Other Actions

Players are likely to come up with any number of other actions they wish to take in combat. For the most part, the GM should adjudicate these on the fly. However, some additional common actions are described below.

Aim

You may spend an action to aim, granting ⊕ to an immediately subsequent attack. This works for both ranged and melee attacks. You may only benefit from aiming once per attack.

Draw

Drawing a weapon, ammunition or other item takes an action. If the item is stored in a backpack or other sealed container, opening the container is an action and drawing the item is another.

Focus

Many mental consequences—including Dazed, Disabled, Fear, Fixation and Stunned—may be removed by taking the Focus action. Each time this action is taken, remove one suitable consequence of your choice and gain a Stressed consequence (see page XXX). The focus action may not be taken in the same round in which you make an attack.

Hide

If you have heavy cover or concealment and are not engaged, you may attempt to hide by making a Stealth vs. Willpower test, opposed by the highest foe. On a success, you gain the Hidden consequence.

Intimidate

Through a few choice words or posturing, a target may be intimidated as an action. To do this, make a Str/Persuasion vs. Willpower test. On a success, the target gains the Fear consequence.

Observe

You may maintain a state of heightened alertness by making an Awareness vs. Stealth test. On a success, you spot the nearest hidden foe, who loses the Hidden consequence.

Stanch Bleeding

You may use bandages or a poultice to remove a target’s Bleeding or Dying consequences. Make a Dex/Medicine-10 test (see page XXX).

Taunt

By yelling taunts or other jeers as an action, a target may be distracted. To do this, make an Expression vs. Willpower test. On a success, the target gains a Fixation consequence with you as the subject.

Trick

Once per combat, you may attempt to trick a foe, creating an opening that can be exploited. To do this, describe the trick and make an Int/Deception vs. Willpower test. On a success, the target gains a Dazed consequence.