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).
Traits
Traits are keywords added to actions to describe some specific aspect of their nature.
Traits
- Body Attack: This action is considered a Body Attack; it can be performed with an appropriate weapon using either STR or DEX.
- Channel: Cannot be performed while Distraught.
- Concentrate: Cannot be performed while Distracted. Performing this action while in the threat area of an enemy grants them the chance to respond with an Opportunity Attack (which could be the Feint action). You cannot perform any other Concentrate actions while concentrating.
- Melee: Attack Actions that can only be used through a Melee attack.
- Mind Attack: This action is considered a Mind Attack; it can be performed with the Caster's primary Mind attribute (INT, WIS, or CHA).
- Ranged: Attack Actions that can only be used through a Ranged attack.
- 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.
- Soul Attack: This action is considered a Soul Attack.
- Special Attack: This action is considered a Special Attack, meaning it is a contested Skill Check (the action will specify which Skills are involved).
Types
For simplicity, actions are categorized into 4 types: Movement, Attack, Defense, Support, Luck and Meta. This is mostly for organization rather than mechanical purposes.
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 from the Stride action can be saved for later.
Difficult Terrain
If a hex has Difficult Terrain, it counts as 2 hexes for the purposes of Movement (except for the Side Step action).
Movement Actions
- Charge: Move
Movement + 1
hexes in a straight line, followed by a Melee Body Attack with Muscles instead (you still pay the AP cost for that action). This can be used for a "tackle" if the Shove Attack Action is chosen, in which case a+3
CM is granted to the attacker. - Climb: Climb one reasonable ledge (moving one hex). Harder climbs might require a Lift Check.
- Drag Grappler: Move 1 hex while Immobilized, dragging your grappler with you. Requires a contested Muscles check against Stance with a
-3
CM. You can use more APs to move extra hexes. - Pass Through: Contested Finesse check against opponent's Stance. Move past one enemy to an adjacent hex, as long as your Movement is 2 or more.
- Run: Move up to
4 * Movement
hexes. Make a Stamina Check DC10 + hexes moved
, or pay 1 VP. - Side Step: Move 1 hex in any direction, ignoring Difficult Terrain. This does not trigger Opportunity Attacks.
- Sneak: Move
Movement - 1
hexes making an additional Finesse check. Any other participant for which you are concealed can make a contested Awareness check to spot you. Typically used after taking the Hide action. - Stride: Enables you to move up to Movement hexes. Movement cannot be saved for later except during a sequence of Movement Actions.
- Swim: Swim up to
ceil(Movement / 2)
hexes. You might need a Stamina Check to sustain.
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.
Ranged Attacks
Ranged attacks will typically have to contend with a few categories of CMs, such as:
Range Increments
A ranged (or thrown) weapon will be listed with its base range in hexes (for example, a thrown Dagger has a base range of 3m
, while a Bow has a base range of 12m
). However it is entirely possible to attempt to hit a target further than the base range. To do so, apply a Range Increment CM based on the number of range increments in excess of the base range. The range increment is equal to min(1, floor([base range] / 2))
, and each range increment will incur a -3
CM to the Attack Check.
So for example, attempting to throw a Javelin (range: 6
hexes, increment: 3
hexes) against a target 10 hexes away will incur a -6
penalty.
The Aim action can be used to reduce the range increment by 1
(min 0
).
Passive Cover
When there is not a clear line of sight for a ranged attack, there are enemies or allies in the way, or the target is adjacent to a wall, you automatically benefit from Passive Cover against ranged attacks.
Passive Cover will grant you a CM to your Basic Body Defense against Ranged Attacks:
- Passive Cover - None: +0 (No obstruction.)
- Passive Cover - Lesser: -1 (Creatures on the way, 1m-tall obstacle, etc.)
- Passive Cover - Standard: -3 (Line of sight is blocked by the corners of obstacles.)
- Passive Cover - Greater: -6 (Line of sight is almost completely obstructed.)
If the line of sight is completely obstructed, obviously the attack cannot be performed at all (regardless of the Disregard Cover feat).
Note that on top of the Passive Cover, a target might want to react with the Take Cover reaction when applicable.
High-Ground Advantage
In situations where the attacker and the target are not at the same elevation, count the elevation increments between them and apply the following formula, with the advantage being to the character on the high ground.
CM = floor([height increment] / 2)
Attack Actions
- Aim: Target a specific enemy that you can see clearly; if your next action this turn is a Body Ranged Attack against that target, you can roll with Finesse instead reduce the range increment by
1
(min0
). - Demoralize: Special Attack using Speechcraft against target's Resolve: target becomes Distraught. Shifts deal SP damage.
- Disarm: Body Attack against Muscles or Finesse. Requires at least one Shift to succeed.
- Feint: Body Attack against Tenacity. Causes Distracted. Crit Shifts deal FP damage.
- Focused Strike: Spend 1 FP to perform a Strike with a +3 CM.
