Skirmish Actions
Skirmish Actions are the things you can do in the heat of combat — each taking a specific amount of your Turn (Major, Minor, or Full-Turn). These Actions can also be used outside of Skirmishes to resolve anything that happens in a brief moment.
Attack
Duration:Instant
Trigger:When you declare a target you intend to harm and make an attack roll.
Declare a single target who you intend to harm & how (kill, shove, knock out). If the defender allows it, it happens. If not, perform 1 or more Strikes; by default, characters receive 1 Strike per Attack (but may receive more through Features or other abilities).
In order to attack a target, they must be within your weapon's reach. A character's melee reach is equal to their Size by default. Ranged attacks use the weapon's listed range as its reach.
To perform a Strike against a chosen valid target, choose an available weapon & roll a Strike Save. You may not add personal Fact bonuses to a Save, but should otherwise add factors such as the environment, Conditions, & the like.
| Result | Effect |
|---|---|
| Crit (≥12) | The defender suffers the weapon's effects at twice the normal severity (normally, by doubling Damage taken). |
| Pass (8–11) | The defender suffers the weapon's effects, including Damage taken. |
| Seven (7) | The defender suffers the weapon's effects with halved normal severity (normally, by halving Damage taken; round down). |
| Failure (3–6) | Your Strike is deflected, poorly aimed, or otherwise a failure. |
| Fumble (≤2) | Your Strike fails & if you're using a windgun or weapon with Reload, it's jammed or requires reloading. |
If your Strike deals enough Damage to outright kill the defender, you receive the Action you spent on your Attack back.
Ranged Weapon Rules
The following extra rules apply only to ranged attacks.
- Out of Range: Ranged attacks may be performed at up to twice a weapon's listed range, but when doing so, each Strike Save suffers a −1 penalty.
- Firing into Melee: When firing on a foe engaged in melee, the victim is chosen by random die roll from among all those visible within that foe's melee reach whose Heights are greater than half the intended target's Height.
- Cover: If the target has low/weak cover (half a character's Height), ranged attacks' Strike Saves suffer a −2 penalty. If the target has high/strong cover (covering their whole body), it's a −4 penalty.
The Angry Step
While starting an Attack Action & while not suffering any terrain or Condition that limits or alters your free movement, you may choose to move a distance up to or equal to your melee reach before making any Strikes. This extra distance is called the Angry Step & it does not count against your movement for your Turn.
Cast
Duration:Instant
Trigger:When you want to cast a spell from a Totem.
Casting is an Instant Save Action. There are two casting methods to follow depending on the kind of spirit you have. There are two kinds of spell-spirits:
- Spells are little spirits. They are captured or tamed & used as lenses for power by magicians of similar mindset & character.
- Souls are the spirits of more powerful entities. They are largely fixed in nature & cannot be changed simply by dumping power into them, but given an appropriate sacrifice will act on your behalf.
Both kinds of casting are dangerous.
After you cast a spell, you cannot heal HP until you spend at least a full day Resting.
Spell-casting
To cast a spell, you must have at least one personal Fact that resembles the nature of the spell. A geomancer needs to be Obsessed With Mathematics before he can use an organizational spell. An avian wizard needs to be Flighty to fly. The relationship can be poetic. More than half the relevant Players, GM included, have to agree. A Fact stating you are part of a Tradition that possesses the spell is always acceptable.
Assuming this condition is met, the process is as follows:
- Have a Totem containing a spirit held in a hand in front of you (it doesn't have to be your hand), with one of your hands free for gestures & invocation.
- Decide how many Spell Dice you want to invest into the casting.
- Roll all invested SD & determine the spell's effects (i.e. choose targets). The number of SD you invest is the [Dice] variable; the sum of all rolled values is the [Sum] variable.
- For each pair of doubled results rolled on your SD, suffer a Mishap from the Mishaps table. If you only invested 1 SD, a 6 causes a Mishap.
- Each invested SD that rolls 4–6 is exhausted.
Soul-casting
To cast a soul:
- Have a Totem containing a soul held in a hand in front of you (it doesn't have to be your hand), with one of your hands free for gestures & invocation.
- Take Damage equal to the spirit's Power. This Damage is called your sacrifice.
- Choose a benefit you wish to invoke from the spirit's list of Features:
- Roll a single d6 die. On a 1, the spirit-casting fails. On a 6, you suffer a Mishap from the Mishaps table. On any other value, the casting works as expected.
Mishaps
| 1d6 | Mishaps |
|---|---|
| 1 | After this, no Spirit will respond to you until you spend a full day Resting. |
| 2 | The spell targets you (if harmful), an enemy (if beneficial), or fizzles (otherwise). |
| 3 | Suffer whatever incapacitating or painful Condition is most conceptually related to the Spirit for 1d6 Rounds, as determined by the GM. |
| 4 | Take [Spirit Power] Damage (if soul-casting) or [Sum] Damage (if spell-casting), ignoring Armor. |
| 5 | Suffer a permanent random Mutation. |
| 6 | Roll again on this table, twice. |
Shove
Duration:Instant
Cost:Minor Action
Trigger:When you try to push a target away from you...
