6. Actions
When you hold the Initiative you may take a Turn and can generally perform one action. The following list is not exhaustive and the GM is encouraged to interpret player intentions as best they can.
6.1 Hit Someone
Section titled “6.1 Hit Someone”To stab, bludgeon, or otherwise physically interfere with someone, Roll (2d6+Skill+Advanced Skill) Versus an opponent doing the same thing. The winner Rolls for Damage and the loser deducts the number generated by the Damage Roll from their Stamina. Note that either party in any exchange can potentially win. In a tie both parties have avoided hurting each other. Also note that this means you can potentially hit an unlimited number of people in a Round but may only Initiate once per Turn.
6.2 Shoot Someone
Section titled “6.2 Shoot Someone”Shooting an opponent is resolved by Rolling Versus their Skill or appropriate evasive Advanced Skill such as Shield or Dodge.
Shooting Into Melee. When shooting into melee on a successful hit assign a number to every individual involved and roll a die. If their number comes up they receive the Damage.
Aim. On your Turn you may decide to take Aim with your ranged Weapon. To do so hold onto your Initiative Token. When your next Initiative Token is drawn you may roll twice and pick the best roll. If the End of the Round Token comes up and you haven’t used your Aim Token you may decide to hold onto it for the next Round.
6.3 Cast a Spell
Section titled “6.3 Cast a Spell”Each Spell has its own instructions on how it should be used but in general you will need to spend a certain amount of Stamina and Roll Under or Roll Versus (for Spells that require you to touch an unwilling party, for instance) in order to create some kind of effect. Unless the Spell says otherwise it requires at least one hand free and the ability to speak. Roll on the Oops! Table if the result is a Fumble.
6.4 Delay
Section titled “6.4 Delay”You may choose not to act when you hold Initiative. In that case put your Token back in the Stack.
6.5 Move
Section titled “6.5 Move”Every action is assumed to have a bit of movement involved. Anything less than 4 metres is folded into whatever else you might be doing. If you wish to chase after someone or perform some other involved locomotion then just spend a Turn doing it.
6.6 Retrieve an Item
Section titled “6.6 Retrieve an Item”If you need to get something out that you weren’t already holding in your hands roll 2d6 and score equal to or higher than its position on your Inventory list. If you succeed you can pull it out and do what you intended. Otherwise you spend your entire action finding it. Double 1s always indicate a failure. Retrieving an arrow counts as an item retrieval. Make sure they’re packed on top! See Sections 10.3 and 10.4.1 for more on Inventories.
6.7 Use an Item
Section titled “6.7 Use an Item”If an item is in your hands you may use it however you like (6.6).
6.8 Grapple
Section titled “6.8 Grapple”Roll Versus your opponent’s Wrestling Skill. If you win you may either knock them to the ground or deal Damage as Unarmed and knock you both to the ground (from throwing or tackling them). On a Mighty Blow (7.4) you render them unconscious for 1d6 Rounds. If you fail to grapple them they may deal Damage to you as though they had attacked you normally whereas if you Fumble (7.5) they deal you a Mighty Blow.