- Grapple: Body Attack against Evasiveness. Causes target to become Immobilized.
- 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 (at least
1
)). - Shove: Body Attack against Stance. Shoves opponent to the next hex in the incoming direction. A Shift can be used to apply the Prone condition.
- Strike: Body Attack against Body Defense. Deals VP damage. Crit Shifts deal extra VP damage.
- Stun: Body Attack against Body Defense. Causes Off-Guard. Crit Shifts deal VP damage.
- Trip: Body Attack against Stance. Causes opponent to be Prone. Shifts deal VP damage.
Type: Defense
These are actions that are used to defend against attacks. The most basic defense is the Basic_Defense reaction, which costs no AP and thus can be done in response to any applicable attack.
Note that you can only use a single Defense reaction in response to each attack; so for example you cannot both Dodge and Shield Block in response to the same attack - you must choose one way to react.
Defense Actions
- Basic Defense: A Basic Defense that can be used against any form of Basic Attack - contest with either Body, Mind or Soul depending on the realm of the Attack. This does not cost any AP and thus can always be responded with.
- Dodge: Perform a Body Defense with an Evasiveness Check and a
+3
CM instead. - Shield Block: Perform a Body Defense adding a Shield Bonus modifier (must be equipped with the shield).
- Steel Conviction: Perform a Mind or Soul Defense with a Resolve Check and a
+3
CM instead. - Take Cover: Perform a Body Defense against a Ranged Body Attack with an Agility Check and a
+6
CM instead (when already benefiting from Passive Cover).
Type: Support
These are actions that are used to support you or your allies.
Support Actions
- Calm: Spend 1 VP to perform a Resolve Check DC 20 (Medium): +1 SP; regardless of the result: Clears Distraught.
- Catch Breath: Spend 1 FP to perform a Stamina Check DC 20 (Medium): +1 VP. Regardless of result: Clears Off-Guard.
- Escape: Contested Evasiveness against Muscles check to clear Immobilized against a grappler.
- Flank: When an ally attacks, if on Flanking position, give them a +3 CM to their attack roll.
- Focus: Spend 1 SP to perform a Tenacity Check DC 20 (Medium): +1 FP; regardless of the result: Clears Distracted.
- Get Up: Clears Prone.
- Hide: Try to conceal yourself; make a Finesse active check that can be contested by each opponent's Perception Check.
- Inspire: Make an Empathy Check DC
20
(Medium; target can resist with Resolve if they so desire): target gets a+3
CM to a Attack or Defense action of their choice until the end of their next turn. Each Crit Shifts grants an additional+3
. Apply a-3
CM to your check if they cannot see you. Apply a-6
CM for each additional target you are trying to inspire at once. - Reload: Reload a weapon with the Reloadable trait.
- Sheathe/Unsheathe: Equip or unequip carried weapons, equipment and/or shields.
- Shrug Off: Immediately as taking >1 VP damage, you can attempt a Toughness Check (DC 20) to reduce the damage by 1 (+ Crit Shifts).
- Taunt: Spend 1 SP; roll a Presence 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).
Type: Heroic
As a Hero, there are a few ways to exert your supernatural connection to Luck in Shattered Wilds.
Heroic Actions
- Extra Die: The Extra Die is a special mechanic that allows you to enhance your Active Skill Checks by leveraging a different Attribute alongside your main Skill.
- Heroic Relentlessness: A full-round-action that can only be taken when you are Incapacitated, by paying a Heroism Point to make a FOW Check DC 20 (Medium). Restore your Vitality, Focus and Spirit Points to at least 1 each, thus clearing Incapacitated (you get a rank of Exhaustion as usual).
- Karmic Resistance: When you fail a Contested Resisted Check; pay 1 Heroism Point to try to resist the same target again by using Karma instead. You cannot use Luck or Extra Die on this roll, or use Karmic Resistance more than once against the same Check.
- Luck Die: The Luck Die is a special mechanic that allows you to enhance your Active Checks by calling upon your Fortune skill.
- Write History: Pay
1+
Heroism Points to influence the narrative and create fortunate coincidences in the world around you.
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 until your next turn 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 costing
1
AP or more (including Reactions) until your trigger procs. If your concentration is disrupted due to becoming Distracted, you lose the action (and the AP invested). 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 to your trigger.
Action List
- Aim: Target a specific enemy that you can see clearly; if your next action this turn is a Body Ranged Attack against that target, you can roll with Finesse instead reduce the range increment by
1
(min0
). - Basic Defense: A Basic Defense that can be used against any form of Basic Attack - contest with either Body, Mind or Soul depending on the realm of the Attack. This does not cost any AP and thus can always be responded with.
- Calm: Spend 1 VP to perform a Resolve Check DC 20 (Medium): +1 SP; regardless of the result: Clears Distraught.
- Catch Breath: Spend 1 FP to perform a Stamina Check DC 20 (Medium): +1 VP. Regardless of result: Clears Off-Guard.
