- These are actions that may be taken outside of a character’s turn at the cost of some of their initiative. They may only be taken if the character has enough remaining initiative to pay the price of the action.
- Surprised characters may not take interrupt actions prior to their first action phase.
General Interrupt actions
Action | Initiative Cost | Trigger | Effect | Duration |
---|---|---|---|---|
Block | -5 | Incoming melee attack (unarmed) | Add Unarmed Combat to defence test | 1 defence test |
Dive for Cover | -5 | Incoming suppressing fire | Drop prone behind any cover in 4m | |
Parry | -5 | Incoming melee attack (armed) | Add weapon skill to defence test | 1 defence test |
Dodge | -5 | Incoming attack | Add Gymnastics to defence test | 1 defence test |
Hit the Dirt | -5 | Caught in suppressing fire without a free action | May drop prone (no REA+EDG needed) | |
Intercept | -5 | Opponent attempts to move past/away within Reach + 1m | Take a melee attack | |
Full Defence | -10 | Maybe taken at any time | Add WIS to defence tests | 1 Combat Turn |
Right Back at Ya! | -10 | Incoming grenade | Character moves to intercept the grenade in the air or on the floor. AGI (2) to successfully intercept grenade. Throwing Weapons + AGI -2 to throw the grenade back. If grenade is wireless: GM decision on speed of intercept. If motion sensor grenade: Grenade explodes on impact with floor or when caught by the character | |
Run for your life/Dive on the grenade | -5 | Incoming grenade or AoE Indirect combat spell | Move in a direction with any available movement. GM does not have to specify final location of the attack. OR Move towards the grenade and drop prone on top of it. Take all the grenade damage but eliminate the blast. Gas grenade effective radius is halved | |
Protect the Principle | -5 + 1 Edge | Another target is attacked | Move up to 2m to get in the way of the attack. No defence test can be taken |
Martial Arts Specific Interrupt Actions
Action | Initiative Cost | Trigger | Effect | Duration |
---|---|---|---|---|
Counterstrike | -7 | Incoming melee attack (unarmed) | Replace defence test with Unarmed + REA [Physical]. If Defender scores more hits than the attacker the attack is negated and the counterstrike hits the attacker for Unarmed DV + net hits | |
Reversal | -7 | Caught in a Clinch or Grapple without superior position | Make an AGI + Unarmed (opponents hits on the clinch). Success reverses the position of the clinch/grapple and giving the character the Superior Position advantage | |
Sacrifice Throw | -10 | Whilst making an unarmed throw attack | Add STR + BOD to net hits of the unarmed attack (Opponent s Physical Limit). If successful opponent can be thrown 1+net hits meters, (max distance STR - opponents BOD in m). Opponent suffers damage equal to the number of net hits | |
Riposte | -7 | Incoming melee attack (armed) | Replace defence test with Weapon skill + REA [Accuracy]. If Defender scores more hits than the attacker the attack is negated and the counterstrike hits the attacker for Weapon DV + net hits. If the defender does not get more hits then the damage of the attackers attack is increased by 2 | |
Shadow Block | -5 | Targeted opponent uses Dodge | Make a Gymnastics + AGI [Physical] (Net hits from dodge). If successful, reduce hits dodging character recieved on their defence test by the net hits they achieved on their test |