 2 squares across the dangerous surface.
 – Move half your speed (rounded down) or 2 squares across the dangerous surface.
 – Move your speed across the dangerous surface.
 – You fail to make any progress, but you avoid falling.
 – Roll Reflexes or fall Prone.

Break  [Exploration]  
You attempt to use strength and leverage to break down a door or other object. The GM might apply a bonus or penalty based on the difficulty of the object.
Resolution: Athletics 

 – You succeed in breaking down the object. If it was a container, you have incidentally ruined the contents.
– You successfully break the object down or open.
 – You fail to break the object down or open. If you are in a dangerous location, the noise might have attracted attention.
 – You fail to break the object down or open. If you are in a dangerous location, you automatically attract unwanted attention.

The following table shows typical situation modifiers based on the material type.


Material
Break
Modifier
Paper / Plant+8
Fabric / Cloth+4
Wood / Plaster+0
Stone / Masonry-4
Steel / Iron-8

Climb  [Combat, Exploration] [Move]
You try to climb up a vertical surface. The GM may add a modifier based on the difficulty of the climb, like adding a +4 bonus to climb a ladder, but a -4 penalty to climb a rock wall. If it is a particularly easy ascent, and your character is not rushed for time, you may not need to make a test at all. Easy climb tests are typically reserved for tense situations, like in combat.
Resolution: Athletics 

 – Move 1 square vertically, but then you come across an obstacle in your path.
 – Move 1 square vertically.
 – Move up to 2 squares vertically.
 – Move up to half your speed (rounded down) vertically.
 – Move up to your speed vertically.
 – You fail to make progress.
 – Roll Reflexes or fall Prone.

Dash  [Combat]     
You push yourself to move faster with a burst of agility. By taking a Dash action, the character can make some additional movement this turn (when combined with a Stride or other Move action).
Charge: If you are engaged in melee with an opponent, at the end of the Dash action you may make a Pummel or Strike action with a -2 untyped penalty. This ends your movement.
Resolution: Athletics 

 – Move half your speed (rounded down).
 – Move your speed.
 – Move your speed + 1 square.
 – Move your speed + 2 squares.
 – Move 1 square.
 – Move 1 square, then roll Reflexes or fall Prone.

Jump  [Combat, Exploration]   
You attempt to leap across a gap or dangerous terrain, or leap up to grab something out of reach. You must move at least 2 squares to get a running start, or you have a -4 penalty to this roll.
Resolution: Athletics  

 – You barely leap 2 squares horizontally. If this would clear a gap. Roll Reflexes , with a success you land on the edge; failure and you barely caught the edge with your hands and now hang over the edge and need to Climb up.
 – You leap up and move 2 squares horizontally, or 2 feet (60 cm) vertically.
 – You leap up and move 3 squares horizontally, or 3 feet (90 cm) vertically.
 – You leap up and move 4 squares horizontally, or 4 feet (120 cm) vertically.
 – You leap up and move 5 squares horizontally, or 5 feet (150 cm) vertically.
 – You leap up and move 2 squares horizontally, or 1 feet (30 cm) vertically. If this doesn’t clear the gap, you fall.
 – You leap 1 square horizontally and roll Reflexes or fall Prone.

March  [Journey]  [Travel
Requirements: You have already traveled at least two Periods this day.
You push yourself to march an additional Period today. This counts as a Trek action, but you must make a Basic Athletics test with a -2 penalty to see if you get Weary.  If you have already taken a March action today, the penalty is -4 instead.
Resolution: Athletics -2 

 – You are able to push yourself one more Period without straining yourself. You Trek normally.
 – You push yourself to the brink for one more Period, you Trek normally but are now Weary.
 – You try to push yourself forward, but do not make any progress. The Trek action fails, and you are now Weary.

Swim  [Combat, Exploration]    [Move]
You attempt to push yourself through the water. The GM may add a modifier based on the turbulence of the water, like adding a +4 bonus in a calm pool, but a -4 penalty in a stormy sea.
Resolution: Athletics  

 – Move 1 square through the water.
 – Move 2 squares through the water.
 – Move half your speed (rounded down) or 2 squares through the water.
 – Move your speed through the water.
 – You fail to make progress.
 – You sink under the water until you succeed on a Swim action. You begin to drown, see Drowning (page XXX).

Block

(Endurance , Coordination )
This skill is used for combat defense rolls that involve using a shield to block enemy attacks.

Block  [Combat]     [Reaction]
You prop up your shield to try and block an attack. This is used as a Defense Roll against physical attack actions, such as Strike or Pummel.  You can use this option against ranged attacks only if you have taken the Brace action previously on your turn.
 – The enemy’s attack crashed through your shield. It is now Broken and needs to be repaired.

Brace  [Combat]     [Stance] [Attention: ] [Rank 2]
You brace your shield against attack. You gain a +2 situation bonus to Block defense rolls until the beginning of your next turn. You can also use Block on defense rolls against ranged attacks during this time.

Shield Bash  [Combat]     [Attack] [Melee] [Attention: ] [Rank 4]
You bash your opponent with your shield. You take a Strike action with your weapon and follow that up with a bash with your shield. Make a second free Strike action with a -2 situation penalty using your Block skill instead of your Fighting skill.

Brawl

(Agility , Coordination )
This skill is used for making unarmed attacks and various wrestling actions.

Breakout  [Combat]    [Melee]
Requirement: An opponent is applying the Grappled or Restrained conditions on you.
You attempt to break free from the Grappled or Restrained conditions. Even though you are initiating the action, you are considered the Defender for the purpose of a tie.  You have a -2 penalty on your roll if you are Restrained. If you are Grappled or Restrained by multiple opponents, have each opponent make an opposed roll against you and resolve each individually.
Resolution: Brawl  Brawl

– You are no longer Grappled or Restrained by that opponent.
 – You remain Grappled or Restrained by that opponent.
 – You somehow maneuver yourself into a worse position. You are now Restrained by that opponent if you were not before.

Clash [Combat]     [Attack] [Melee]
Requirement: You are Engaged in melee with an opponent that is Grappled or Restrained by you.
You punch and kick your opponent as the two of you wrestle for dominance in a physical struggle.
Resolution: Brawl  Brawl, Resist: Hardiness, Damage: Stamina

Grapple [Combat]     [Attack] [Melee] [Attention: ] [Rank 2]
Requirement: You must have a free hand.
You attempt to grab your opponent and hinder their movements.
Resolution: Brawl  Brawl

– Your opponent is now Grappled and one of your hands is holding onto them. If you move away from your opponent or take any action besides Clash, Grapple, or Restrain, your opponent is no longer Grappled or Restrained by you.
 – You fail to get a firm grip on your opponent.
 – You fail to grab your opponent and overreached, you are Exposed 2.

Pummel [Combat]    [Attack] [Melee]
Requirement: You must have a free hand.
You punch and kick your opponent with an unarmed attack. This attack has a -2 damage penalty and is considered non-lethal, these penalties can be ignored if you are Rank 6 or greater in Brawl.
Resolution: Brawl  Block or Dodge, Resist: Hardiness, Damage: Stamina

REstrain   [Combat]     [Attack] [Melee] [Attention: ] [Rank 4]
Requirement: You must be Engaged in melee with a Grappled target. You must either have your second hand free (with the first applying the Grappled condition to your target) or one hand free and an ally is applying the Grappled condition to the target.
You attempt to leverage your body into a holding position to restrain them in place.
Resolution: Brawl  Brawl

– Your opponent is now Restrained and one or both of your hands is restraining them. If you move away from your opponent or take any action besides Clash, your opponent is no longer Grappled or Restrained by you.
 – You fail to get a holding position on your opponent.
 – You fail to hold your opponent and you lose your grip. If you were applying the Grappled condition to your opponent, they are no longer Grappled by you.

Shove [Combat]    [Attack] [Melee] [Attention: ] [Rank 2]
Requirement: You must have a free hand.
You attempt to push an opponent back and away from you. An opponent moved away from you by this Action is no longer Engaged in melee with you. However, if you choose, you can move with your opponent and remain Engaged.
Resolution: Brawl  Brawl

 – Push an enemy away from you 1 square into a square of their choice.
 – Push an enemy away from you 1 square into a square of your choice.
 – As above, but they are moved 2 squares.
 – As above, and they must roll Reflexes or fall Prone.
 – You fail to shove your opponent back.

Trip [Combat]     [Attack] [Melee] [Attention: ] [Rank 4]
Requirement: You must have a free hand.
You attempt to push and kick at your opponent’s feet to hinder their stance and footing.
Resolution: Brawl  Reflexes

 – Your opponent is Exposed 2.
 – Your opponent is Exposed 4.
 – As above, but they also take  1d6 points of Attention damage.
 – As above, and they must roll Reflexes or fall Prone.
 – You fail to hinder your opponent.

