Action Traits

Action Traits

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

AttackActions with the Attack trait indicate that 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.