Cosmere RPG · 15 entries
| Action | Cost | Trigger | Description |
|---|---|---|---|
| Aid | Reaction | — | You step in to help an ally. Before an ally makes a skill test, you can use this reaction and spend 1 focus to grant them an advantage on their test. To aid an ally, you must be prepared and in range to realistically assist them. For example, you might aid their attack by flanking and distracting an enemy you're engaged with, or if you're within speaking distance, you might coordinate with them to search for a hidden enemy. |
| Avoid Danger | Reaction | — | When you're imperiled by your surroundings—such as standing under a falling boulder or being shoved off a balcony—you can use this reaction to attempt to save yourself. This might allow you to catch yourself before you fall, to dodge out of the way of a boulder, or to similarly avoid the danger. Make an Agility test to avoid the danger. If doing so in reaction to a test (such as an attack or Shove action) the DC is equal to that test's result. Otherwise, the DC is 15. If you fail, you don't avoid the danger. If you succeed, you avoid the danger to a reasonable degree, as determined by the GM. For example, if you're trying to avoid an area attack from the Division surge, the GM might say you move 5 feet on a success—if this movement gets you out of the area, you aren't hit, but if the area is larger, you'll likely still be affected to some degree. |
| Brace | Action | — | You hide behind cover within 5 feet of you (see "Terrain") to defend yourself against incoming attacks. All attacks against you gain a disadvantage for as long as you stay behind cover. If you attack or move, the benefits of this action end. You're only protected against attacks from the other side of your cover, and it must be substantial enough to realistically defend you against the attack. For example, you could press yourself against a wall or duck behind an obstacle, but if an enemy rounds the corner toward you, they can attack you without disadvantage. If you have a weapon with the Defensive trait (such as a shield), you can wield it to create mobile cover for yourself. When you do, you must keep that weapon raised and between yourself and any potential attackers. |
| Disengage | Action | — | You carefully step away from an enemy, defending yourself so they can't seize the opportunity to attack. Move 5 feet without triggering Reactive Strikes. |
| Dodge | Reaction | — | Before an enemy targets you with an attack, you can use this reaction and spend 1 focus to add a disadvantage to their attack test. You can't use this reaction on area attacks or on those that target multiple characters, though you might be able to Avoid Danger and move out of the way. |
| Gain Advantage | Action | — | You use one of your skills to seek the upper hand over your opponent, such as through clever tactics, unexpected feints, or superior strength. Explain how you are doing so, then make a test using a relevant skill against the enemy's corresponding defense. On a success, you gain an advantage on your next test against that enemy that uses a different skill. For example, you can test Deduction to guess at your foe's next move, then use that advantage on your next Light Weaponry test; however, you can't test Light Weaponry then use that advantage on another Light Weaponry test. (See "Skills" in chapter 3 for more examples of tests to Gain Advantage.) |
| Grapple | Action | — | Through strength and skill, you grab your opponent or control their movements to keep them restrained and focused on you. Make an Athletics test against the Physical defense of a character within your reach (see the Shove action). On a success, they become Restrained until either you become Unconscious, you choose to end the effect ( ), or they are no longer within your reach. |
| Interact | Action | — | You quickly interact with an object you can reach. Unlike the Use a Skill action, this action usually doesn't require a skill test. For example, you might Interact to: Open or close a door. Pick up an item. Draw or sheathe your weapon. Retrieve something from your pack. Pass something to an ally. Quickly scarf down pancakes. Put on or take off a simple piece of clothing. You can use the Interact action more than once per turn. |
| Move | Action | — | You move a distance up to your movement rate. If you're crawling, climbing, swimming, or being stealthy, you become Slowed for this movement, reducing how far you can move. Leaping or climbing as part of your movement might require an Agility or Athletics test. You can use the Move action more than once per turn. |
| Reactive Strike | Reaction | — | As an enemy retreats, you use the opening to attack. When an enemy voluntarily leaves your reach, you can use this reaction and spend 1 focus to make a melee weapon attack or unarmed attack against the enemy's Physical defense. You can't use this reaction to attack a character who transports themself with Transportation or who otherwise moves instantaneously. |
| Ready | Action | — | Your readied action must follow all other rules as if you were using it on your turn. For example, if you already used a Disengage action, you can't ready a second Disengage action. *To use this action, you must use 1 action for the Ready action itself, plus the number of 1 action required for the action you chose to prepare. |
| Recover | Action | — | You take a deep breath and steel yourself. Roll your recovery die to recover health and/or focus, as if you just finished a short rest. Improvising Actions This game's combat rules can help you coordinate many variables in a complex and chaotic scene, but ultimately, rules exist to support you and your character's story. Your character can accomplish—or at least attempt—nearly anything you can imagine, so don't feel limited by just the actions in this book. If you want to attempt something creative, describe it to your GM. Many things can be covered by broad actions such as Use a Skill, but for those that can't, your GM will give you guidelines on whether a task is possible and how to determine whether it works. |
| Shove | Action | — | Through strength and skill, you forcibly maneuver your opponent. Make an Athletics test against the Physical defense of a character within your reach. On a success, you push or pull the target 5 feet horizontally. If you successfully Shove a character who has grappled you, it ends the Grapple effect. Free Actions Free actions (marked by a free action ) follow the same rules as other actions, except they don't use one of your available actions. Unless a condition or other effect currently prevents you from taking actions, you can use an unlimited number of different free actions on your turn. However, like actions, each free action (including those from talents and other effects) can only be used once per turn unless stated otherwise. Banter a free action ( ) You can freely speak at any point during your turn, and other characters can briefly respond. |
| Strike | Action | — | You attack using an unarmed attack or a weapon you're wielding against the Physical defense of a target. You can use the Strike action more than once per turn, but each attack must use a different hand. If you attack using your offhand, you must spend 2 focus. |
| Use a Skill | Action | — | You use one of your skills to perform challenging tasks around the battlefield—for example, you could make a Perception test to search the environment, make a Stealth test to hide, or make a Medicine test to treat an ally. This action covers many creative tasks you might attempt. If you have an idea that you don't feel fits into this action, see the "Improvising Actions" sidebar for more options. |