Actions By Type
Choices and Actions
Playing World Saga is all about making choices. The GM will describe the current situation and then it is up to the players to determine what their character does next. Player will have to make a choice. Most of the time that choice will be harmless with no immediate consequence, such as choosing to speak with an NPC shopkeeper. Other times, choices can have drastic consequences, such as choosing to charge through a door instead of first listening for any signs of danger on the other side.
When a player proclaims what their character is doing, they are taking an
Whenever there is uncertainty in the result of an action, the GM will often ask for a Test. The types of Tests are described in detail in Chapter 1. This chapter outlines many Actions within the game with a predefined Test to adjudicate the Action. These codified Actions are provided as guidance and examples to help streamline the many possible occurrences during a typical game. However, these lists of Actions are not to be considered comprehensive, and they should not be considered a restrictive menu of what is possible in the game world.
World Saga is a roleplaying game. Imagination and creativity are cornerstones of such games. This means that the players will often surprise the GM by making a choice that is not governed by one of the Actions listed in this book. During these occurrences, it is up to the GM and the players to decide what happens in their story. Sometimes the GM and players must decide what Test (if any) would best adjudicate an unexpected action. While the GM always has the final say, they should also consider suggestions from the players.
There are three steps to choosing a Test:
1) Choose a Skill, Resistance, or Attribute.
First, you must choose what talents the Test is testing. Skills are the preferred option for Actions a character is actively choosing to perform. Resistances are best reserved for passive reactions to external events, such as a reaction. Finally, Attributes can be used if there are no obvious skills that are related to the action. When testing an Attribute, the GM should typically grant a +2 bonus to the roll (in addition to any appropriate difficulty modifiers).
2) Choose the type of Test.
If the action involves the character performing an activity on their own, choose a Basic or Complex Test. If the action involves doing something opposed to another character or NPC, then choose an Opposed or Conflict Test. If the action is expected to cause harm (physical, mental, or spiritual) to an aware opponent, then use an Attack Test.
3) Define success and failure.
If the action has a clear dichotomy of success or failure, a Basic or Opposed test will likely suffice. If there is an obvious gradation of success, a Complex or Conflict test might be appropriate. However, do not stress about defining all possible levels of success. In these cases, consider that a Success grants the player the outcome they want. With a Weak Success being a lesser version of that and a Strong Success or Great Success to be improved versions of that. If the GM decides that the player’s desired outcome would require great skill and luck to achieve, they might instead place the player’s desired outcome as requiring a Strong or Great Success instead. It is also perfectly acceptable for the GM to have the player roll a Basic Test but decide based afterwards that a high roll adds an additional positive outcome. Alternatively, the GM can apply a difficulty modifier to the roll.
When these unexpected Tests occur, it is important to keep the game moving along smoothly and not get bogged down in the minutiae of game mechanics. The player will roll the dice, and the GM will make the final call.
Unexpected Action Example: Olive’s character, Talidor Raven, faces off against some pirates in an old fort. Talidor’s nemesis, Captain Hallidon, stands in the center of the chamber barking orders to his men. Talidor is currently undetected, standing on a high balcony where a rope connects to a large chandelier hanging from a hook in the ceiling. In classic swashbuckler fashion, Olive tells her GM that she wants Talidor to cut the rope and use it to swing down and kick her nemesis to the ground. There is no Action in the book to adjudicate such a choice. The GM loves this idea and the narrative behind it; however, they must figure out a way to fairly resolve the action.