Command

(Willpower , Charisma  )
This skill is used demonstrate authority or leadership over others or lead them in combat, whether they be allies under your command, or foes who have been defeated in combat.

Demand [Combat]     
Requirement: An enemy within 6 squares from you is Exhausted and you have the potential to inflict harm upon them.
You make a demand of a compromised enemy. You can demand that they surrender or flee. The GM may determine that some enemies cannot be manipulated with the Command skill, perhaps due to fanaticism or a particularly powerful will.
Resolution: Command  Resolve

– The opponent drops their weapon and surrenders to your mercy or flees during their next turn at your behest.
 – The opponent refuses to surrender or flee, fighting on.
 – The opponent refuses your demand, and you feel slighted by their response. You are now Distracted 2.

Direct [Combat, Exploration]   
Requirement: There is a frightened or aimless NPC, or a frenzied mob or crowd within 6 squares from you.
You attempt to give a simple command or instruction to an NPC, crowd, or mob. This action can also be taken to direct the actions of followers or a companion; however, no test is usually required unless the request goes against their nature or morals.
Resolution: Command  Resolve

– The NPC or crowd will attempt to carry out your order to the best of their abilities.
 – The NPC or crowd refuses or is too scared to follow your order.
 – The NPC or crowd refuses your command and might even work against you.

Lead [Combat]     [Attention: ] [Rank 2]
Requirement: Can only affect targets up to 6 squares from you.
You shout commands and suggest courses of actions to your allies in the hopes to motivate them and build teamwork.
Resolution: Command 

 – The nearest ally is Motivated 2.
 – One ally of your choice is Motivated 2.
 – Two allies of your choice are Motivated 2.
Three allies of your choice are Motivated 2.
 – Your commands go unheard or otherwise fail to motivate your allies.

Craft*

(Coordination , Intelligence )
This skill is used to craft and repair items of various types. Craft is a category skill, with subcategories based on various disciplines and manner of construction.

Each subcategory of Craft has a different set of actions and activities associated with them.

Craft Subcategories

  • Baubles – (Create, Repair) The creation of decorative items, such as scepters, wands, jewelry, and other baubles.
  • Bows – (Create, Repair) The creation of bows, crossbows, arrows, bolts, and other ranged weapons.
  • Carpentry – (Build, Create, Repair) The creation of wooden items, such as furniture or the framing of a building.
  • Culinary – (Brew, Cook, Preserve)) The creation of meals, drinks, and rations.
  • Literary – (Create, Repair, Write) The creation of written items, such as scrolls, books, and other forms of the written word.
  • Masonry – (Build, Create, Repair) The creation of stone objects and structures, such as walls, buildings, and wattle & daub.
  • Metalwork – (Build, Create, Repair) The working of metal, mostly for tools, armors, and weapons.
  • Snares – (Build, Ensnare, Create, Repair) The creation of snares and traps.
  • Textiles – (Create, Repair, Tan) The tanning of hides into leather, cloth into clothing, and the creation of leather armors and leather goods.

Brew [Journey]    [Rank 4]  
Requirements: You have an empty large keg, 10 units of Vegetables or Grain (in any combination), and 10 units of Water (or a nearby water source).

You use raw edible resources to craft a delicious brew of cider, ale, beer, or wine. You add the raw resources into the large keg and must let it ferment. Roll 2d6 to determine the number of Fermenting Days. At the end of each day, reduce this number by 1. When the Fermenting Days reaches 0, roll a Complex Test to determine the quality and quantity of the final drink.

Resolution: Craft (Culinary)
 – You created 6 units of regular Alcohol (beer, ale, cider, or wine). Drinking this alcohol in Combat (as an Action, typically from a wineskin) grants a +2 condition bonus to Resolve rolls for one Activity (10 minutes). Additional and excessive drinking may result in penalties to Agility, Perception and Intelligence based skills (as determined by the GM).
 – As above but you created 8 units of regular Alcohol.
 – As above but you created 12 units of regular Alcohol.
 – You created 2 units of Fine Alcohol. Fine Alcohol has the same effect as regular Alcohol above, but drinking this brew also grants the imbiber +2 temporary Courage points that disappear if not spent or absorbed by damage within the next Activity (10 minutes). These points can also temporarily suppress the Hopeless condition.
 – You created 4 units of regular Alcohol.
 – You find that you have ruined the contents, leaving nothing but a poisonous undrinkable sludge inside.

Build [Journey, Sojourn]    [Rank 2]  
You begin or continue work on a building project. If you are building a camp amenity, the process takes 1 Period. See Base Camp in Chapter 6 (page XXX) for more information about building a Base Camp.

If you are building a stronghold structure, the process takes 1 day of downtime. See Building Strongholds in Chapter 6 (page XXX) for more information about building a Stronghold.

Resolution: Craft (subcategory based on building)

 – You make some progress on your project. Decrease the number of Building Days by 1. An unforeseen event happens at the work site.
 – You make some progress on your project. Decrease the number of Building Days by 1.
 – As above but decrease the number of Building Days by 2.
 – As above but decrease the number of Building Days by 3.
 – As above but decrease the number of Building Days by 4.
 – You fail to make progress on your project.
 – You fail to make progress on your project and a mistake will cost you extra time. Increase the number of Building Days by  d6.

Cook [Journey]       
Requirements: You have 1 unit of Vegetables, Grain, or Meat (in any combination) for every member of your party you intend to feed. If you do not possess Culinary Tools, you have a -2 penalty.
You use raw edible resources to craft a comforting and restorative meal. This action feeds everyone in your party.
Resolution: Craft (Culinary)

 – You create a decent meal that feeds everyone in your party and grants them all a +2 bonus to their next Rest action.
 – You create a delicious meal that feeds everyone in you party and grants them all a +4 bonus to their next Rest action.
 – As above, and each party member regains 2 point of Courage.
 – As above, except each party member regains 4 points of Courage.
 – You create a mediocre meal that feeds everyone in your party.
 – You create a meal that feeds everyone in your party, but it gives them indigestion. Each party member suffers a -2 penalty on their next Rest action.

Create [Sojourn]    [Rank 2]  
You begin or continue work on a crafting project. See Sojourn Mode in Chapter 6 (page XXX) for more information about crafting items and working a trade.
Resolution: Craft (subcategory based on item) 

 – You make some progress on your project. Decrease the number of Crafting Days by 1. An unforeseen event happens at the work site.
 – You make some progress on your project. Decrease the number of Crafting Days by 1.
 – As above but decrease the number of Crafting Days by 2.
 – As above but decrease the number of Crafting Days by 3.
 – As above but decrease the number of Crafting Days by 4.
 – You fail to make progress on your project.
 – You fail to make progress on your project and a mistake will cost you extra time. Increase the number of Crafting Days by  d6.

Ensnare [Journey]    [Rank 2]  
Requirements: You possess Ensnaring Tools. You must expend 1 unit of the appropriate supplies (Wood, Stone, Iron, Leather etc.) or lose your Ensnaring Tools.

Leave snares to hinder and slow pursuers or damage them. Pursuing entities that enter the hex in which you have ensnared must roll a Reflexes Basic Test. See Journey mode in Chapter 6 (page XXX) for more information about tracking and pursuing entities in the wilderness. Alternatively, this action can be used to prepare one or more traps for Combat mode as determined by the GM.
Resolution: Craft (Snares)

 – Your snares hinder your pursuers progress. Ensnared entities increase the Tracking Distance by 4.
 – As above but increase the Tracking Distance by 6.
 – As above but increase the Tracking Distance by 6 + 1d6. Additionally, the GM may determine that members of the pursuing party are injured.
 – As above but increase the Tracking Distance by 6 + 2d6. Additionally, the GM may determine that members of the pursuing party are injured or killed.
 – Your snares barely hinder your pursuers progress. Ensnared entities receive a +2 situation bonus on their Reflexes test and only increase the Tracking Distance by 2 on a failure.
 – Your snares fail to hinder your pursuers progress and waste considerable time. Decrease the Tracking Distance by 1d6.

Preserve [Journey]    [Rank 2
Requirements: You are at a Camp with a Smoker. You have 10 units of Vegetables or Meat (in any combination).
You smoke and dry out fresh foods so that they will last almost indefinitely. You attempt to convert the raw foods into dry rations.
Resolution: Craft (Culinary)
 – You preserve some of the raw foods into 3 Dry Rations.

 – You successfully preserve the raw foods into 4 Dry Rations.
 – As above except you create 6 Dry Rations.
 – As above except you create 8 Dry Rations.
 – As above except you create 10 Dry Rations.
 – You fail to preserve most of the raw foods, and only receive 2 Dry Rations.
 – You incidentally ruined all the raw food.

