Action Format
Each available Action listed in this book has the following format:
[Action Cost]
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
– Critical Success
– Failure
– Critical Failure
Each Action is also tagged by one or more of the four game mode icons:
Combat , Exploration
, Journey
, and Sojourn
.
The mode(s) indicate when you are likely to use that action and for how long it typically takes to execute that action. Combat actions typically take 1 Round to perform. 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.
The mode icons are followed by the Action Traits as listed in the previous section.
Some Actions will indicate the Skill associated with it. If the listed skill is followed by a number, then a character must have at least the indicated number of Training Ranks invested in that Skill to use the Action.
Some Actions require spending resources in order to take the Action. You must spend the indicated resource prior to attempting any Tests related to the Action. Resource costs are indicated by the type and number of icons.
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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: [Damage Type]
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 damage type, either Physical, Mental, or Spiritual.
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 is always free to alter that outcome for a choice that makes more sense given the current circumstances.