Save to shove a target in any direction that moves them further away from you. Use the adjacent Weight modifier table in addition to any other modifiers.
| Result | Effect |
|---|---|
| Crit (≥12) | Target moves up to four times their Size in distance. |
| Pass (8–11) | Target moves up to twice their Size in distance. |
| Seven (7) | Target moves up to their Size in distance, but may choose to pull you an equal distance along with them (into their previously occupied space), maintaining Engagement and/or initiating a Grapple if the target desires. |
| Failure (3–6) | Target doesn't move. |
| Fumble (≤2) | Target may push you up to your Size in distance. |
| The opponent is... | Mod |
|---|---|
| ≥10× heavier | −4 |
| ≥2× heavier | −2 |
| At least 10% heavier | −1 |
| About the same | N/A |
| At least 10% lighter | +1 |
| ≥2× lighter | +2 |
| ≥10× lighter | +4 |
Shoving may break Engagement & Grappling automatically if the shover wishes; the shover may also follow the shoved into the space they used to occupy if desired.
Grapple
Duration:Instant
Cost:Minor Action
Trigger:When you try to seize and restrain a target.
If you have at least one free hand, you can Save to Grapple an opponent. Use the adjacent Weight modifier table in addition to any other modifiers.
| Result | Effect |
|---|---|
| Crit (≥12) | Target is Grappled & may also be knocked Prone if desired. |
| Pass (8–11) | Target is Grappled. |
| Seven (7) | Target can choose to enter a Grapple, but you don't receive any benefits from this until the start of your next Turn. |
| Failure (3–6) | Target can choose to enter a Grapple, but you don't receive any benefits from this until the start of your next Turn. |
| Fumble (≤2) | Target can choose to enter a Grapple, but you don't receive any benefits from this until the start of your next Turn, & if they do so they can also knock you Prone. |
| The opponent is... | Mod |
|---|---|
| ≥10× heavier | −4 |
| ≥2× heavier | −2 |
| At least 10% heavier | −1 |
| About the same | N/A |
| At least 10% lighter | +1 |
| ≥2× lighter | +2 |
| ≥10× lighter | +4 |
Grappling is a Condition that affects both characters. Neither character can move except by Shoving the other, which is also the only way to break a Grapple. Melee attacks gain a +2 to hit anyone in a Grapple, even if the attacker is outside the Grapple.
Characters who are more than twice the Weight of the largest opponent in a Grapple may freely move around, dragging the Grapple with them.
Disengage
Duration:Instant
Cost:Major Action
Trigger:When you break engagement with enemies.
Break Engagement with any number of enemies. If you don't also move to a location outside their melee reach by the end of your Turn, you'll be Engaged again.
Sprint
Duration:Instant
Cost:Full-Turn Action
Trigger:When you move at top speed in a roughly straight line.
Move at least & up to 3× any of your Speed scores, turning no more than 45° throughout the entire distance. You must Save to pass through any form of difficult or slowing terrain without falling.
Charge
Duration:Instant
Cost:Full-Turn Action
Trigger:When you move in a straight line to close distance and attack.
Move at least & up to 3× any of your Speed scores in a straight unobstructed line & then perform an Attack at the end as per the Attack Action's rules. At the end of the Attack, the target, if less than half your Weight, must Save or Panic.
Interact
Duration:Instant
Cost:Minor Action
Trigger:When you manipulate an object within reach.
Swap items around in your hands, sheathe or draw a weapon, pick up an item within your reach, or interact with something nearby (lever, door, etc). Light a torch, lantern, or flask.
Take Cover / Stand Up
Duration:Instant
Cost:Minor Action
Trigger:When you drop Prone or rise from Prone status.
As a Minor Action, become Prone or recover from the Prone Condition.
Reload / Unjam
Duration:Instant
Cost:Major Action
Trigger:When you need to reload or unjam a crossbow or windgun.
Reload or unjam a crossbow or windgun.
Set Down Gently
Duration:Instant
Cost:Full-Turn Action
Trigger:When you set something down carefully to avoid damaging it.
Set something down gently without damaging it — especially bags, backpacks, or fragile items.
Search Your Pack
Duration:Instant
Cost:Full-Turn Action
Trigger:When you search a backpack or bag for a specific item.
Search a backpack or other bag for a specific item & pull it into your hand.
Jump
Duration:Instant
Cost:Minor Action
Trigger:When you attempt a jump.
As a Minor Action, attempt a jump. Horizontal jumps cover a number of feet equal to half your Run score on a running start, or one quarter standing still. Vertical jumps reach one quarter of those distances. Characters who are encumbered halve their effective jumping distance.
Movement
Duration:Instant
Cost:Minor Action
Trigger:When you move across the battlefield.
Move a distance up to one of your Speed scores (Run, Dig, Swim, Fly) across the appropriate medium. Keep in mind:
- You may not take other Actions while in the middle of a Move; you must end your Move first.
- Be mindful of Engagement & Grappling, which punish & prevent normal movement respectively.
- You may not move through space occupied by a foe or stop within space occupied by an ally.
Extinguish Fire
Duration:Instant
Cost:Full-Turn Action
Trigger:When you need to put out a fire on yourself.
Drop to the ground (becoming Prone) & simultaneously remove your own Burning Condition. As a Minor Action, recover from the Burning Condition by dropping to the ground & rolling.