Repair [Exploration]      
Requirement: You have a Broken item and possess Repair Tools or other appropriate tools.
You work on a Broken item and attempt to restore its functionality. This action can be taken to repair a shield or to take Dents out of a set of armor. The GM might determine that you require 1 unit of the appropriate raw materials (such as Wood, Leather, Stone, or Iron), however this is not usually required for taking Dents out of armor.
Resolution: Craft (subcategory based on item) 
 – You fix the item and it temporarily loses the Broken condition. However, after the first use of the item, it breaks again.
 – You fix the item, and it is no longer Broken. If the item is a set of armor, you can remove 1 Dent.
 – You fail to fix the item and the supplies are wasted.
 – You fail to fix the item and find it is unfixable. It can never be repaired.

Tan [Journey]    [Rank 2
Requirements: You are at a Camp with a Tanning Rack. You spend 2 units of Hide and 1 unit of Water (or a nearby water source).
You attempt to convert raw hides into useable leather. You scrap raw hides and wash them before soaking them in tannins and hanging them out to dry.
Resolution: Craft (Textiles)

 – You successfully tan the hides. You receive 2 Leather.
 – You fail to properly tan all the hides. You receive 1 Leather.
 – You ruined the hides and find no useable pieces.

Trap [Exploration]    [Rank 4
XXX Trap action -> Create a dangerous hazard for enemies.

Write [Journey]    [Rank 2]    
Requirements: You have Writing Tools.
You write a thought-out literary piece that can be used to assist on a future task. A targeted skill action must be chosen when the piece is written. You can write a crafted performance (Perform), a well-reasoned argument (Persuade), an elaborate story (Bluff), or an inspiring speech (Impress).
Resolution: Craft (Literary)

 – You successfully write a useful literary work. This creates a single use item that can be used by anyone to grant a +1 item bonus to the chosen skill action.
 – As above, except the item bonus is +2.
 – As above, except the item bonus is +3.
 – As above, except the item bonus is +4.
 – You fail to collect your thoughts into a coherent written form.
 – You fail to write anything useful and feel overcome by some degree of self-loathing. You lose 1 point of Courage.

Deceive

(Perception , Charisma  )
This skill is used to manipulate, distract, and lie to others. Subterfuge and tricks are the cornerstone of this skill.

Bluff [Exploration]   
You attempt to sway and beguile a person’s opinion using lies and half-truths.
Resolution: Deceive  , or Deceive  Investigate

 – You fail to convince your target of your deception, but they do not reveal this fact. You think you were successful, and they act accordingly, but they might expose your lie in the near future or make a demand to keep your deception a secret.
 – You successfully convince your target of your deception. They might discover the truth later.

 – You fail to convince your target of your deception.
 – You fail to convince your target of your deception and they might get angry or hostile.

Divert [Combat]     [Attack] [Attention: ] [Rank 2]
Requirement: Can only affect a target up to 6 squares from you.
You make a clever deception, using words, gestures, and actions to divert your opponent’s attention.
Resolution: Deceive  Investigate

 – Your opponent is Distracted 2.
 – Your opponent is Distracted 4.
 – As above, but they also take  1d6 points of Attention damage.
 – As above, and they cannot take any Attack actions on their next turn.
 – You fail to distract your opponent.

Feint [Combat]     [Attack] [Melee] [Attention: ] [Rank 4]
Requirement: You must have a weapon in hand.
You make a deceptive strike against an opponent, but then follow up the false attack with a real attack. After you resolve this action, you can make a free Strike action against that target.
Resolution: Deceive  Investigate
 – You get a +2 situation bonus on your attack
 – You get a +2 situation bonus and your opponent has a -2 penalty to their Defense Roll against your attack.
 – You get a +2 situation bonus and your opponent has a -4 penalty to their Defense Roll against your attack.
 – You get a +2 situation bonus and your opponent has a -6 penalty to their Defense Roll against your attack. Your opponent also becomes Exposed 2 after resolving your attack.
 – You fail to feint your opponent, but you get a +1 situation bonus on your attack.
 – You fail to feint your opponent.

Portray [Exploration]   
You attempt to portray yourself as someone you are not. You might don a disguise of some kind to help with your portrayal. The quality of this disguise might grant you a bonus.  If you are trying to impersonate a specific person, the GM might expose a penalty.
Resolution: Deceive  , or Deceive  Investigate

 – You fail to convince your target of your deception, but they do not reveal this fact. You think you were successful, and they act accordingly, but they might expose your false portrayal in the near future or make a demand to keep your deception a secret.
 – You successfully convince your target that you are who you are pretending to be.

 – You fail to convince your target of your deception.
 – You fail to convince your target of your deception and they might get angry or hostile.

Dodge

(Agility , Coordination )
This skill is used for combat defensive rolls that involve moving out of the way and avoiding being struck by enemy blows.

Dodge [Combat]     [Reaction]
You move your body away to avoid being struck by an attack. This reaction is used as a Defense Roll against physical attack actions, such as Fire, Strike or Pummel. This reaction suffers a -2 situation penalty against ranged attacks (Fire).
 – You fail to dodge the attack, and have completely lost your footing. You are now Exposed 2.

Shelter [Combat]    [Move]
Requirement: You are benefitting from Cover by an object or terrain feature.
You crouch and take additional shelter from ranged attacks, gaining Greater Cover (ranged attacks have a -6 penalty against you, and you get a +4 bonus on Reflexes rolls to avoid area blast attacks). This benefit goes away at the beginning of your next turn (but you can take the Shelter action again). You cannot take any Attack actions after seeking shelter.

Shuffle [Combat]    [Stance] [Attention: ] [Rank 2]
You ready yourself for incoming blows, ready to dodge. You gain a +2 situation bonus to Dodge defensive rolls until the beginning of your next turn.

Tumble [Combat]     [Rank 4]  [Move]
You roll and tumble past an opponent trying to move through their square. You can move your Speed. You must succeed on a separate Dodge Basic Test for each opponent you are moving through. If you are Engaged in melee with any additional opponents (besides the one you are moving through) you take a -2 penalty for each additional opponent.
Resolution: Dodge 

 – You move through your opponent’s square, treating their square as Very Difficult Terrain.
– You move through your opponent’s square, treating their square as Difficult Terrain.
 – You fail to move through your opponent’s square, but you are not Engaged in melee with the opponent (unless you were before this Test) and may continue moving. If you end your turn adjacent to the opponent, then you become Engaged in melee as normal.
 – You fail to move through your opponent’s square. Your movement immediately ends with you Engaged in melee with the opponent. 

Tumble Strike [Rank 4] [Attack] – If you choose to remain Engaged with an opponent after a successful Tumble through their square and choose to use your action to make a melee attack (Strike or Pummel) against them, they have a -4 situation penalty to their Defense Roll.

Fighting*

(Strength , Coordination )
This skill is used for melee combat and represents a character’s overall ability to strike at their opponents with weapons.  Fighting is a category skill, with subcategories based on Weapon Groups. See Chapter 4: Equipment (page XXX) for more information about the available Weapon Groups. When a character reaches a Rank of 2, 4, and 6 in a Weapon Group subcategory of their Fighting skill, they gain access to a special combat action, called a Maneuver. The type of Maneuver is based on the Weapon GroupManeuvers cost Attention to activate but can have powerful outcomes if successful.

Strike [Combat]    [Attack] [Melee]
Requirement: You must have a melee weapon in your hand.
You strike out with your weapon to harm your opponent.
Resolution: Fighting (weapon group)  Block, Dodge, or Parry
Resist: Hardiness, Damage: Stamina

 – You fail to strike your opponent and become Exposed 2 until the beginning of your next turn.

Maneuver [Combat]    [Attack] [Attention:, , or ]
Requirement: Varies by combat maneuver.
You perform a special combat maneuver based on your equipped weapon. See the available Combat Maneuvers later in this chapter.

Opportune Strike [Combat]    
[Attack] [Melee] [Reaction] [Attention: ] [Rank 8]
Requirement: An opponent engages you in melee.
Your legendary skill allows you to strike out as your opponent approaches you. You get a free Strike against the opponent before they can take any other action. This reaction can only be taken once per opponent per round.

Healing

(Empathy , Intelligence )
This skill represents a person’s knowledge and talents for tending wounds, diagnosing illness, and devising remedies for ailments. Most Healing actions requires the use of Healer’s Tools except for Stabilize.

