Basic Abilities

Certain actions, called basic abilities, are available to everyone at any time. Any restrictions on use are listed in the effect text.

Actions

Guard
Guard yourself, taking a defensive stance.
Technique: 1 Stamina (Once per turn)
Roll Strength, Agility, Intelligence, or Will. Gain a bonus until the beginning of your next turn based on which Core Stat was chosen:

  • Strength: Gain the result as Armor.
  • Agility: Gain the result as Evasion.
  • Intelligence: Gain the result as a bonus to any skill-based reactions.
  • Will: Gain the result as a bonus to all Resistances.

Hide
Slink into the shadows to obscure your presence.
Technique: 1 Stamina (Once per turn)
Become Hidden. Fails in bright light, when in line of sight of any unit that isn’t a party member, or while wearing heavy armor.

Item
Use an item from your pack.
Technique: 1 Stamina (Once per turn)
Choose an item in your pack, in your space, or adjacent to you. Use that item as directed in the item’s text entry.

Move
Move about the battlefield.
Technique: 1 Stamina
Move a number of spaces up to your Speed. Multiple uses of this on the same turn allow you to add up your Speed to higher values. Can also be used to stand up from being prone. If you have a special type of movement, you can use this ability to move in that way.

 

Attacks

Basic Attack
The old standard. Rear back and strike.
Attack: 1 Stamina (or 2 Stamina for a weapon wielded in two hands)
Make an attack with an equipped or natural weapon against a target within the weapon’s range.

Disarming Attack
Aim for your enemy’s weapon to send it soaring out of reach.
Attack: 2 Stamina
Target a unit in range of one of your equipped weapons and roll Strength or Agility with a -5 penalty against the target’s Evasion. If you succeed, the target’s weapon flies a number of spaces away equal to your roll to a place of your choosing, landing on the ground.

Dual Wield Attack
Attack with both of your weapons in tandem in a ferocious strike that’s sure to land.
Attack: 3 Stamina, requires wielding one light weapon in each hand
Target a unit in range of your weapons and roll damage for each of them, adding the results together.

Grappling Attack
Grab your opponent and keep hold.
Attack: 2 Stamina
Target a unit in range of your unarmed attack and roll Strength or Agility against their Strength or Agility. If you succeed, the unit is grappled.

Shoving Attack
A bull rush, tackle, a grab, or a strong kick will knock an enemy away or push them aside.
Attack: 2 Stamina
Target a unit in melee range of one of your natural attacks and roll Strength with a -2 penalty against the target’s Strength or Agility. If you succeed, the target is pushed one space in any direction of your choice.

Tripping Attack
When they try to flee, knock them down.
Attack: 2 Stamina
Target a unit in range of one of your equipped weapons and roll Strength or Agility with a -5 penalty against the target’s Evasion. If you succeed, the target falls prone.

 

Reactions

Block
Raise your shield to absorb a blow that might otherwise cause you harm.
Reaction: 1 Stamina
When attacked, use this reaction to roll Strength. Add the result plus the block value of one of your equipped items to your Armor against that attack. You can’t use this reaction if you don’t have an item with a block value equipped.

Dodge
The first rule of combat — Don’t get hit.
Reaction: 1 Stamina
When attacked, use this reaction to roll Evasion against the attacking unit’s Accuracy. If successful, the attack is negated.

Parry
Use your weapon to intercept an attack, then follow up with a strike of your own.
Reaction: 2 Stamina
When attacked with a melee weapon, use this reaction to roll Strength or Agility and gain Armor against the attack equal to the result. If the attack fails to inflict a wound, you can make a basic attack at no Stamina cost against the attacker.