Ma Major Actions

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Some variable actions may require a major, minor, or

free action depending on how they are applied, such as


Stunt Attack
reloading a ranged weapon, which relies on what kind of Instead of trying to damage an opponent, you focus on
weapon you’re shooting with, and using extraordinary performing a specific action stunt, like attempting to subdue
abilities like magic or psychic powers, which depend on the an enemy with a hold instead of hurting them. Roll an attack
power you’re using. See Chapter 4: Equipment and Chapter as usual. A successful attack awards you 1 automatic stunt
6: Extraordinary Powers for more information. point of a type appropriate for the attack, but inflicts no
base damage. If you roll doubles, you earn additional stunt
Major Actions points as normal, and may choose a stunt that also damages
your opponent, but only the damage from stunts applies.
All-Out Attack You may attempt Stunt Attacks against objects as well as
opponents, though the GM may rule that some stunts do
You attack a single adjacent enemy in hand-to-hand combat,
not apply. See Attacking Objects in this chapter for more
throwing the full weight of your Strength behind the attack.
information
Doing this will compromise your ability to react to counter-
attacks, but if you hit, you do +1 damage. Whether or not the
attack you make actually hits, you suffer –1 to your Defense Minor Actions
until your next turn. Activate
Charge This action allows you to start using certain abilities or items,
such as an arcane power or an electronic device. When a
You move up to half your Speed (rounded down) in yards
vehicle has integrated weaponry (such as a machine gun built
and finish with a melee attack against an adjacent enemy. If
into a spy car) you use the Activate action to deliver attacks.
you moved at least 4 yards in a straight line before reaching
your target, you gain a +1 bonus on your attack roll. Aim
Defend You take the measure of your opponent and plan your next
strike. If your next action is a Melee Attack or Ranged Attack,
You concentrate on defending yourself this round. Until the you gain a +1 bonus on your attack roll.
beginning of your next turn, you gain a +2 bonus to your
Defense. Guard Up
First Aid You balance action and defense. Add +1 or +2 (your choice)
to your Defense until the end of this round. However, you
You provide quick medical assistance to an injured ally. You suffer the amount you choose as a penalty to all tests you
must be adjacent to your ally and have bandages ready. This is a make—even opposed tests—for the remainder of the current
TN 11 Intelligence (Medicine) test. If you succeed, your ally gets round as well (unlike the more advantageous Defend action,
back an amount of Health equal to the Stunt Die + your Intel- which lasts until the beginning of your next turn). If you
ligence (minimum 1 Health point). A character cannot benefit choose this minor action, you must do it before any major
from another First Aid action until additional damage is taken. action you take this turn, and that major action cannot be
Defend.
Gritty Mode: The First Aid action is TN 13, and only restores
Health equal to the provider’s Intelligence + 1 (minimum 1). Move

Melee Attack You can move up to your Speed in yards and can combine
this with actions like falling prone, standing up, mounting
You attack one adjacent enemy in hand-to-hand combat. An a horse, or climbing on a vehicle, but these actions consume
enemy within 2 yards of you is considered adjacent. half your Speed (rounded down).

Ranged Attack Prepare


You fire or throw a missile weapon at one visible enemy When you take this action, you postpone your major action
within range. to use at a later point. You declare one major action and your
choice to Prepare it. After you do so, the next person in initia-
Run/Chase tive order acts, and so on, but at any time until your next turn,
you can interrupt another character and take your prepared
On foot, you may move up to double your Speed in yards, action immediately. If you don’t use the prepared action by
sacrificing the ability to perform another action so you can your next turn, you lose it.
move farther. You cannot take this action if you are prone
(you’d need to use the Move action to stand up first). If Press the Attack
riding a mount, you may urge it forward the same distance.
On foot, on a mount, or in a vehicle, this action is required You stand ready to pursue an enemy if they fall back or flee.
to participate in a chase. See Chapter 8: Mastering the You can take this action after successfully striking an enemy
Rules for chase rules. target with a melee attack (whether you inflict damage or

Chapter 2: Basic Rules 37

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