Diagnose [Exploration]  [Rank 4]
Requirement: You have Healer’s Tools.
You try to decipher a patient’s symptoms for any sign of disease or poison. You may attempt to learn the nature of the affliction. The GM may apply situation modifiers to the roll based on the difficulty of detecting the affliction.  This action can also be used to determine if an object or substance is poisoned or otherwise infected. A successfully Diagnose is required before you can attempt to Remedy the affliction. This action can be performed only once per day on the same patient.
Resolution: Healing

 – Your successfully determine if there are any afflictions present, and possibly the name of the affliction and how to treat it.
 – You fail to diagnose the source of the problem.
 – You incorrectly diagnose the problem. You might think you detect signs of an affliction that is not there, or you fail to find an affliction that is there.

Forensics [Exploration]  
Requirement: You have Healer’s Tools.
You examine medical evidence to try to deduce the nature of it. This might be a splatter of blood or the corpse of a murder victim. The GM may apply situation modifiers to the roll based on the difficulty. 
Resolution: Healing

 – Your successfully deduce the nature of the evidence, such as the direction of the attack based on the blood splatter, or the cause of death for a corpse.
 – You cannot deduce any information from the evidence provided.
 – You incorrectly deduce information about the evidence. The clues might be misleading and you come to the wrong conclusion.

Mend [Exploration]  [Rank 2]
Requirement: You have Healer’s Tools and you target yourself or an ally that has recently taken Stamina damage.
You see to an ally’s minor cuts and bruises, helping them to restore their stamina. This can only be performed on a character once following an event that caused Stamina damage and must be performed within an hour following that event.
At Rank 4, a healer can target two allies simultaneously with this action. At Rank 6, they can target three allies. At Rank 8, they can target four allies. In these cases, roll once and apply the same result to all allies.
Resolution: Healing
 – Your ally recovers a number of points of Stamina equal to your d20 result. If the ally was Exhausted, they are no longer Exhausted.

 – You fail to provide any relief for your ally.
 – You accidently do more harm than good; the ally takes 1 points of Stamina damage.

Remedy [Journey]  [Rank 4]
Requirement: You have Healer’s Tools and you target an ally that has a known disease or other treatable affliction.
You attempt to treat the ally’s affliction with medicines and treatment. This action can only be taken once per day on the same patient.
Resolution: Healing

 – Your ally will receive a +1 bonus on their next Resilience test to fight the affliction.
 – As above, except the bonus is +2.
 – As above, except the bonus is +4.
 – As above, except the bonus is +6.
 – You fail to provide a suitable remedy for your ally.
 – You incidentally provide an erroneous remedy; the ally receives a -1 penalty on their next Resilience test to fight the affliction.

Stabilize [Combat]    [Rank 2]
Requirement: You target an ally adjacent to you that is Bleeding Out.
You attempt to staunch an ally’s wounds to prevent their eminent death.
Resolution: Healing

 – You barely stabilize your ally. They are no longer Bleeding Out but they are still unconscious.
 – You stabilize your ally. They are no longer Bleeding Out but they are still unconscious.
 – You stabilize your ally. They are no longer Bleeding Out and they become conscious.
 – You stabilize your ally and boost their strength. They are no longer Bleeding Out and become conscious. They also recover 1 point of Stamina and are no longer Exhausted.
 – You fail to stabilize your ally.
 – You fail to stabilize your ally, and you might have made things worse. They have a -2 penalty on their next Resilience roll to stay alive.

Treat [Journey]   [Rank 4]
Requirement: You have Healer’s Tools and you target yourself or an ally that has an Injury.
You attempt to treat the ally’s Injury. You take a -2 situation penalty on this roll if the patient has two Injuries and a -4 situation penalty with three Injuries. This action can only be taken once per day on the same patient.
Resolution: Healing
 – The ally must make an immediate Resilience Basic Test. If they succeed, the Recovery Days for that Injury is reduced by 1. If it reaches 0, the Injury is removed.  If the Test failed, nothing happens.
 – As above, except the Recovery Days are automatically reduced by 1 without a Test.
 – As above, except the Recovery Days are reduced by 2.
 – As above, except the Recovery Days are reduced by 3.
 – Your treatment has no benefit for your ally.
 – You incidentally provide erroneous treatment; the Recovery Days for that Injury is increased by 1.

Inspire

(Empathy , Charisma )
This skill is used to bolster the motivations and spirits of your allies, and to appeal to other people’s emotions. Experts in this skill can help ease people’s burdens and traumas.

Calm [Combat]   [Rank 2]
Requirement: You target an ally adjacent to you that is Going Mad.
You attempt to calm your ally and help pull them back into reality.
Resolution: Inspire

 – You attempt to calm down your ally. They must make a Resolve Basic Test. If they succeed, they are no longer Going Mad, but they faint and fall unconscious.
 – You barely calm down your ally. They are no longer Going Mad, but they faint and fall unconscious.
 – You calm down your ally. They are no longer Going Mad and may act again.
 – You calm down your ally and boost their courage. They are no longer Going Mad. They also recover 1 point of Courage and are no longer Hopeless.
 – You fail to calm down your ally.
 – You fail to calm down your ally, and you might have made things worse. They have a -2 penalty on their next Resolve roll to avoid insanity.

Comfort [Sojourn]   [Rank 4]
Requirement: The target ally has a Trauma and joins you in this action.
You spend considerable time with a troubled ally, helping them talk through the issues that afflict their hopes and aspirations.
Resolution: Inspire 

 – The ally must make an immediate Resolve Basic Test. If they succeed, the Therapy Score for that Trauma is reduced by 1. If it reaches 0, the Trauma is removed.  If the Test failed, nothing happens.
 – As above, except the Therapy Score is automatically reduced by 1 without a Test.
 – As above, except the Therapy Score is reduced by 2.
 – As above, except the Therapy Score is reduced by 3.
 – Your treatment has no benefit for your ally.
 – You incidentally cause your target to rebound; the Therapy Score for that Trauma is increased by 1.

Enhearten [Journey]  [Rank 2]
Requirement: You target an ally that is currently Hopeless, who joins you in this action.
You spend time talking with your ally and attempt to bolster their spirit and bravery. This action can be performed on a recipient only once per day.
Resolution: Inspire

 – Your ally recovers 2 points of Courage and may remove the Hopeless condition.
 – As above, except your ally recovers 4 points of Courage.
 – As above, except your ally recovers 6 points of Courage.
 – As above, except your ally recovers 8 points of Courage.
 – You fail to bolster your ally’s courage.
 – You fail to bolster your ally’s courage and your words may have made things worse; the ally takes 1 points of Courage damage.

Impress [Exploration]    
You attempt to sway a person’s opinion by appealing to their emotions and their sense of character. This action can also be used to calm frightened animals.
Resolution: Inspire , or Inspire   Resolve

 – You fail to convince your target of your appeal, but they do not reveal this fact. They might secretly believe you are lying to them or being insincere with your attempt to enhearten them.
 – You successfully convince the target with your words.
 – You fail to convince your target with your words.
 – You fail to convince your target and they might be offended by your attempt.

Motivate [Combat]     [Attention: ] [Rank 2]
Requirement: Can only affect allies up to 6 squares from you.
You call out encouraging words and inspirations to bolster your ally’s spirit.
Resolution: Inspire 

 – The nearest ally is Motivated 2.
 – One ally of your choice is Motivated 2.
 – One ally of your choice is Motivated 4.
 – Two allies of your choice are Motivated 4.
 – Your encouragement goes unheard or otherwise fail to motivate your allies.
 – You struggle to find the right words and become Distracted 2 until the end of your next turn.

Intimidate

(Strength , Willpower )
This skill is used to coerce or terrorize others with one’s physical presence and the threat of violence.

Coerce [Exploration]    
You attempt to sway a person’s opinion by threatening them, using fear and intimidation.
Resolution: Intimidate , or Intimidate  Resolve

 – You successfully coerce the target to do as you say. But they will attempt to provide false information or otherwise delay their actions to help you.
 – You successfully coerce the target to do as you say.
 – You fail to coerce your target.
 – You fail to coerce your target and they might become hostile and angry.

Terrorize [Combat]     [Attack] [Attention: ] [Rank 2]
Requirement: Can only affect one opponent up to 6 squares from you.
You shout and threaten a nearby opponent, trying to shake their resolve.
Resolution: Intimidate  Resolve

 – Your opponent is Exposed 2.
 – Your opponent is Exposed 4.
 – As above, and they take  1d6 points of Courage damage.
 – As above, and they cannot take any Attack actions on their next turn.
 – You fail to threaten your opponent.
 – You fail to threaten your opponent, and you are now Distracted 2 until the end of your next turn.

Investigate

(Perception , Intelligence )
This skill is used for scanning the environment, reading the intent of others, and scouting for dangers in the wilderness.

