Action
Actions are the fundamental building blocks of combat and interaction in Shattered Wilds.
Each character has a limited number of Action Points (AP) per turn that they can spend to perform actions (including reactions).
Type: Movement
These are actions associated with movement, and can take several forms. All movement forms can move at least 1 Hex, regardless of the character's Speed. Unused movement cannot be saved for later.
-- TODO: difficult terrain
Movement Actions
- Stride : Move up to Speed hexes. Movement cannot be saved for later.
- Side Step : Move 1 hex in any direction. This does not trigger Opportunity Attacks.
- Get Up : Clears Prone.
- Run : Move up to
4 * Speed
hexes. Exert (10 + hexes moved). - Climb : Climb one reasonable ledge (one hex). Harder climbs might require a Lift check.
- Swim : Swim up to
Speed / 2
(round up) hexes. - Escape : Contested Evasiveness check to clear Immobilized against grappler.
- Drag Grappler : Move 1 hex while Immobilized, dragging your grappler with you. Requires a contested Muscles check against Stance with a -3 modifier. You can use more APs to move extra hexes.
- Stumble Through : Contested Finesse check against opponent's Stance. Move past one enemy to an adjacent hex, as long as your
Speed
is 2 or more. - Ride Mount : -- TODO.
- Hide : Try to conceal yourself; make a Finesse active check that can be contested by each opponent's Perception Check.
- Sneak : Move
Speed - 1
hexes making an additional Finesse check. Any other participant for which you are Concealed can make a contested Awareness check to spot you. - Charge : (this is a combined Movement + Attack action): Move
Speed + 1
hexes in a straight line, followed by Melee Attack with Muscles instead of STR. This can be used for a "Tackle" if the "Shove" Attack Action is chosen, in which case a Circumstance Bonus of +3 is granted to the attacker.
Type: Attack
These are actions in which the intent is to inflict damage (either to VP, FP or SP) to an opponent. Attack Actions are an active contested check against the target's Defense (which depends on the nature of the Attack).
Attack Actions can be either Basic or Special. Basic Attack actions are always an Attribute Check (STR or DEX for Physical attacks or the Spellcasting Attribute for Spell Attacks) contested by the target's Realm as Defense (for example, a STR check against a target's Body). Basic Attacks typically cause one damage when they succeed, and Shifts cause extra damage points.
Special Attacks are contested against specific Skills, depending on the nature of the attack. Special Attacks might cause other effects, such as Conditions, and also cause damage.
Attack Actions
- Stun : Melee only; Basic Attack. Causes Off-Guard. Shifts deal FP damage.
- Feint : Special Attack against Tenacity. Causes Distracted. Shifts deal FP damage.
- Strike : Basic Attack
- Focused Strike : Pay 1 FP; Basic Attack with a +3 CM.
- Trip : Melee only; Special Attack against Stance. Causes opponent to be Prone. Shifts deal VP damage.
- Shove : Melee only; Special Attack against Stance. Shoves opponent to the next hex in the incoming direction.
- Disarm : Melee only; Special Attack against Muscles or Finesse. Requires at least one Shift to succeed.
- Grapple : Melee only; Special Attack against Evasiveness. Does not deal damage but causes target to become Immobilized.
Type: Reaction
These are actions that can be taken at any time in combat, often in response to a specific event or situation. Unlike other systems, a character can take as many Reactions as they want, as long as they have the AP to afford them.
Since your AP is replenished at the end of your turn, you do not need to decide whether to "save" AP for reactions.
Reaction Actions
- Sheathe Unsheathe : Equip / unequip carried weapons and/or shields.
- Reload : Reload a weapon with the [Reload] trait.
- Catch Breath : Spend 1 FP to perform a Medium Stamina Check (DC 20): +1 VP. Regardless of result: Clears Off-Guard.
- Focus : [Concentrate] Medium Discipline Check (DC 20): +1 FP, Regardless of result: Clears Distracted
- Inspire : Medium Speechcraft Check (DC 20): +1 MP to one ally within hearing range. -3 CM if they cannot see you.
- Heroic Relentlessness : A special Action you can take as a full-round action when you are Incapacitated by paying a Heroism Point to make a Hard FOW Check (DC 25). Restore your Vitality, Focus and Spirit Points to at least 1 each, thus clearing Incapacitated (you get a level of Exhaustion as usual).
Type: Miscellaneous
These are actions that do not fit into the other categories.
Miscellaneous Actions
- Opportunity Attack : Triggered by an opponent either (1) leaving your threat area or (2) performing a Concentrate action on your threat area. You can choose what kind of Melee Basic Attack to perform as your opportunity attack (this will cost the same amount of AP as that Action would).
- Dodge : Defend Body against a Basic Attack with Evasiveness + 3 instead.
- Take Cover : Defend Body against a Ranged Basic Attack with Speed + 6 instead when already benefiting from Basic Cover.
- Shield Block : Add Shield Bonus to a Defend Body contested check.
- Shrug Off : Immediately as taking >1 VP damage, you can attempt a Medium Toughness (DC 20) check to reduce the damage by 1 (+ Crit Shifts).
- Flank : When an ally attack, if on Flanking position, give them a +3 Circumstance Bonus.
- Taunt : Spend 1 FP; roll a Speechcraft check against targets Resolve to persuade an enemy attempting to Melee attack a different target to instead attack you (when you are also in range and would be a valid target).
