Jump to the 12 Basic Actions:
Maneuver to beat a threshold set by the Guide
Prepare yourself when battle or another tense situation erupts. If you succeed, you act in the first round, before foes. If you fail, you must wait to act after your foes. The Guide might set one of these thresholds if your foes have . . .Move against a foe to beat their grace
Strike a foe with weapon, fist, or appendage. Three outcomes are possible:Maneuver against a character to beat their awareness
Take this action whenever you make a claim you know is not true. If you succeed, character(s) believe you. If you fail, they likely lose regard for you. This action only resolves a single claim. Even on a success, the character may remain skeptical of you—unless you Persuade them to trust you.Maneuver against one or more characters to beat their awareness
You actively avoid one or more characters. Anyone you succeed against has Maneuver disadvantage if they Attack you. You can’t counterattack while evading, however. If cover is present when you successfully Evade—and the characters aren’t actively looking at or interacting with you—you gain the hidden position, evading their detection entirely.Compel yourself to assist an ally
You aid or encourage an ally attempting any action in the same round. The ally can use your result instead of theirs. You can take this action immediately after any ally’s action—as long as you haven’t acted yet in the round—but you must be close to either your ally or close to the character they’re taking their action against.Maneuver against a foe to beat their awareness
Take -1 awareness to circle around a foe and strike where they’re vulnerable. If you succeed: ➟Attack them as a following action with a +3 bonus. The foe can’t ➥counterattack this attack. If you fail to Outflank your foe, you automatically miss your attack—and the foe can ➥counterattack you.Compel a character to beat their spirit
Convince a non-hostile character to do or believe something they’re not inclined to do or believe. If the character is wary, as many denizens of the Skysea are, you have a -2 penalty. If you invoke an ideal the character shares, you can Persuade a hostile character with a -2 penalty, or a wary character with no penalty.Brace against a foe to beat their strength
Requires a free hand. Overpower a foe who you’ve first Grabbed, or who is Restraining you. If you succeed, you inflict -2 grace, plus the following effects:Move yourself to beat your own weight
You move swiftly to reposition yourself. You can take -1 strength to gain a +3 bonus on your result. Use this action to:Brace against a foe to beat their strength
Requires a free hand. Push a foe you’ve Grabbed or who is Restraining you. If you succeed, you inflict -2 grace. You also break their hold if they’re Restraining you or another character. You can try to Shove foes into dangerous terrain—like off a cliff—with a -2 penalty, if the Guide determines it’s possible to do so.Brace yourself to gain defense-focus
Must stand on solid ground. Take -1 strength to summon your fortitude and regain all your grace. You also gain defense-focus equal to your result. Before your next turn, spend any amount of defense-focus, 1-for-1, to:Brace yourself to beat a threshold equal to your deathmarks
When your life is reduced to zero and you have at least 1 deathmark, you must take this action on your next turn. The number of deathmarks you’ve accumulated is the threshold to beat. If you succeed, you regain 1 life—but you also gain 1 deathmark. If you fail, your soul drifts away from your body and into the undifferentiated Rephaim, and you die—unless an ally Helps you, perhaps, or your soul has somewhere else to go.