Actions
The choices you make in the moment will shape the flow of battle.
Actions define everything your character does in and out of structured play—whether attacking, moving, casting, crafting, or supporting allies.
Cost #
Each action has specific costs, requirements, and effects. Your resources, such as Action Points, will guide the costs that must be fulfilled to perform most actions.
Tier #
Actions, like all features, are labeled by Tier, reflecting its complexity and power. Tier affects the following:
Prerequisites
Sets the level needed in a Discipline, Archetype, or Expertise to gain access.
Focus Slots
Determines how many focus slots are needed to prepare a feature.
Ancestral Points
Governs how many points a feature is worth when selected through Mixed Heritage.
Nullification
Guides what features are suppressed by Nullification effects—higher Tier features are usually more difficult to nullify.
ATK & DC #
When you perform an action, it may either require an Attack Roll or impose an Action DC on your target.
Attack Roll #
You’d use an Attack Roll when you are actively trying to strike, affect, or overcome a target’s defenses. These types of actions will roll against a target’s Armor Class.
Your Attack Roll is:
d20 + Relevant ATK/SAVE bonus
KNO ATK
Uses your Knowledge.
Targets Mental AC.
WIL ATK
Uses your Will.
Targets Mental AC.
FIN ATK
Uses your Finesse.
Targets Physical AC.
PHY ATK
Uses your Physique.
Targets Physical AC.
Blind Attacks #
You suffer a (-10) penalty if you attempt an Attack Roll on:
- A target within range that you cannot see.
- A target outside of your range that you can see.
Overkill Damage #
Devastating attacks lead to devastating damage. Some damaging Attack Roll actions specify an Overkill Modifier, shown as a secondary number in brackets.
(e.g., “On hit, you deal 12 [+2] physical damage“)
When you successfully hit with an Attack Roll, check if the action lists an Overkill Modifier. If it does, and your roll exceeds the target’s AC, calculate Overkill Damage as follows:
(Attack Roll – Target’s AC) × Overkill Modifier
Add the Overkill Damage to the action’s base damage.
Action DC #
You’d use an Action DC when you are forcing a target to act against an effect you impose. These types of actions will call for a target to perform a saving throw, contesting your action’s DC.
Your Action DC is:
Relevant 1st Rank Attr. + Concentration
Mental DC
Uses your Mind.
Physical DC
Uses your Body.
Range #
Range determines how far you can target something with an action.
Provided you are within range of your own actions, you may always choose to target yourself whenever applicable.
Meter #
Actions that state a Meter range have a fixed distance the action may reach up to.
If the action requires an Attack Roll, you may attempt to target something you can see beyond your range. However, the attack will suffer the Blind attack penalty. The GM may also impose disadvantage on this attempt, depending on the context.
Sight #
Some actions rely on vision rather than a specific range limitation.
Actions that state a Sight range have unlimited range, provided the target is visible to you.
Reach #
When something is next to you, it is considered within reach.
A character’s base reach is 1 meter. Actions that state a Reach range may only target something within 1 meter of your character.
Some actions have an extended reach, and will state any bonus to your reach.
Vocal #
Some actions require that you be able to speak or make sound.
Actions that state a Vocal range have unlimited range, provided the target can hear you.
Self #
Some actions state an effect centered on or affecting yourself. These actions will have a range of Self.
If they affect an area around you, the action will state the bounds of that area—if the effect persists for multiple turns, its bounds will move with you when you move.
Cooldown #
Many actions have cooldown periods, determining how often a character can use an action.
Duration #
Some actions require a Duration of time to elapse before they can be performed again.
If an action requires Concentration, its cooldown duration does not begin until Concentration is dropped.
Charges #
Some actions have a set number of Charges. Once all charges are spent, you cannot perform the action again until you meet the recharge condition—this defaults as a Proper Rest, unless otherwise stated in the action’s description.
Properties #
Some actions include Properties, which summarize important requirements, limitations, or mechanics at a glance. These dictate how and when the action can be used.
Arcane #
Actions with the Arcane property draw from mystical or supernatural forces.
If you are Nullified, you cannot perform Arcane actions.
Companionship #
Actions with the Companionship property are performed by your companion rather than yourself.
These actions use the companion’s own stats, resources, and condition to perform the action.
Concentration #
Actions with the Concentration property require your full focus to maintain, with effects that last until you drop Concentration.
- You cannot concentrate on more than one action at a time.
- When you take damage while Concentrating, roll for Concentration, contesting a DC of 10.
- On a failure, you drop Concentration.
- If the action specifies a maximum duration, you drop Concentration when the duration expires.
Discreet #
Actions with the Discreet property can be performed without drawing attention or making noise.
This is typically used to avoid detection, determining which actions you can perform while hidden.
Evolutionary #
Actions with the Evolutionary property present volatile conditions one might encounter.
Performing Evolutionary actions requires you to roll a d20, contesting your Augmentor score.
The action’s discipline will define what happens on a success or failure.
Mobility #
Actions with the Mobility property require that you be able to move freely.
If you are Immobilized or otherwise incapacitated in some fashion, you cannot perform these actions.
Reaction #
Actions with the Reaction property are performed outside of your turn when triggered by a specific condition.
Reactions still require AP or other costs as normal.
Swan Song #
A Swan Song is a legendary, high-risk action that can only be performed while you are in Critical Condition.
- Once performed, all damage you take is doubled, including HP drain while Dying.
- This vulnerability ends as soon as you are stabilized.
Touch #
Actions with the Touch property require physical contact with your target at the moment of use.











