Action Templates

Stealth (Stealth)

Encumbrance fraction: 1

-Hiding/Sneaking (passive adds no roll and no skill mod unless there is a racial modifier)

--Localized Cover: bonus vs. sight while behind cover

--Dense foliage/broad cover: bonus vs. sight, penalty vs. sound

--Moving: penalty vs. sound (depends on speed----NEED TO CORRELATE MOVEMENT AND STEALTH)

--Old house: penalty vs. touch

--Size: smaller creatures have bonus vs. sight

--"Hiding in plain sight”: see Social Interaction

--Upwind-downwind: bonus vs. smell

-Removing/avoiding signs of your trail (active)

--Extremely dry or extremely wet terrain: bonus vs. tracking

--Somewhat dry or wet (e.g., muddy) terrain: penalty vs. tracking

--Dense foliage (e.g., sticks underfoot): penalty vs. tracking

Stealth and Combat: Stealth can be used in two ways related to combat. One group can “ambush” another group. In this case, the group stealth check and the group perception modifiers of the ambusher and ambushee are compared. The result determines the penalty, if any, to the number of AP the ambushee has at the start of combat. This can greatly hinder their ability to defend themselves.

Stealth vs. perception provides a bonus to initiative. Initiative determined by perception vs. perception with the stealth bonus applied. Highest initiative gets 4 AP to start combat. Reduced by half, for every 12 lower.

Lock-picking (Lock-picking)

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Noticing (Perception)

Base Cost: 2 AP

Allows you to notice the target, so that you can take actions on your turn that target it or take actions not on your turn in response to the target’s actions, interrupting their turn if applicable. You roll your perception against their stealth. The circumstance modifiers below are applied to your roll based on the conditions at the time you attempt to notice them. If they have an active stealth action, their stealth roll contests your perception roll. If they are not actively stealthed, then their base stealth contests this roll. If you fail this contest, you suffer penalties to these actions that depend on how badly you failed.

Degrees of success for this needed for more realism.

–Responsible for determining Initiative (rank)

--range penalty(to all)

-Sight (passive: costs no action points)

--Looking in sneaker’s direction: small bonus vs. sneaking/hiding

--Sneaker in peripheral vision: small penalty vs. sneaking

--Sneaker not in vision: no chance of success

-Sight (active: costs action points)

--Direction not relevant since you are taking the time to look around

-Sound

-Smell

-Touch (vibration)

-Track (includes overland travel, costs 4 AP/round) a single human (Size 0) through a typical environment after 1 day of their passing: DC 50 (3.58% on 3d20 for 100 points person, 98% chance for 1000 points person).

--“typical environment” is defined as grassland with no wind a week after the most recent rain.

--environment types (+/- modifier): fine gravel (-10), coarse gravel (-20), small rocks(-30), solid rock (-40), underwater (-50), dry sand with no wind (+0), dry sand with lots of wind (-40), wet sand (+10), grassland with lots of wind (-20), forest (+0)

--Time since last rain: default 1 week (penalty for shorter, bonus for longer)

--Dense foliage (e.g., sticks underfoot): bonus

--Dense fauna: penalty?

--Time since creature passed: default 1 day (-12 for 2 days, +12 for ½ day, etc.)

--Number: default 1 (+12 for 2 targets)

--Size: default Size 0 (human sized); +2 for Size 1, -2 for Size -1, etc.

--Racial: bonuses or penalties of target

Ranged attack, crossbows [& firearms] (Crossbows)

Action time: 2 AP (release) + load time (see Weapons, > 3 AP) 

You make a ranged attack with a loaded crossbow and reload the weapon. If your ranged weapon is not loaded, you must pay the load time of the weapon in AP before you can take this action. You have the option to not reload after firing.

Hit a moving target with a diameter of 1 m from a distance of 10 m: DC 45 (stationary target: 46% success for 100-point person (+0), 100% success for 1e3-point person (+34)).

--Target size: +24 for doubling of linear target size

--Prone: -24 if the target is prone

--Range (simple distance): +24 for halving of distance, down to the weapon’s minimum range 

--Range (arcing penalty): 0 inside weapon base range, -12 for doubling base range, etc. up to max range (see weapon stats)

-- No target motion (perpendicular to line-of-sight): +12 if target is stationary

--Starting to fire a bow gives you the Lined Up and Focusing statuses.  Firing a bow requires the Lined Up and Focusing statuses.

Variations: When performing a ranged attack, you may choose one of the following options to modify that attack in some way.

-- Called Shot: This action now costs 8 AP. Take a -24 penalty on your accuracy. If you hit, gain a +12 modifier to your damage. Gaining this bonus to damage is predicated on your ability to discern the target’s weak points. At the discretion of the GM, this could require a creature lore, industry, or other skill check. Some creatures may be completely immune to this variation.