- Charge: Move
Movement + 1
hexes in a straight line, followed by a Melee Body Attack with Muscles instead (you still pay the AP cost for that action). This can be used for a "tackle" if the Shove Attack Action is chosen, in which case a+3
CM is granted to the attacker. - Climb: Climb one reasonable ledge (moving 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.
- Demoralize: Special Attack using Speechcraft against target's Resolve: target becomes Distraught. Shifts deal SP damage.
- Disarm: Body Attack against Muscles or Finesse. Requires at least one Shift to succeed.
- Dodge: Perform a Body Defense with an Evasiveness Check and a
+3
CM instead. - Drag Grappler: Move 1 hex while Immobilized, dragging your grappler with you. Requires a contested Muscles check against Stance with a
-3
CM. You can use more APs to move extra hexes. - Escape: Contested Evasiveness against Muscles check to clear Immobilized against a grappler.
- Extra Die: The Extra Die is a special mechanic that allows you to enhance your Active Skill Checks by leveraging a different Attribute alongside your main Skill.
- Feint: Body Attack against Tenacity. Causes Distracted. Crit Shifts deal FP damage.
- Flank: When an ally attacks, if on Flanking position, give them a +3 CM to their attack roll.
- Focus: Spend 1 SP to perform a Tenacity Check DC 20 (Medium): +1 FP; regardless of the result: Clears Distracted.
- Focused Strike: Spend 1 FP to perform a Strike with a +3 CM.
- Get Up: Clears Prone.
- Grapple: Body Attack against Evasiveness. Causes target to become Immobilized.
- Heroic Relentlessness: A full-round-action that can only be taken when you are Incapacitated, by paying a Heroism Point to make a FOW Check DC 20 (Medium). Restore your Vitality, Focus and Spirit Points to at least 1 each, thus clearing Incapacitated (you get a rank 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: Make an Empathy Check DC
20
(Medium; target can resist with Resolve if they so desire): target gets a+3
CM to a Attack or Defense action of their choice until the end of their next turn. Each Crit Shifts grants an additional+3
. Apply a-3
CM to your check if they cannot see you. Apply a-6
CM for each additional target you are trying to inspire at once. - Karmic Resistance: When you fail a Contested Resisted Check; pay 1 Heroism Point to try to resist the same target again by using Karma instead. You cannot use Luck or Extra Die on this roll, or use Karmic Resistance more than once against the same Check.
- Luck Die: The Luck Die is a special mechanic that allows you to enhance your Active Checks by calling upon your Fortune skill.
- 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 (at least
1
)). - Pass Through: Contested Finesse check against opponent's Stance. Move past one enemy to an adjacent hex, as long as your Movement is 2 or more.
- Prepare Action: You can prepare a specific Action to be executed until your next turn 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 costing
1
AP or more (including Reactions) until your trigger procs. If your concentration is disrupted due to becoming Distracted, you lose the action (and the AP invested). 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 to your trigger. - Reload: Reload a weapon with the Reloadable trait.
- Run: Move up to
4 * Movement
hexes. Make a Stamina Check DC10 + hexes moved
, or pay 1 VP. - Sheathe/Unsheathe: Equip or unequip carried weapons, equipment and/or shields.
- Shield Block: Perform a Body Defense adding a Shield Bonus modifier (must be equipped with the shield).
- Shove: Body Attack against Stance. Shoves opponent to the next hex in the incoming direction. A Shift can be used to apply the Prone condition.
- Shrug Off: Immediately as taking >1 VP damage, you can attempt a Toughness Check (DC 20) to reduce the damage by 1 (+ Crit Shifts).
- Side Step: Move 1 hex in any direction, ignoring Difficult Terrain. This does not trigger Opportunity Attacks.
- Sneak: Move
Movement - 1
hexes making an additional Finesse check. Any other participant for which you are concealed can make a contested Awareness check to spot you. Typically used after taking the Hide action. - Steel Conviction: Perform a Mind or Soul Defense with a Resolve Check and a
+3
CM instead. - Stride: Enables you to move up to Movement hexes. Movement cannot be saved for later except during a sequence of Movement Actions.
- Strike: Body Attack against Body Defense. Deals VP damage. Crit Shifts deal extra VP damage.
- Stun: Body Attack against Body Defense. Causes Off-Guard. Crit Shifts deal VP damage.
- Swim: Swim up to
ceil(Movement / 2)
hexes. You might need a Stamina Check to sustain. - Take Cover: Perform a Body Defense against a Ranged Body Attack with an Agility Check and a
+6
CM instead (when already benefiting from Passive Cover). - Taunt: Spend 1 SP; roll a Presence 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: Body Attack against Stance. Causes opponent to be Prone. Shifts deal VP damage.
- Write History: Pay
1+
Heroism Points to influence the narrative and create fortunate coincidences in the world around you.