Exploit [Combat]   [Attack] [Attention: ] [Rank 4]
Requirement: The target can be up to 6 squares away.
You try to read the tactics and movements of your opponent, looking for any opening or advantage to exploit.
Resolution: Investigate

 – Your find an opportunity and get a +4 situation bonus on an Attack Roll for your next Melee Attack action against the target, until the end of your next turn.
 – As above, except the bonus applies to any Attack action against the target.
 – As above, except the opponent is also Exposed 2 as you point this out to your allies.
 – As above, except the opponent is also Exposed 4.
 – You fail to find any opening in your opponent.
 – You fail to find any openings, and you are now Distracted 2 until the end of your next turn.

Read [Exploration]    
You try to read the intent of an NPC or notice any obvious deceptions or strange behaviors. The GM might apply a bonus or penalty to this roll based on the circumstances, or secretly apply one to the NPC’s roll.
Resolution: Investigate  Deceive

 – You successfully detect an ill-intent or deception by the NPC.
 – You fail to detect any signs of deception.
 – You fail to detect any signs of deception and you made your attempts to read the NPC obvious, which might cause them to be offended by your mistrust.

Search [Exploration]    
You search for clues or objects of interest in your immediate surroundings. The GM might apply a bonus or penalty to this roll based on the circumstances, and you might need a particular high success result to find something that is particularly well-hidden.
Resolution: Investigate , or Investigate

 – You successfully find a clue or the object you were searching for, as determined by the GM.
 – You fail to find anything out of the ordinary.

Seek [Combat]    [Free]
You search quickly for a known but Hidden target that might be in the shadows or behind Cover. This action can only be taken once per turn. Targets with standard Cover gain a +2 situation bonus to their Stealth roll. Greater Cover or Darkness grants a +4 bonus.
Resolution: Investigate  Stealth

 – You successfully detect and locate the Hidden target.
 – You fail to detect the location of the Hidden target.
 – You fail to detect the Hidden target and your efforts leave you distracted. You are now Distracted 2 until the end of your next turn.

Scout [Journey]   [Travel] [Rank 2]
You scout ahead of the party, looking for any dangers before they are encountered by the group.
Resolution: Investigate , or Investigate  Stealth

 – You spot any threats before the party, however, the threat spots you as well.
 – You successfully spot any dangers ahead of the group. You can report this news before the party encounters the threat and they can decide how to approach, if at all.
 – You fail to spot any threats before they happen. The party will likely encounter the danger normally and you will be able to help.

 – You fail to spot the danger before it encounters the party.  In fact, you fail to notice the danger at all and are not available to help the party with the encounter.

Lore*

(Intelligence , Intelligence )
This skill is used to represent a character’s knowledge in a particular area or domain. Lore is a category skill, with subcategories based on various disciplines and areas of study.

Alchemy – Knowledge of chemical processes.

Arcana – Knowledge of magic and the mystical arts.

Culture – Knowledge of societies and their cultures.

Esoterica – Knowledge of cults, occult traditions, strange artifacts.

Geology – Knowledge of minerals and finding metallic ores.

History – Knowledge of history, traditions, and the aristocracy.

Nature – Knowledge of the natural world, plants, and animals.

Philosophy– Knowledge of religious practices and philosophies.

Devise [Combat]    [Attack] [Attention: ] [Rank 4]
Requirement: Can only affect a target up to 6 squares from you.
You use your knowledge of an enemy to devise a stratagem against them. Against another human or humanoid enemy, this is usually a Lore (Culture) roll, but against other types of opponents, the GM may allow a different Lore skill to be used. For example, Arcana against a dragon or other mythical beast, Nature against an animal or plant creature, Philosophy against demons or other spiritual-based entities, or even Geology against a rock-based creature. If you fail, you cannot try this action again against opponents of the same type or origin for the duration of combat.
Resolution: Lore (subcategory)  

 – You learn about one special ability the creature may possess. Additionally, for the duration of this combat, you may take future Devise actions against any opponent within 6 squares from you. The target must have the same type or origin as the original target. If you make a successful Lore  Basic Test, the target becomes Exposed 2.
 – You learn your opponent’s attack and defense ranks.
 – As above, and your opponent is Exposed 2 as you share this information with your allies.
 – As above, and your opponent is Exposed 4 as you share this information with your allies.
 – You fail to devise a stratagem against this opponent. You cannot try this action again, but your allies can.
 – You get distracted as you sift through all the relevant information in your mind. You are Distracted 2 until the end of your next turn.

Recall [Exploration]   
You search your mind for information about a specific topic to see if you can recall any relevant information. The GM will determine if a particular Lore subcategory is relevant to the current situation or whether a particularly high result is required to recall particularly complex information.
Resolution: Lore (subcategory)

 – You successfully recall a piece of important information or clue related to the current situation.
 – You fail to recall anything important about the current situation.

 – You inaccurately recall information. You get a key piece of that information wrong, but you believe it to be correct.

Parry

(Perception , Coordination )
This skill is used for combat defense rolls that involve using a melee weapon to knock blows aside.

Deflect [Combat]   [Stance] [Attention: ] [Rank 2]
You prepare yourself for incoming blows, ready to parry with your melee weapon. You gain a +2 situation bonus to Parry defense rolls until the beginning of your next turn. 

Disarm [Combat]    [Attack] [Melee] [Attention: ] [Rank 4]
You strike directly at your opponent’s weapon, trying to loosen their grip. If the opponent has a two-handed weapon, they get a +2 bonus to their Parry roll.
Resolution: Parry  Parry

 – Your opponent is Distracted 4.
 – Your opponent is Distracted 6.
 – As above, but they also take  1d6 points of Attention damage.
 – As above, and they drop their weapon to the ground d6 squares away (determined randomly) or (if you have a hand free) you can take their weapon from them.
 – You fail to loosen the opponent’s grip.

Parry [Combat]     [Reaction]
Requirement: You have a melee weapon or a buckler in your hand.
You use your melee weapon or buckler to parry an attack. This is used as a Defense Roll against attacks, such as Strike or Pummel.  This reaction cannot be used against ranged attacks.
 – You somewhat parry the attack, but your weapon is now loose. You are now Distracted 2 until the end of your next turn.

Riposte [Combat]     [Stance] [Rank 6]
You ready a counter-attack against any incoming blows. Until the beginning of your next turn, you can make a counter-attack each time you choose Parry for your Defense Roll. If your opponent fails on a Strike against you, or if they succeed and you successfully Parry the incoming attack (by succeeding on the Defense Roll), then after the attack is fully resolved, you may choose to make a free and immediate Strike action against the attacking opponent with a +2 situation bonus.

Perform

(Coordination , Charisma )
This skill is used to entertain and demonstrate skill with acting, comedy, dancing, music, oration, or singing.

Distract [Combat]    [Attack] [Attention: ] [Rank 2]
Requirement: Can only affect a target up to 6 squares from you.
You use your entertainment skills to distract an opponent’s attention. This might be telling a joke, singing a song, or a swift battle-dance.
Resolution: Perform   Investigate

 – Your opponent is Distracted 2.
 – Your opponent is Distracted 4.
 – As above, but they also take  1d6 points of Attention damage.
 – As above, and they cannot take any Attack actions on their next turn.
 – You fail to divert your opponent’s attention.

Enthuse [Combat]     [Attention: ] [Rank 2]
Requirement: Can only affect allies up to 6 squares from you.
You use your entertainment skills to enthuse your allies and motivate them. This might be telling a joke, singing a song, or a swift battle-dance.
Resolution: Perform 

 – The nearest ally is Motivated 2.
 – One ally of your choice is Motivated 2.
 – One ally of your choice is Motivated 4.
 – Two allies of your choice are Motivated 4.
 – Your entertainment goes unheard or otherwise fails to enthuse your allies.
 – You struggle to find the right performance and become Distracted 2 until the end of your next turn.

Performance [Exploration]  
You attempt to entertain a person or a crowd with an play, a comedy act, a dance, a piece of music, a speech or recitation, or with a song. A performance can also be used much like the Impress action, to sway a person or crowd to give you a favorable opinion. A performance can also be used to distract a crowd or person, such as to allow an ally to use the Steal action.
Resolution: Perform , or Perform  Resolve

 – You successfully entertain or gain the favor of the targets.
 – You fail to entertain or gain the targets’ favor.
 – You fail to entertain the targets or gain their favor, and you might even gain a poor reputation as a performer or have gained some disfavor.

Persuade

(Intelligence , Charisma )
This skill is used to reason, advise, or influence others with logical thought. It can also be used to make witty remarks and stinging commentary.

Remark [Combat]     [Attack] [Attention: ] [Rank 2]
Requirement: Can only affect an opponent up to 6 squares from you.
You make a witty remark or clever commentary that cuts into a nearby opponent’s ego.
Resolution: Persuade   Investigate

 – Your opponent is Distracted 2.
 – Your opponent is Distracted 4.
 – As above, but they also take  1d6 points of Attention damage.
 – As above, and they cannot take any Attack actions on their next turn.
 – You fail to divert your opponent’s attention.