First, the GM chooses Athletics, as that Skill seems to be the most essential for swinging on a rope. The GM then decides that this will be a Conflict Test, since Talidor is directly opposing Captain Hallidon with this action and the GM can foresee a number of possible outcomes. Captain Hallidon will roll Reflexes for his defense since he has to react quickly to avoid being kicked. The GM decides that a Success will knock the Captain prone. A Weak Success will narrowly graze the Captain, but only enough to make him take a penalty to his Reflexes roll for initiative for the first round of combat. The GM warns Olive that a Failure will result in Talidor missing the Captain, and a Critical Failure will result in Talidor falling prone at the Captain’s feet. Olive agrees to this procedure and even spends 1 point of Courage to use
Envision the Outcome
For the sake of brevity, the descriptions for the outcomes of the Actions listed in this chapter are quite limited and brief. Players and GMs are encouraged to formulate a logical, narrative reason for the outcome of any Action. 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.
Skill Summary
The following are a summary of the Resistances and Skills listed in the game. Your GM might also introduce additional skills not listed here, based on the game’s setting. Each skill presents its name and the two Attributes associated with it (used for calculating a Skill Rank). There is also a list of Actions defined for each skill. Some actions will indicate the minimum Training Rank required to use that action (R#).
Resistances
This resistance is used for avoiding physical damage, dodging attacks, and escaping dangerous situations. It is also added to initiative rolls to determine turn order in combat.
Movement Reactions: Withdraw.
Defensive Reactions: Escape, Fire, Strike, Trip.
This resistance is used for fighting off physical afflictions (poison and disease) and recovering combat energy.
Recovery Actions: Catch Breath, Bleeding Out.
Defensive Reactions: Confront Affliction, Resist Affliction, Shove.
This resistance is used for avoiding mental and spiritual damage, resisting mental attacks, and handling stress.
Recovery Actions: Assess Conviction, Losing Control, Refocus, Unburden Stress.
Defensive Reactions: Confront Affliction, Insult., Resist Affliction, Taunt, Disorient, Diversion.
Combat Skills
This skill is used for running, jumping, climbing, swimming, wrestling, and otherwise pushing one’s physical body to its limit. Athletics also enables many combat actions that utilize strength and swiftness.
Movement Actions: Balance, Climb, Jump, Swim.
Vigorous Combat Actions: Dash, Charge Attack (R2), Power Strike (R4), Great Strike (R6), Blitz Attack (R8).
Exploration Actions: ): Chop Wood, Force Open, Gather Stone,.
Journey Actions: Forced March.
Sojourn Actions Mine Ore.
This skill is used for defensive actions that involve using a shield to block enemy attacks.
Vigorous Combat Actions: Intercept, Bracing Stance (R2),Shield Bash (R4), Shield Ally (R6), Aegis Stance (R8).
This skill is used for melee combat and represents a character’s overall ability to strike at their opponents and cause physical damage.
Vigorous Combat Actions: Escape, Grapple, Strike, Flank Attack (R2), Shove (R2), Sweep Attack (R4), Trip (R4), Double-Strike (R6), Flurry (R8).
This skill is used for defensive actions that involves using a melee weapon to precisely knock blows aside.
Vigorous Combat Actions: Intercept, Deflecting Stance (R2), Disarm (R4), Riposte Stance (R6), Barrier Stance (R8).
This skill is used for ranged combat and represents a character’s overall ability to aim and strike from a distance.
Vigorous Combat Actions: Fire, Aim Shot (R2), Arc-Shot (R4), Deadly-Shot (R6), Rapid-Fire (R8).
Social Skills
This skill is used to evoke respect and make a strong impression. It can be used to inspire valor and strength in allies through leadership. But it can also be used to coerce and intimidate opponents with one’s physical presence.
Cunning Combat Actions: Insult, Taunt (R2), Intimidate (R4), Threaten (R6), Terrorize (R8).
Valiant Combat Actions: Resist Fear (R2), Rally Ally (R4), Valor Cry (R6), Call to Arms (R8).
Exploration Actions: Coerce, Direct.
Social Debate Actions: Compel.
This skill is used to manipulate, distract, and lie to others. Bluffs, tricks, and distractions are the cornerstone of this skill.
Cunning Combat Actions: Trick, Feint Strike (R2), True Feint (R2), Deceptive Ruse (R4), Disorient (R4), Diversion (R6), Deceptive Strike (R8).
