Inherent Actions
Abilities woven into your very being, as natural as drawing breath.
You accrue most of your actions through your discipline and equipment, sometimes even your ancestry. However, certain actions are innate to nearly all characters.
Movement #
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✦ . ⁺ Tier I – Inherent Action . ⁺ ✦
ATK/DC
—
Range
X meter(s)
Cooldown
—
Discreet, Mobility
You move up to your Speed using your chosen method of locomotion.
Alternatively, you may leap up to half your Body score in meters (rounded up), provided you aren’t Hindered.
─── ⋅ ∙ ∘ ☽ ◯ ☾ ∘ ⋅ ⋅ ───
Loot #
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✦ . ⁺ Tier I – Inherent Action . ⁺ ✦
ATK/DC
—
Range
Self
Cooldown
—
Discreet, Touch
You perform basic interactions with items or gear. On each use of Loot, you may:
- Stash unsecured items within reach into your Inventory, worth up to a number of unit(s) equal to your empty equipment slots.
- Replace your current equipment loadout with items from your Inventory.
If your Inventory exceeds your Carrying Capacity, you become Hindered.
─── ⋅ ∙ ∘ ☽ ◯ ☾ ∘ ⋅ ⋅ ───
Grapple #
⚡⚡



✦ . ⁺ Tier I – Inherent Action . ⁺ ✦
ATK/DC
Physical DC
Range
Reach
Cooldown
—
Touch
You attempt to grapple a target within reach. The target defends using a PHY or FIN SAVE (their choice).
On a failure, the target becomes Immobilized for the duration of the grapple.
If the target exceeds your Carrying Capacity, you latch onto them instead of Immobilizing them. While latched, you move with the target when they move.
The target, or anyone attempting to pry you off, may spend 1 AP to attempt another PHY or FIN SAVE.
On a success, the grapple ends.
─── ⋅ ∙ ∘ ☽ ◯ ☾ ∘ ⋅ ⋅ ───
Throw #
⚡⚡



✦ . ⁺ Tier I – Inherent Action . ⁺ ✦
ATK/DC
PHY ATK
Range
X meter(s)
Cooldown
—
—
You throw an unsecured item within reach, an item on your person, or a character you are grappling.
The throw distance in meters is your Carrying Capacity minus the target’s weight (min. 0 meters).
If the thrown target collides with something, it stops on impact and you must make an Attack Roll—contesting its AC and the AC of anyone it collides with.
On hit, you deal physical damage equal to 5 plus the target’s weight.
If the thrown target is a melee weapon, add its Overkill Modifier and change the damage type to match.
─── ⋅ ∙ ∘ ☽ ◯ ☾ ∘ ⋅ ⋅ ───
Hide #
⚡⚡⚡



✦ . ⁺ Tier I – Inherent Action . ⁺ ✦
ATK/DC
—
Range
Self
Cooldown
—
Discreet
You attempt to hide from view. If you are out of sight of the target(s) you wish to hide from, you become Obscured to them.
While hiding in low or zero visibility areas, you gain +2 Passive Stealth.
After performing any non-Discreet action, you are Revealed.
Upon entering a foe’s line of sight for the first time on a turn or starting your turn there, compare your Passive Stealth to their Passive Perception:
- If your Stealth exceeds their Perception, you remain hidden.
- If not, you are Revealed to them.
─── ⋅ ∙ ∘ ☽ ◯ ☾ ∘ ⋅ ⋅ ───
Inspire #
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✦ . ⁺ Tier I – Inherent Action . ⁺ ✦
ATK/DC
Inspiration
Range
Sight/Vocal
Cooldown
—
—
You call out to inspire an ally within sight or hearing, inspiring them to act.
Make an Inspiration check.
For every 5 points on your roll, the target may spend 1 AP to perform any actions as a Reaction to becoming inspired, acting as if it were their turn.
They can choose how much to spend, up to this limit. All costs and requirements for their actions still apply.
─── ⋅ ∙ ∘ ☽ ◯ ☾ ∘ ⋅ ⋅ ───
Planned Action #



✦ . ⁺ Tier I – Inherent Action . ⁺ ✦
ATK/DC
—
Range
Self
Cooldown
—
Discreet
You declare an action and the trigger condition that will cause you to perform it as a Reaction (e.g., “I’ll attack if an enemy moves into range.”).
- If the condition occurs, you immediately attempt to perform the action, paying all required costs.
- If the condition is not met, the action is not performed, and no costs are spent.
─── ⋅ ∙ ∘ ☽ ◯ ☾ ∘ ⋅ ⋅ ───







Unarmed #
Rarity
Common
Category
Inherent Weapon
Weight
0 unit(s)
Value
0×🪙
The simplest weapon is often the most reliable. Just movement, timing, and the instinct to survive—all you need to end a fight.
Strike #
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✦ . ⁺ Tier I – Unarmed Action . ⁺ ✦
ATK/DC
PHY ATK
Range
Reach
Cooldown
—
Touch
You throw an attack using your body at a target within reach.
On hit, you deal 14 [+0] physical damage.
The overkill modifier increases by +1 with each consecutive Strike you perform on the same target in one turn.
─── ⋅ ∙ ∘ ☽ ◯ ☾ ∘ ⋅ ⋅ ───
Guard #
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✦ . ⁺ Tier II – Unarmed Action (STR) . ⁺ ✦
ATK/DC
—
Range
Self
Cooldown
1 round(s)
Discreet
You keep your guard up and brace against incoming attacks.
Until the start of your next turn, if you can sense the attacker, they roll to hit your Physical AC with Disadvantage.
─── ⋅ ∙ ∘ ☽ ◯ ☾ ∘ ⋅ ⋅ ───
Feint #



✦ . ⁺ Tier II – Unarmed Action (DEX) . ⁺ ✦
ATK/DC
—
Range
Self
Cooldown
1 round(s)
Discreet
You divert attention and attempt strike a deceptive blow at a target within reach.
You perform an unarmed Strike, contesting the target’s Passive Perception instead of their Physical AC.
─── ⋅ ∙ ∘ ☽ ◯ ☾ ∘ ⋅ ⋅ ───
Leverage #
⚡⚡⚡



✦ . ⁺ Tier II – Unarmed Action (TEC) . ⁺ ✦
ATK/DC
Mental DC
Range
Self
Cooldown
1 round(s)
Reaction, Touch
As a Reaction to being struck by a reach-ranged attack, you attempt to leverage the attacker’s momentum against it.
The attacker must succeed a FIN SAVE, or the hit turns into a miss and the attacker is Staggered for 1 round.
─── ⋅ ∙ ∘ ☽ ◯ ☾ ∘ ⋅ ⋅ ───