Reason [Exploration]  
You attempt to influence a person or crowd using logical argument and reason.
Resolution: Persuade , or Persuade  Resolve

 – You suspect that you successfully convinced the target with your arguments. However, in truth, they only pretended to agree with you.
 – Your target is successfully swayed by your reason and arguments.
 – You fail to sway your target’s position and opinion.
 – You fail to sway your target’s position and opinion, and you might even have inadvertently angered them.

Shooting*

(Perception , Coordination )

This skill is used for ranged combat and represents a character’s overall ability to aim and strike from a distance.  Shooting is a category skill, with subcategories based on Weapon Groups. See Chapter 4: Equipment (page XXX) for more information about the available Weapon Groups. When a character reaches a Rank of 2, 4, and 6 in a Weapon Group subcategory of their Shooting skill, they gain access to a special combat action, called a Maneuver. The type of Maneuver is based on the Weapon GroupManeuvers cost Attention to activate but can have powerful outcomes if successful.

Fire [Combat]    [Attack]
Requirement: You have line-of-sight to an enemy or know their location (such as behind an obstacle).
You fire your ranged weapon to harm your opponent. Any currently Engaged enemies get a free and immediate Strike or Pummel action against you with a -2 situation penalty.
Resolution: Shooting (weapon group)  Dodge (-2 situation penalty)
Resist: Hardiness, Damage: Stamina

 – You fail to strike your opponent and become Exposed 2 until the beginning of your next turn. If an ally is Engaged in melee with your target, you also accidentally hit your ally, dealing 1d6 Stamina damage (the ally does not get a Resistance Roll).

Maneuver [Combat]    [Attack] [Attention:, , or ]
Requirement: Varies by combat maneuver.
You perform a special combat maneuver based on your equipped weapon. See the available Combat Maneuvers later in this chapter.

Reload [Combat]    [Move]
Requirement: You have a weapon equipped with the Reload trait.
You take some time to reload your weapon, such as winching back a crossbow string. A Reload action can replace a character’s normal free Move action on their turn.

Stealth

(Agility , Intelligence )
This skill is used for hiding from enemies in the shadows, sneaking without being heard, and evading enemies in the wilderness.

Evade [Journey]   [Travel
You attempt to avoid a known threat out in the wilderness, such as after a successful Scout action. This roll is typically rolled by the member of the group with the lowest Stealth Rank.
Resolution: Stealth  Investigate

 – You successfully evade the encounter and get around it, but the threat spots you in the distance.
 – You successfully evade the encounter.
 – You fail to evade the encounter and have been spotted.

 – You fail to evade the encounter and have been spotted. Additionally, the threat has a tactical advantage on your party.

Hide [Combat, Exploration]     
Requirement: You are behind Cover or Concealment from the target you wish to hide from, or you are in an area of Dim Light or Darkness.
You hide behind cover or in the shadows and quiet yourself. You are now Hidden. Opponents that were previously aware of you or otherwise suspect your presence can take Seek actions to try and find you.

Sneak [Combat, Exploration]     [Rank 2]
Requirement: You are Hidden by previously taking the Hide action.
You attempt to sneak around and move while remaining Hidden from others. You may Stride at half your Speed (rounded down). If at any time during your movement you would lose the Hidden condition (due to no longer having Cover, Concealment, or in Dim Light or Darkness), any characters that might be able to detect you may roll an Opposed Test, Investigate Stealth to notice you. If they fail, you successfully sneak to your destination without them knowing. To remain Hidden at the end of your turn, you must end your turn behind Cover, in Concealment, or in Dim Light or Darkness). If you have at least Rank 6 or greater in Stealth, you may move at your full Speed while using this action.
Hidden Strike: [Rank 4 [Attack] – If you are Engaged in melee with an opponent that has not detected you (as per an Opposed Test) at the end of the Sneak action, you may make a free Pummel or Strike action with a +4 situation bonus to your Attack Roll. This also ends your movement.

Survival

(Endurance , Intelligence )
This skill is used in the wilderness: to find food and resources in the wilds, track opponents or hinder others effort to follow you, or to guide your friends through unknown terrains.

Camp [Journey]    [Travel]
You search the area for a relatively flat comfortable space and safe area to make camp. See Making Camping (page XXX).
Resolution: Survival

 – You find a decent campsite. All Rest actions at this site gain a +1 bonus. However, there is something not quite right. Perhaps vermin get into the food supply, or the tents are positioned over an anthill.
 – You find a decent campsite. All Rest actions at this site gain a +1 bonus. Camp Encounter rolls have a -1 penalty.
 – You find a good campsite. All Rest actions at this site gain a +2 bonus. Camp Encounter rolls have a -2 penalty.
 – You find a great campsite. All Rest actions at this site gain a +3 bonus. Camp Encounter rolls have a -3 penalty.
 – You find a wonderful campsite. All Rest actions at this site gain a +4 bonus. Camp Encounter rolls have a -4 penalty.
 – You find a questionable campsite. Camp Encounter rolls have a +2 bonus.
 – You find a terrible campsite. All Rest actions at this site have a -2 penalty. Camp Encounter rolls have a +4 bonus.

Dowse [Journey]   [Travel] [Rank 2
You take some time to go searching for potable water in the wild. You can choose to Dowse while travelling, but you have a -4 situation penalty to the roll. There is often a situation modifier applied to the roll based on the type of terrain you are in and the current season. See Journey Mode in Chapter 6 (page XXX) for more information about gathering resources in the wilderness.
Resolution: Survival

 – You manage to find a minor source of water. You collect 1 Water resource. However, the water might be poisonous or of questionable quality.  The GM will randomly decide after someone chooses to drink it.
 – You manage to find a minor source of water. You can collect  1d6 Water resources.
 – You find a small source of water. You can collect  2d6 Water resources.
 – You find a good source of water. You can fill all water containers from the source.
 – You find a great source of water. You can fill all water containers from the source and can even Fish at this location.
 – You fail to find any potable water sources.
 – You fail to find any potable water sources and you alert a dangerous creature to your presence or encounter a dangerous environmental phenomenon.

Escort [Journey]    [Travel] [Rank 2
Requirement: Your Journey Role is the Guide
You lead your group through the wilderness. Your party members can take other Journey Actions with the Travel trait to move with the group (typically Trek, Dowse, Scout, Hinder, or Track). See Trekking Through the Wilderness (page XXX) for more information about travel in Journey mode.  

If you are travelling along a road, or an otherwise known path, no roll is necessary, you automatically succeed. However, if you are travelling through relatively unknown wilderness or the trail is hard to follow, you will have to roll a Survival Basic Test to determine if you are able to follow the correct path.
Resolution:
Survival

 – You get lost a few times but manage to recover your path. Your progress this Period is reduced by 1 hex.
 – You successfully plot a course through the wilderness in the correct direction and make normal progress this Period.

 – You have trouble following the correct course and make no progress this Period.

 – You fail to plot the correct course and get lost, sending the group in the wrong direction. Roll  d6 to determine a random hex direction that you travel this Period.

Fish [Journey]    [Rank 2
Requirement: The party is near a body of water on the region map and you have Fishing Tools.
You take some time to go fishing. This might be relaxed line fishing, or aggressive spear-fishing. There is often a situation modifier applied to the roll based on the type of terrain you are in and the current season. See Journey Mode in Chapter 6 (page XXX) for more information about gathering resources in the wilderness.
Resolution: Survival

 – You manage a small catch. You can collect 1 Meat resource.  However, your line is caught or your spear has broken. Your fishing tools will need to be repaired.
 – You manage to bring in a small catch. You can collect 1 Meat resource.
 – You manage to bring in a decent catch. You can collect  1d6 Meat resources.
 – You bring in a good catch. You can collect  1d6+2 Meat resources.
 – You bring in a great haul. You can collect  2d6+1 Meat resources.
 – You fail to bring in any significant catch.
 – You fail to bring in any significant catch and you alert a dangerous creature to your presence or encounter a dangerous environmental phenomenon.

Forage [Journey]    [Travel] [Rank 2
You take some time to go searching for vegetable provisions in the wild. You can choose to Forage while travelling, but you have a -4 situation penalty to the roll. There is often a situation modifier applied to the roll based on the type of terrain you are in and the current season. See Journey Mode in Chapter 6 (page XXX) for more information about gathering resources in the wilderness.
Resolution: Survival

 – You find minimal provisions. You can collect 1 Vegetables resources. However, the provisions might be poisonous or questionable in quality. The GM will randomly decide after someone chooses to eat it.
 – You manage to find some minimal provisions. You can collect 1 Vegetables resource.
 – You manage to find some provisions. You can collect  1d6 Vegetables resources.
 – You find a good number of provisions. You can collect  1d6+2 Vegetables resources.
 – You bring in a great haul. You can collect  2d6+1 Vegetables resources.
 – You fail to find any useful provisions.
 – You fail to find any useful provisions and you alert a dangerous creature to your presence or encounter a dangerous environmental phenomenon.