-- Snapshot: Firing your ranged weapon only takes 1 AP. Take a -24 penalty to accuracy.

Ranged attack, Bows & Thrown Weapons (Bows or Thrown Weapons)

Action time: 3 AP (draw and release) + load time (see Weapons, 2 AP for bows)

You make a ranged attack with a bow with a nocked arrow or equipped thrown weapon and nock another arrow or equip another thrown weapon. If you do not have an arrow nocked, or a thrown weapon equipped, you must pay the load time of the weapon in AP before you can take this action. You have the option not to nock another arrow after firing or not draw another thrown weapon..

Hit a moving target with a diameter of 1 m from a distance of 10 m: DC 45 (stationary target: 46% success for 100-point person (+0), 100% success for 1e3-point person (+34)).

--Target size: +24 for doubling of linear target size

--Prone: -24 if the target is prone

--Range (simple distance): +24 for halving of distance, down to the weapon’s minimum range 

--Range (arcing penalty): 0 inside weapon base range, -12 for doubling base range, etc. up to max range (see weapon stats)

-- No target motion (perpendicular to line-of-sight): +12 if target is stationary

--Starting to fire a bow gives you the Lined Up and Focusing statuses.  Firing a bow requires the Lined Up and Focusing statuses.

Variations: When performing a ranged attack, you may choose one of the following options to modify that attack in some way.

-- Called Shot: This action now costs 8 AP. Take a -24 penalty on your accuracy. If you hit, gain a +12 modifier to your damage. Gaining this bonus to damage is predicated on your ability to discern the target’s weak points. At the discretion of the GM, this could require a creature lore, industry, or other skill check. Some creatures may be completely immune to this variation.

-- Overdraw: Take a -12 penalty on your accuracy and increase the wind/stamina DC by 12. If you hit, gain a +6 modifier to your damage.

-- Snapshot: Firing your ranged weapon takes 1 less AP. Take a -24 penalty to accuracy. 

-- Underdraw: If you are wielding a bow, firing your weapon takes 1 less AP, but the subsequent shot suffers a -24 damage penalty. Undershot and Snapshot are an exception in that these two can be combined on a single shot.

Swimming (Movement)

In calm water, move up to a distance of 0.4*max. swim speed for each AP spent on movement; if you move in a straight line (including turns of less than 45 deg. per AP) for 5 AP, you may continue moving in that same direction at max. swim speed (= 0.5 m/s * 2^(movement skill modifier/12)).  Nota Bene: movement speed is relative to the movement of the background flow.

--Turbulence Examples (mod.): Small lake (+0), large lake or small bay (-6), typical ocean (-12), ocean during storm (-18), maelstrom (-24)

--Encumbrance fraction: 1

--Stamina cost:

Running (Movement)

On flat smooth terrain, unencumbered, move up to a distance of 0.4*max. run speed for each AP spent on movement; if you move in a straight line (including turns of less than 45 deg. per AP) for 5 AP, you may continue moving in that same direction at max. run speed (= 4.5 m/s * 2^(movement skill modifier/12)).  Requires X energy.

--Terrain Examples (mod.): solid rock (+0), wet algae-covered solid rock (-12), fine gravel (-20), coarse gravel (-15), small rocks (-10), large rocks (-5), tall grass (-12), forest undergrowth (-12), waist-high water (-24), deep, dry desert sand (-24)

--Encumbrance fraction: 1

--Energy cost: See Below

-- (Part of Archery: Getting shot on someone else’s turn) Speed tracked based on distance traveled/(AP spent)*.5s spent moving on current or last turn, except for starting and/or stopping

-- (Part of Archery: Getting shot on your turn) Instantaneous speed = average up to the point of interrupt

Base AP: 1

Base Stamina Cost per AP: 1

Encumbrance fraction: 1

The base values represent the walking speed of a creature.  A creature can spend more energy to move more quickly by expending additional stamina per AP.  Each doubling of stamina spent increases the movement modifier by 8. This can be done up to a maximum of a factor of 8, at which point the creature is effectively running as fast as it can. The corresponding wind cost per AP is found in table X.7.34.2.

The creature can also choose to increase the AP used by the action. Each doubling of AP used increases the movement modifier by 12. Note that increasing AP also increases stamina cost since stamina cost is on a per AP basis. This doubling can be done up to your current number of available AP.

For simplicity's sake, movement is separated into 4 movement modes. For each action point, a player can choose to sprint, run, jog, or walk with that action point. These actions cost the different amounts of stamina and wind and allow the character to travel a fixed distance with that action point. These values are shown in the table [Running Distances].

