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


Critical Success
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)], Damage: [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 Tolerance to which final damage is applied.

For example, Deceive  Investigate, indicates a Conflict Test where the Attacker rolls a Deceive test as their Attack Roll and the Defender rolls an Investigate test as their Defense Roll.

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.

Special Action  

Some Actions also list a special additional activity that can be taken during certain circumstances, often as an exception to the way an Action typically works. Typically, these special actions require a minimum Rank in the associated skill.

Actions By Type

Basic Actions

Recovery Actions

Skill Actions

Combat Maneuvers