Hinder [Exploration, Journey]   [Travel] [Rank 4]
You try to hide signs of your group’s passing. This might include covering tracks or guiding the group to avoid making tracks in the first place. See Journey Mode in Chapter 6 (page XXX) for more information about tracking and hiding your tracks in the wilderness.
Resolution: Survival

 – You do a poor job of hiding your progress, there is no change to the Tracking Distance.
 – You camouflage your steps, making it harder for any pursuers to track you. Increase the Tracking Distance by 1.
 – As above but increase the Tracking Distance by 2.
 – As above but increase the Tracking Distance by 3.
 – As above but increase the Tracking Distance by 4.
 – You fail to hide your tracks, and your efforts allows your pursuers to gain some ground. The Tracking Distance decreases by 1.
 – You fail to hide your tracks, and incidentally make your tracks easier to follow. The Tracking Distance decreases by  d6.

Hunt [Journey]   [Rank 2]
Requirement: You have a Bow, Crossbow, Javelin, or Ensnaring Tools.
You take some time to go hunting for prey. There is often a situation modifier applied to the roll based on the type of terrain you are in and the current season. See Journey Mode in Chapter 6 (page XXX) for more information about gathering resources in the wilderness.
Hunting involves making two rolls. The first roll looks for any signs of wildlife that might be hunted. The second roll determines if you successfully felled or ensnared your prey.
Finding Prey: Resolution: Survival

 – You find signs of a small prey (as Weak Success), but they are particularly hard to catch. You have an additional -1 untyped modifier on your Shooting or Ensnaring roll.
 – You track signs of a small prey, such as a rat, rabbit, snake, lizard, or small bird. If you successfully catch the prey, you can collect 1 Meat resource.
 – You track signs of a moderate-sized prey, such as a fox, beaver, or large bird. If you successfully catch the prey, you can collect  1d6+1 Meat and 1 Hide resources.
 – You track signs of a large prey, such as a deer, boar, or wild goat. If you successfully catch the prey, you can collect  1d6+3 Meat and 2 Hide resources.
 – You track signs of a very large prey, such as a great stag, a large wolf, or a great bear. If you successfully catch the prey, you can collect  2d6+4 Meat and 4 Hide resources.
 – You fail to find any signs of prey in the wilderness.
 – You fail to find any signs of prey in the wilderness, and you alert a dangerous creature to your presence or encounter a dangerous environmental phenomenon.

Shooting or Ensnaring Prey: Resolution: Shooting or Craft (Snares)

 – You successfully injure the prey, but it manages to get away. Roll an Athletics Basic Test to see if you catch up to it. If successful, you find where it has died from blood loss and can collect the Meat and Hide resources normally. If you failed, you lost the prey in the wilderness.
 – You successfully kill the prey and gain the associated Meat and Hide resources.
 – You fail to kill the prey and it gets away in the wilderness.
 – You fail to kill the prey and it might be angry and willing to fight you.

Track [Exploration, Journey]   [Travel] [Rank 4]
You try to find signs of a quarry’s passing. A Search action might be required to find the tracks in the first place. See Journey Mode in Chapter 6 (page XXX) for more information about tracking and hiding your tracks in the wilderness.
Resolution: Survival

 – You are barely able to follow the tracks. There is no change to the Tracking Distance.
 – You follow the tracks and make progress towards your quarry. Decrease the Tracking Distance by 1.
 – As above but decrease the Tracking Distance by 2.
 – As above but decrease the Tracking Distance by 3.
 – As above but decrease the Tracking Distance by 4.
 – You fail to follow the tracks and may have lost them. The Tracking Distance increases by 1 and you must take another Search action to find the tracks again.
 – You fail to follow the tracks and may have lost them. The Tracking Distance increases by  d6 and you must take another Search action to find the tracks again.

Thievery

(Agility , Intelligence )
This skill is used typically for criminal activities, such as bypassing locks, picking pockets, or a bit of legerdemain to make small items disappear from view.  It is also used for disabling mechanical traps.

Disable [Exploration]  [Rank 4]
Requirements: You have Thievery Tools.
You attempt to disable a known hazard or trap. This action can also be used to interact with an unknown mechanism in order to get it to perform a designed function.
Resolution: Thievery

 – You successfully disable the hazard or trap, but the trap might reactivate after a short period of time.
 – You successfully disable the hazard or trap; or activate the mechanism.

 – You fail to disable the hazard or trap.

 – You fail to disable the hazard or trap and you have accidentally activated it, possibly putting you in harm’s way.

Steal [Exploration]   
You attempt to rob an object from another person without them noticing, or otherwise acquire a small object that is unattended without notice.  The GM might grant a bonus or penalty based on how accessible the object is or the size and shape of the object. This might be a Basic Test if the target is mostly unaware of your interest in the object.  If, however, they are on the alert this might better be resolved through an Opposed Test.
Resolution: Thievery , or Thievery  Investigate

 – You successfully steal the object, but the person will notice it missing shortly thereafter.
 – You successfully steal the object.

 – You fail to steal the object. The target rolls an Investigate Basic Test , if they are successful, they noticed the attempted theft.

 – You fail to steal the object and the target automatically noticed the attempt.

Unlock [Exploration]  [Rank 2]
Requirements: You have Thievery Tools.
You attempt to pick through a lock.  Complex locks might require a specific level of success.
Resolution: Thievery

 – You successfully pick the lock, but you might have alerted others to your presence.

 – You successfully pick the lock.
 – You fail to pick the lock, but you can try again.
 – You fail to pick the lock and your tools are now broken.

Resource Gathering Actions

These actions are optionally available for games that focus on survival in the wilderness or otherwise want to simulate the gathering of resources used for crafting and construction.

Chop [Journey]   
Requirements: You have an axe or saw for cutting trees.

You chop down live and downed trees into manageable chunks of lumber.
Resolution: Athletics
 – You gather 4 Wood.
 – You gather 6 Wood.
 – You gather 8 Wood.
 – You gather 10 Wood.
 – You gather 2 Wood.
 – You fail to gather any useable Wood resources.

Gather [Journey]   
You gather and break lose stones for use in building and construction. Using Mining Tools grants a +2 bonus on this action.
Resolution: Athletics
 – You gather 4 Stone.
 – You gather 6 Stone.
 – You gather 8 Stone.
 – You gather 10 Stone.
 – You gather 2 Stone.
 – You fail to gather any useable Stone resources.

Mine [Journey]   
Requirements: You have located and exposed an ore vein. You have Mining Tools.

You gather and break ore loose from the rock.
Resolution: Athletics
 – You gather 4 ore of the type associated with the vein.
 – You gather 6 ore of the type associated with the vein.
 – You gather 8 ore of the type associated with the vein.
 – You gather 10 ore of the type associated with the vein.
 – You gather 2 ore of the type associated with the vein.
 – You fail to gather any useable ore resources.

Combat Maneuvers

Combat Maneuvers are special attacks or defensive actions that are only available to those that have advanced training (Fighting or Shooting) with their weapons. These maneuvers can only be used with weapons in which the character has attained the proper Training Rank. Characters gain access to the listed Trained maneuver when they are Training Rank 2 (Trained) in a Weapon Group.  When they are Training Rank 4 (Expert), they gain access to the Expert maneuver for that Weapon Group.  Likewise, upon reaching Training Rank 6 (Master), they gain access to the Master maneuver.

Combat Maneuvers by Weapon Group

TrainedExpertMaster
Training Rank:246
Attention Cost:
AxesSweepChopCleave
BludgeonsPushCrushKnockdown
BowsAimArc-ShotRapid-Fire
CrossbowsAimReloaderDeadly-Shot
Dueling BladesThrustLungePress
FlailsSweepTripKnockdown
Large BladesThrustSwipeCyclone
PolearmsFend OffTripImpale
Small BladesThrustFlurrySeize
ThrownAimArc-ShotHurl

Trained Maneuvers (Rank 2)

Aim  [Combat]   
[Attack] [Rank 2: Bows, Crossbows, Thrown]  [Attention: ]
You carefully aim your shot trying to avoid any obstacles. Make a ranged Fire attack and ignore up to 2 point of situation penalties from Cover or Concealment. If your shot is not affected by Cover or Concealment penalties, gain a +1 situation bonus on the attack.

Fend Off  [Combat]  
[Attack] [Melee] [Rank 2: Polearms] [Attention: ]
You position your polearm between yourself and an enemy to distract them. Make a normal Strike against an opponent, if the attack was successful the opponent is Distracted 2.