TIP: one can achieve various average speeds by using a different speed with each AP.

Tending wounds (Medical Wisdom)

Base time for action: .5 hours

DC: average of dice + f(severity of wounds)

Effect: bonus to creature’s next hardiness roll (difference between DC and roll).

Circumstance modifiers: surgical tools, healing herbs/tinctures/ointments (consumed)

Melee Attack (relevant weapon skill)

On your turn in combat, you may make a melee attack against any target within range of your equipped melee weapon. Roll the appropriate dice for that weapon, add your weapon skill mod, and then add the effective bonus to attack of the weapon.

Encumbrance fraction: 1

Base time for action: 4 AP

Base Stamina DC: 30 

DC: opposed by parry/block/dodge or -64 + Size*2

Effect on success: damage dealt to target = effective weapon damage - target armor + (degree of success)*c

Variations: When performing a ranged attack, you may choose one of the following options to modify that attack in some way.

-- Called Shot: This action now costs 8 AP. Take a -24 penalty on your accuracy. If you hit, gain a +12 modifier to your damage. Gaining this bonus to damage is predicated on your ability to discern the target’s weak points. At the discretion of the GM, this could require a creature lore, industry, or other skill check. Some creatures may be completely immune to this variation.

-- Heavy Blow: You can take an extra powerful attack with your weapon to do more damage at the expense of accuracy and stamina. Take a -12 penalty on your accuracy and increase the wind/stamina DC by 12. If you hit, gain a +6 modifier to your damage. 

Parry/Block (relevant weapon skill)

A Parry/Block action is taken in response to being attacked. Roll the appropriate dice for the weapon or shield you are using to parry/block, add your weapon skill mod, and then add the effective bonus to parry for that weapon.    This total sets the new DC that opposes the incoming attack. This roll only sets the new DC against a single attack. Additional attacks will require additional parry/block or dodge actions if you want to oppose them.

Tags: [Interrupt]

Encumbrance fraction: 0.5

Time for action: 1 AP

Base Stamina needed: 

Circumstance modifiers: if (effective weapon damage of attacker-effective weapon damage of defender)>0, it is applied as a penalty to any attempts to parry/block that attack.  If it is negative, a modifier of 0 is to be applied.

Dodge (Dodge)

Avoid being hit by a melee or ranged attack.

Dodging is a more comprehensive means of avoiding an attack, but it is also more physically strenuous and tiring. A successful dodge completely removes you from the area of effect of an attack. A partially successful dodge will not.

Going prone gives bonus to dodge and extra distance moved (optional) but obviously leaves you prone afterwards.

max distance moved by dodge depends on AP spent and max movement speed.

Choosing to move during your dodge provides a bonus to the dodge, but increases the stamina and wind cost based on how much you want to move.

Tags: [Interrupt]

Encumbrance fraction: 1

Time for action: 2 AP

dodging a ranged attack:

Step 1: The maximum dodge distance during the dodge to (effective max. running speed)/2. Your effective max. running speed is your current max. running speed based on your skill modifier plus any circumstantial modifiers that apply (e.g. being prone, difficult terrain).

Step 2: Choose where you want to dodge to, and if you want to go prone. Going prone allows you to add up to 5 feet to your distance traveled.

Step 3: determine circumstance modifiers to dodge, stamina cost, and wind cost.

Dodging at least 5 feet away provides a +12 bonus to dodge. Dodging at least 15 feet away provides a +24 bonus to dodge. Dodging at least 35 feet away provides a +36 to dodge. Going prone provides a +24 bonus to the dodge attempt as well.

Stamina cost: (distance traveled/maximum dodge distance)6AP=12distance traveled/max. running speed)AP

wind cost:

Disable Armor (Melee Weapon Skill of weapon being used to perform action)

Impose a condition on someone wearing armor that reduces the effectiveness of their armor (Defense Rating).  The amount that a set of armor’s Defense Rating is reduced using this action depends on the result of the roll made to perform this action.  The Defense Rating of a set of armor can be restored after a Repair Armor action.  Certain weapons give an advantage to this action, e.g., a billhook.  These advantages are captured under specific weapon templates.

Default Effect: Reduce opponent’s armor’s Defense Rating by 12

Default Difficulty: [unopposed] 12, [opposed] defense roll by opponent

Default AP Cost: 4

Modifications: for each increase/decrease in DR reduction by 1, difficulty increases/decreases by 1

Repair Armor (Relevant Knowledge skill, depending on material)

Fix a set of armor.  Can be repeated back-to-back for larger/greater effect.

Default Effect: Increase DR (up to set’s maximum) by 1

Default Difficulty: [with proper crafting station] 0, [without] 12

Default AP cost: 10 minutes

Modifications: None