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Action Cheat Sheet

You can take major actions like All-Out Attack, Charge, Defend, Heal, Melee Attack, Ranged Attack, or Run on your turn. Minor actions allow you to Activate powers/items, Aim for your next attack, Guard Up for defense bonuses, Move, Prepare an action, Press the Attack on a foe, Ready an item, or Stand Firm against movement. Variable actions are Cast a spell or Reload a weapon, taking a major, minor, or free action depending on factors.

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0% found this document useful (0 votes)
89 views2 pages

Action Cheat Sheet

You can take major actions like All-Out Attack, Charge, Defend, Heal, Melee Attack, Ranged Attack, or Run on your turn. Minor actions allow you to Activate powers/items, Aim for your next attack, Guard Up for defense bonuses, Move, Prepare an action, Press the Attack on a foe, Ready an item, or Stand Firm against movement. Variable actions are Cast a spell or Reload a weapon, taking a major, minor, or free action depending on factors.

Uploaded by

William Walker
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as ODT, PDF, TXT or read online on Scribd
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Actions Cheat Sheet

Major Actions
All-Out Attack
You attack one adjacent enemy in hand-to-hand combat, throwing the full weight of your Strength
behind the attack even though your ability to react to counterattacks will suffer. If you hit, you do +1
damage, but whether or not this attack hits, you suffer –1 to your Defense until your next turn.

Charge
You may move up to half your Speed (rounded down) in yards and then make a Melee Attack against
an adjacent enemy. You gain a +1 bonus on your attack roll.

Defend
You concentrate on defending yourself this round. Until the beginning of your next turn, you gain a
+2 bonus to your Defense.

Heal
You provide some quick first aid to an injured ally. You must be adjacent to your ally and you must
have bandages ready. This is a TN 11 Intelligence (Healing) test. If you are successful, your ally gets
back an amount of Health equal to the Stunt Die + your Intelligence. A character cannot benefit from
another Heal action until additional damage is taken.

Melee Attack
You attack one adjacent enemy in hand-to-hand combat. An enemy within 2 yards of you is
considered adjacent.

Ranged Attack
You fire or throw a missile weapon at one visible enemy within range.

Run
You can move up to double your Speed in yards. You cannot take this action if you are prone (you’d
need to use the Move action to stand up first).

Minor Actions
Activate
This action allows you to start using certain powers or items, such as fighting styles and potions.

Aim
You take the measure of your opponent and plan your next strike. If your next action is a Melee
Attack or Ranged Attack, you gain a +1 bonus on your attack roll.

Guard Up
You put your skill to use balancing action and defense. Add +1 or +2 (your choice) to your Defense
until the end of this round. However, you suffer the amount you choose as a penalty to all tests you
make, even opposed tests, for the remainder of the current round as well. (This is a key difference
between the Guard Up and Defend actions. Guard Up only lasts until the end of the round, where
Defend lasts until the beginning of your next turn.) If you choose this minor action, you must do it
before any major action you take this turn. You can’t follow up a Guard Up action with a Defend
action.
Move
You can move up to your Speed in yards. You can also go prone, stand up, mount or dismount a
horse or vehicle, but if you do so you can only move at half Speed (rounded down).

Prepare
You pick one major action that you prepare to execute and then end your turn. Any time until your
next turn, you can interrupt another character and take your prepared action immediately. If you
don’t use it by your next turn, the action is lost. You cannot take the prepared action if you’ve already
taken a major action on your turn.

Press the Attack


You stand ready to pursue an enemy if they should fall back or flee your blows. Declare an adjacent
enemy combatant when you take this action. Until the beginning of your next turn, if that enemy
moves away from you, you may immediately move up to your Speed in yards in direct pursuit of that
enemy at no additional cost in actions. This occurs immediately after your foe’s movement, before
they can do anything else. However, you can only use this minor action on an enemy you have
already successfully struck in melee combat this turn (whether you inflicted damage or not). When
you make your move, it need not bring you adjacent to that enemy if you can’t go that fast. In that
case, you simply move as far as you can before stopping. You are free to forego some or all of the
movement this action allows when your enemy triggers it, if you wish.

Ready
You can unsheathe a weapon, pull out a potion, or otherwise ready an item that is stowed. As part of
this action, you can put away something already in hand. You could thus put away your bow and a
draw a sword, for example.

Stand Firm
You lower your weight and prepare to resist any and all efforts to move you from the place where you
stand. Until the beginning of your next turn, any enemy who uses the Skirmish or Knock Prone
stunts to move you or knock you to the ground must succeed in an opposed test pitting their
Strength (Might) vs. your choice of your own Strength (Might) or Dexterity (Acrobatics) in order to
move you or knock you prone. This test can only be attempted after your opponent spends the
relevant stunt points, which are nevertheless expended to no effect if you win the test. An opponent
who attempts to Skirmish you more than once as part of a single attack (to move you more than 2
yards) only makes a single opposed test against you, with all of the skirmishing movement hanging
in the balance.

Variable Actions

Cast
You attempt to cast a spell, which requires a casting roll. This may be a major action, minor action,
or free action depending on the spell and the stunts used.

Reload
You reload a missile weapon. This may be a major action, minor action, or free action depending on
the weapon used, your talents, and the stunts used.

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