Push [Combat]  
[Attack] [Melee] [Rank 2: Bludgeons] [Attention: ]
You use your bludgeon to push around your enemy. Make a Shove action using your Fighting (Bludgeon) skill in place of your Brawl skill with a +2 situation bonus.

Sweep [Combat]  
[Attack] [Melee] [Rank 2: Axes, Flails] [Attention: ]
You use axe or flail to sweep a wide attack into a second foe. Make a normal Strike against an opponent, you can then make a second Strike against a second opponent who is within reach and adjacent to the first opponent. This second attack is made with a -2 situation penalty.

Thrust [Combat]  
[Attack] [Melee] [Rank 2: Blades] [Attention: ]
You thrust forward quickly with your blade, using speed and surprise to best your foe. Your target has a -4 situation penalty to their Defense Roll against your attack.

Expert Maneuvers (Rank 4)

Arc-Shot [Combat]  
[Attack] [Rank 4: Bows, Thrown]  [Attention: ]
You arc your shot to expand your range and distance. Make a Fire action against an opponent. Range Penalties (page XXX) for this shot are reduced as follows: Medium -0, Long -2, Extreme -4. Additionally, your attack has a +1 situation Damage bonus.

Chop [Combat]  
[Attack] [Melee] [Rank 4: Axes] [Attention: ]
You chop down with your axe with devastating force. You make a Strike against an opponent with a +1 situation Damage bonus. If your target chooses to Block the attack with a shield they have a -4 situation penalty on their Defense Roll, and after the attack is resolved, they must roll a Basic Block Test or their shield is automatically Broken and needs to be repaired.

Crush [Combat]  
[Attack] [Melee] [Rank 4: Bludgeons] [Attention: ]
You put all your strength into your next attack. Roll a Complex Athletics Test and then make a Strike against your target.
Resolution: Athletics

 – Your attack has a +2 situation Damage bonus.
– Your attack has a +3 situation Damage bonus.
 – Your attack has a +4 situation Damage bonus.
 – Your attack has a +5 situation Damage bonus.
 – You fail to leverage your strength into the attack.

Flurry [Combat]  
[Attack] [Melee] [Rank 4: Small Blades] [Attention: ]
You make two quick strikes in succession with your blade. Make a normal Strike against an opponent, you can then make a free second Strike against that same opponent.

Lunge [Combat]  
[Attack] [Melee] [Rank 4: Dueling Blades] [Attention: ]
You carefully analyze your next attack and then lunge forward in a devastating thrust. Roll a Complex Investigate Test and then make a Strike against your target with a +1 situation bonus to your Attack Roll.
Resolution: Investigate

 – Your target has a -2 situation penalty to their Defense Roll.
 – Your target has a -4 situation penalty to their Defense Roll.
 – Your target has a -6 situation penalty to their Defense Roll.
 – Your target has a -8 situation penalty to their Defense Roll.
 – You surprise attack fail to find a suitable opening.

Reloader [Combat]  
[Attack] [Rank 4: Crossbows] [Attention: ]
You rapidly reload your crossbow and fire in a swift and fluid motion. You take a Reload action to reload your crossbow and then take an immediate Fire action against an opponent. You take a -2 penalty on the shot for each Reload value that is above 1, such that a Reload 2 weapon has a -2 penalty, and a Reload 3 weapon has a -4 penalty.

Swipe [Combat]  
[Attack] [Melee] [Rank 4: Large Blades] [Attention: ]
You make a wide swipe with your weapon to strike at two foes at once. Make two normal Strike attacks against any two opponents adjacent to you.

Trip [Combat]  
[Attack] [Melee] [Rank 4: Polearms] [Attention: ]
You use your polearm to trip up an opponent’s stance and footing. Make a Trip action using your Fighting (Polearms) skill instead of your Brawl skill with a +4 situation bonus. You can target an opponent 2 squares away from you.

Master Maneuvers (Rank 6)

Cleave [Combat]  
[Attack] [Melee] [Rank 6: Axes] [Attention: ]
You cleave through your enemy with deadly force. Roll a Complex Athletics Test and then make a Strike attack against your target. Your target has a -4 situation penalty on Defense Rolls against this attack. If your Attack Roll was successful, you may make a free second Strike attack against a second opponent within reach and adjacent to the first opponent with a -2 situation penalty. The second attack does not gain a Damage bonus.
Resolution: Athletics
 – Your attack has a +2 situation Damage bonus.
– Your attack has a +3 situation Damage bonus.
 – Your attack has a +4 situation Damage bonus.
 – Your attack has a +5 situation Damage bonus.
 – You fail to leverage your full strength into your attack, but your attack has +1 situation Damage bonus.

Cyclone [Combat]  
[Attack] [Melee] [Rank 6: Large Blades] [Attention: ]
You spin around with your blade, cutting into all foes surrounding you. Make a normal Strike attack against each opponent who is adjacent to you.

Deadly-Shot [Combat]  
[Attack] [Rank 6: Crossbows] [Attention: ]
You carefully measure your next shot, trying to strike at your opponent’s vital areas. Roll a Complex Investigate Test and then make a Fire attack against your target. Your target has a -4 situation penalty to Dodge or Block against this attack.
Resolution: Investigate

 – Your attack has a +2 situation Damage bonus.
– Your attack has a +3 situation Damage bonus.
 – Your attack has a +4 situation Damage bonus.
 – Your attack has a +5 situation Damage bonus.
– You fail to find an opening to a vital area for your attack, but the attack still strikes hard, granting a +1 situation Damage bonus.

Hurl [Combat]  
[Attack] [Rank 6: Thrown] [Attention: ]
You hurl your thrown weapon with all your strength. Roll a Complex Athletics Test and then make a Fire attack against your target. Your target has a -4 situation penalty to Dodge against this attack.
Resolution: Athletics

 – Your attack has a +2 situation Damage bonus.
– Your attack has a +3 situation Damage bonus.
 – Your attack has a +4 situation Damage bonus.
 – Your attack has a +5 situation Damage bonus.
 – You fail to leverage your full strength into your attack, but your attack has a +1 situation Damage bonus.

ImpAle [Combat]  
[Attack] [Melee] [Rank 6: Polearms] [Attention: ]
You drive your polearm through your enemy. Roll a Complex Athletics Test and then make a Strike attack against your target. Your target has a -2 penalty to Defense Rolls against this attack. Regardless of the outcome, the target is Distracted 2.

Resolution: Athletics

 – Your attack has a +2 situation Damage bonus.
– Your attack has a +3 situation Damage bonus.
 – Your attack has a +4 situation Damage bonus.
 – Your attack has a +5 situation Damage bonus.
 – You fail to leverage your full strength into your attack, but your attack has a +1 situation Damage bonus.

Knockdown [Combat]  
[Attack] [Melee] [Rank 6: Bludgeons, Flails] [Attention: ]
You swing your bludgeon or flail with such force that it knocks your foe off their feet. You make a Strike against an opponent with a +2 damage bonus. After the attack is resolved, if the opponent received at least 1 point of damage, they must roll a Basic  Reflexes Test or they immediately fall Prone. If they succeed, they are Exposed 2 instead.

Press [Combat]  
[Attack] [Melee] [Rank 6: Dueling Blades] [Attention: ]
You press an advantage, knocking aside your enemy’s weapon to drive your blade into them. Roll a Complex Parry Test and then make a Strike attack against your target. Your target has a -4 penalty to Parry against this attack. Regardless of the outcome, the target is Distracted 2.
Resolution: Parry

 – Your attack has a +2 situation Damage bonus.
– Your attack has a +3 situation Damage bonus.
 – Your attack has a +4 situation Damage bonus.
 – Your attack has a +5 situation Damage bonus.
 – You fail to fully press your advantage; your attack has a +1 situation Damage bonus.

Rapid-Fire [Combat]  
[Attack] [Rank 6: Bows] [Attention: ]
You make two rapid shots in succession with your bow. Make a Fire attack against a target with a +2 situation bonus to the attack, you can then make a second Fire attack as normal. These attacks do not have to be against the same opponent, but each opponent must be within 6 squares of each other.

Seize [Combat]  
[Attack] [Melee] [Rank 6: Small Blades] [Attention: ]
You create a deceptive flurry of strikes, using the deception to drive your blade into a vital strike. Roll a Complex Deceive Test and then make a Strike attack against your target. Your target has a -2 penalty to Defense Rolls against this attack. Regardless of the outcome, the target is Exposed 2.
Resolution: Deceive

 – Your attack has a +2 situation Damage bonus.
– Your attack has a +3 situation Damage bonus.
 – Your attack has a +4 situation Damage bonus.
 – Your attack has a +5 situation Damage bonus.
 – You fail to properly deceive, but your attack has a +1 situation Damage bonus.