- Distract :
Type: Meta
Turns in Shattered Wilds are very reactive due to the higher possibility of Reactions to act as interruptions. However, there are still a few meta-options to change or interact in more direct ways with the turn ordering.
Meta Actions
- Decrease Initiative : At the start of your turn, you can choose to decrease your Initiative to any value below the current. Your turn then does not start and moves down the turn order. You can never raise your initiative.
- Prepare Action : You can prepare a specific Action to be executed during the next round as a reaction. You must pay 1 extra AP to prepare, plus the AP associated with the Action you are preparing now, and will be Concentrating and cannot take any other Action or Reaction until your trigger procs next round. You will be Concentrating during this period and therefore can lose the action if you become Distracted. Depending on the complexity of the trigger, the DM might need to ask for an IQ, Perception, or some other check to determine your ability to properly react.
Action List
- Catch Breath : Spend 1 FP to perform a Medium Stamina Check (DC 20): +1 VP. Regardless of result: Clears Off-Guard.
-
Charge
: (this is a combined Movement + Attack action): Move
Speed + 1
hexes in a straight line, followed by Melee Attack with Muscles instead of STR. This can be used for a "Tackle" if the "Shove" Attack Action is chosen, in which case a Circumstance Bonus of +3 is granted to the attacker. - Climb : Climb one reasonable ledge (one hex). Harder climbs might require a Lift check.
- Decrease Initiative : At the start of your turn, you can choose to decrease your Initiative to any value below the current. Your turn then does not start and moves down the turn order. You can never raise your initiative.
- Disarm : Melee only; Special Attack against Muscles or Finesse. Requires at least one Shift to succeed.
- Distract :
- Dodge : Defend Body against a Basic Attack with Evasiveness + 3 instead.
- Drag Grappler : Move 1 hex while Immobilized, dragging your grappler with you. Requires a contested Muscles check against Stance with a -3 modifier. You can use more APs to move extra hexes.
- Escape : Contested Evasiveness check to clear Immobilized against grappler.
- Feint : Special Attack against Tenacity. Causes Distracted. Shifts deal FP damage.
- Flank : When an ally attack, if on Flanking position, give them a +3 Circumstance Bonus.
- Focus : [Concentrate] Medium Discipline Check (DC 20): +1 FP, Regardless of result: Clears Distracted
- Focused Strike : Pay 1 FP; Basic Attack with a +3 CM.
- Get Up : Clears Prone.
- Grapple : Melee only; Special Attack against Evasiveness. Does not deal damage but causes target to become Immobilized.
- Heroic Relentlessness : A special Action you can take as a full-round action when you are Incapacitated by paying a Heroism Point to make a Hard FOW Check (DC 25). Restore your Vitality, Focus and Spirit Points to at least 1 each, thus clearing Incapacitated (you get a level of Exhaustion as usual).
- Hide : Try to conceal yourself; make a Finesse active check that can be contested by each opponent's Perception Check.
- Inspire : Medium Speechcraft Check (DC 20): +1 MP to one ally within hearing range. -3 CM if they cannot see you.
- Opportunity Attack : Triggered by an opponent either (1) leaving your threat area or (2) performing a Concentrate action on your threat area. You can choose what kind of Melee Basic Attack to perform as your opportunity attack (this will cost the same amount of AP as that Action would).
- Prepare Action : You can prepare a specific Action to be executed during the next round as a reaction. You must pay 1 extra AP to prepare, plus the AP associated with the Action you are preparing now, and will be Concentrating and cannot take any other Action or Reaction until your trigger procs next round. You will be Concentrating during this period and therefore can lose the action if you become Distracted. Depending on the complexity of the trigger, the DM might need to ask for an IQ, Perception, or some other check to determine your ability to properly react.
- Reload : Reload a weapon with the [Reload] trait.
- Ride Mount : -- TODO.
-
Run
: Move up to
4 * Speed
hexes. Exert (10 + hexes moved). - Sheathe Unsheathe : Equip / unequip carried weapons and/or shields.
- Shield Block : Add Shield Bonus to a Defend Body contested check.
- Shove : Melee only; Special Attack against Stance. Shoves opponent to the next hex in the incoming direction.
- Shrug Off : Immediately as taking >1 VP damage, you can attempt a Medium Toughness (DC 20) check to reduce the damage by 1 (+ Crit Shifts).
- Side Step : Move 1 hex in any direction. This does not trigger Opportunity Attacks.
-
Sneak
: Move
Speed - 1
hexes making an additional Finesse check. Any other participant for which you are Concealed can make a contested Awareness check to spot you. - Stride : Move up to Speed hexes. Movement cannot be saved for later.
- Strike : Basic Attack
-
Stumble Through
: Contested Finesse check against opponent's Stance. Move past one enemy to an adjacent hex, as long as your
Speed
is 2 or more. - Stun : Melee only; Basic Attack. Causes Off-Guard. Shifts deal FP damage.
-
Swim
: Swim up to
Speed / 2
(round up) hexes. - Take Cover : Defend Body against a Ranged Basic Attack with Speed + 6 instead when already benefiting from Basic Cover.
- Taunt : Spend 1 FP; roll a Speechcraft check against targets Resolve to persuade an enemy attempting to Melee attack a different target to instead attack you (when you are also in range and would be a valid target).
- Trip : Melee only; Special Attack against Stance. Causes opponent to be Prone. Shifts deal VP damage.