Exploration Actions: Bluff, Portray Persona.
Social Debate Actions: Beguile.
This skill is used to empathize and appeal to other people’s emotions. It can also be used to bolster the motivation and spirit of allies.
Recovery Actions: Calm Ally.
Cunning Combat Actions: Retort, Motivate Ally (R2), Rouse Ally (R4), Refute Slander (R6), Uplift Allies (R8).
Valiant Combat Actions: Encourage Ally (R2), Soothe Ally (R4), Defiance (R6), Embolden Allies (R8).
Exploration Actions: Impress.
Journey Actions: Comfort Fears (R2), Raise Spirit (R2).
This skill is used to entertain and demonstrate skill with acting, comedy, dancing, music, oration, or singing. It can also be used to enthuse allies or distract opponents.
Cunning Combat Actions: Trick, Motivate Ally (R2), Rouse Ally (R4), Diversion (R6), Uplift Allies (R8).
Exploration Actions: Performance.
This skill is used to reason, advise, or influence others with logical thought. It can also be used to make witty remarks and insulting commentary.
Cunning Combat Actions: Insult, Retort, Repartee Stance (R2), Wisecrack (R4), Refute Slander (R6), Bon Mot (R8).
Exploration Actions: Reason.
Social Debate Actions: Advocate.
Expertise Skills
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.
Exploration Actions: Trap Enemies (R4).
Journey Actions: Cook, Create, Ensnare Pursuers, Build (R2), Preserve Food (R2), Repair (R2), Tan (R2), Write (R2), Brew (R4).
Craft Subcategories
- Alchemy – (Create, Repair). The creation of alchemical items, such as bombs, tinctures, and tonics.
- Art – (Create, Repair, Write). The creation of works of art, this may be paintings, sculpture, or some other mixed media.
- 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, Create, Ensnare Pursuers, Repair, Trap Enemies). The creation of snares and traps.
- Textiles – (Create, Repair, Tan Hides). The tanning of hides into leather, cloth into clothing, and the creation of leather and cloth goods.
This skill is used for scanning the environment, reading the intent of others, and searching for hidden clues and weaknesses.
Cunning Combat Actions: Devise Strategy, Seek, Measured Strike (R2), Exploit Vulnerability (R4), Precise Strike (R6), Perfect Strike (R8).
Exploration Actions: Read Behavior, Search.
Journey Actions: Scout (R2).
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.
Exploration Actions: Recall Knowledge.
- Arcana – Knowledge of magic and the mystical arts.
- Crime – Knowledge of crimes and criminal networks.
- Culture – Knowledge of societies and their cultures.
- Esoterica – Knowledge of occult traditions and mysterious 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.
This skill represents a person’s knowledge and talents for tending wounds, diagnosing illness, and devising remedies for ailments. It can also be used for medical forensics.
Cunning Combat Actions: Stabilize Ally.
Exploration Actions: Forensics (R2), Treat Wounds (R2), Diagnose Affliction (R4).
Journey Actions: Treat Affliction (R4), Treat Injury (R4).
This skill is used for performing clandestine activities unseen, such as hiding from enemies in the shadows, sneaking without being heard, and evading enemies in the wilderness. This skill is also used for bypassing locks, picking pockets, or a bit of legerdemain to make small items disappear from view.
Cunning Combat Actions: Hide, Skulk, Trick, True Feint (R2), Hidden Strike (R2), Deceptive Ruse (R4), Disorient (R4), Veiled Strike (R6), Shadow Strike (R8).
Exploration Actions: Hide, Sneak, Steal, Pick Lock (R2), Disable Hazard (R4).
Journey Actions: Evade Dangers.
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.
Journey Actions: Camp, Escort Allies, Find Water, Forage (R2), Fish (R2), Hunt (R2), Cover Tracks (R4), Track Quarry (R4).
Action Traits
Some Actions may have one or more
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.