During situations, standard actions on a players turn include offensive, maneuver, and utilize actions. In some cases the GM may determine which attribute stat is added to an action meta roll.
Your character may take 2 standard actions and Move once on a turn (See Movement and Distance). The 2 actions can be any combination of standard actions, e.g., Maneuver+Utilize, Offensive+Offensive, etc. The number of actions taken on a turn can be increased to 3 through progression.
For attacks, make a meta roll and add the relevant attribute stat. The attribute needed will vary depending on the attack method. Refer to the wounds inflicted table, then add any additional wounds inflicted by the equipped item.
Using basic melee weapons requires a physiology roll.
Using ranged and advanced melee weapons require a cognition roll.
Using siege, and some heavy weapons may require a physiology roll at the GM's discretion.
Using improvised weapons may require a cognition roll at the GM's discretion.
A weapon must be declared equipped before an attack.
Unarmed attacks only deal wounds on superb and success rolls. 1 wound for success rolls, 2 for superb rolls.
The GM will determine mixed results and failure outcomes.
Maneuvers are only limited to imagination, discretion, and dice roll outcomes. Maneuvers include pushing, pulling, lifting, jumping, climbing, leaping, running, ducking, etc. Refer to the meta rolls table to determine the outcome of maneuvers.
Most maneuvers require a physiology, safety, or cognition roll determined by the GM.
Maneuvers can not immediately inflict or avoid wounds.
If an improvised item is being used during a maneuver, the GM will use the dice table to determine the item threshold, and any boosts gain or hindrances incurred.
Scaling an obstacle half your height or taller requires a maneuver action.
Collaborate with the GM as needed to pull off elaborate maneuvers. Remember to roll superb.
The GM will determine mixed results and failure outcomes.
Players will take the utilize action to use items or item features that have a finite number of uses. Examples would be items that heal or negate wounds, add a temporary threshold, attribute stat boosts, etc. Keeping the dice tables in mind, collaborate with the GM on how your character might buy, craft, build, find or forage for specific items to utilize.
Many items will need a cognition roll to use. Special items, or items that require special powers will need a focus roll to use. Other attribute rolls may be requested at the GM’s discretion.
The item details will note the specific boosts, affects, durations, and number of uses. These things are otherwise determined by the dice tables and/or the GM.
An item must be declared equipped to be utilized during situations.
Some items can only be used during idle time.
Once an item has been used up or broken, it is considered useless until properly renewed or repaired at the GM’s discretion.
The GM will determine mixed results and failure outcomes.
To avoid sustaining wounds in between turns, make a meta roll and add the relevant attribute stat and any item boosts before referring to the Wounds Sustained table. The GM will determine if any additional wounds are sustained from items.
Some items will negate a number of wounds while equipped or worn. The item info will detail how many wounds are negated (See Items).
Blocking a melee attack requires a physiology roll.
Blocking a melee attack while unarmed requires a physiology or cognition roll. Mixed success or better will still sustain 1 wound.
Blocking a ranged attack requires a physiology or safety roll at the GM’s discretion.
Blocking a ranged attack while unarmed requires a physiology or cognition roll. Mixed success or better will still sustain 1 wound.
Dodging a melee or ranged attack requires a safety roll.
Dodging area effects require a safety or cognition roll at the GM’s discretion.
A defensive weapon must be declared equipped before sustained wounds can be negated.
The GM will determine mixed results and failure outcomes.
When you roll a mixed success on a defensive action in melee range, both you and your attacker sustain 1 wound. Spend 1 drive point to challenge the turn order and counterattack. Roll 1d6+Cognition against the opponent’s same roll by the GM. If you roll higher your counterattack inflicts wounds equal to your current cognition stat, and the turn order shifts back to your party.
The GM cannot spend Entropy Points on a mixed success when a drive point is spent to attempt a counterattack. NPCs may also counterattack when you roll a mixed success on your offensive action.
A character may reload or recharge an item by spending 2 utilize standard actions on a turn. An item might not reach full charge until your next turn. This will depend on the nature of the item, the item details, the situation’s circumstances, or the GM’s discretion. Items like batteries and energy cells can only be charged during Idle Time.
During Activities and Instances, 1 player can assist another player with making a meta roll to do something. For example, if a player is making a Cognition roll to repair an item, another player, in melee distance, can assist if they have +2 or more in Cognition. The assisting player must describe how this will plausibly be done. Assisting a player adds +1 to their meta roll.
In Situations, the same applies. However, each player can only assist another player once per round.
NPC Actions
The GM controls NPC actions. The Meta Dice table is used for any action that doesn’t involve attacking or targeting players. Entropy Points can be spent by the GM to trigger NPC actions as well.