Free Actions
Action | Notes |
---|---|
Call a shot | See Called Shots |
Change linked device mode | Activate, deactivate or switch mode on any device linked to by a DNI |
Drop object | |
Drop prone | Only if not surprised |
Eject smart-gun clip | |
Gesture | |
Declare multiple attacks | May attack multiple targets in a single action by splitting the dice pool |
Run | |
Speak/Text |
Simple Actions
Action | Notes |
---|---|
Activate focus | |
Call spirit | Call an already summoned spirit |
Change device mode | Activate, deactivate or switch mode on any device not linked to by a DNI |
Change gun firing mode | |
Command spirit | Issuing a command to a single or multiple spirits |
Dismiss spirit | |
Observe in detail | Make a perception check |
Pick up/put down object | |
Quick draw | See Firearms |
Ready weapon | Weapons must be readied before use. May ready AGI/2 (round up) small throwing weapons |
Reckless spell casting | Cast a spell as a simple action |
Shift perception | Shift perception to or from astral |
Stand up | If wounded must succeed on BOD + WIL (2) |
Take aim | + 1 dice pool modifier or +1 accuracy. Maximum bonus = WIL/2 (round up) |
Take cover | |
Use simple device |
Complex Actions
Action | Notes |
---|---|
Astral projection | |
Banish spirit | |
Cast spell | |
Fire mounted or vehicle weapon | Readied weapons only |
Melee attack | |
Rigger jump in | |
Sprint | Make a running test |
Summoning | |
Use skill |
Special Actions
Interception
- Interrupt action
- Attempting to pass within 1m + 1m per point of reach of an opponent presents the opportunity to be intercepted
- At the cost of 5 initiative the opponent may make a melee attack
- If the character attempting to pass takes damage equal to or greater than their body they are intercepted and cannot continue their movement
- Prone combatants cannot intercept
- An interception can be avoided at the cost of a complex action
- By making a Gymnastics + AGI [Physical] (1) test
- Each hit above the threshold allows movement past one opponent