Sample Actions

Communicate Actions

Charm or Persuade

Communicate(Correl)

Difficulty = (4 + “Scene Vibe” + “Target Tenacity”)

  • Successful Charm draw inflicts the “Charmed ” condition on the target.
  • Successful Persuade draw inflicts the “Persuaded” condition on the target.

Give Speech

Communicate (Focal)

Difficulty = (5 + “Difficulty of Part” – “Familiarity of Part”)

Note that this is a skilled action; if you don’t have a Skill dedicated to performing than you will need draw one 10 in addition to the target difficulty.

  • Successful draw stirs the desired response from the audience.

Intimidate

Communicate(Correl)

Difficulty = (7 + “scene vibe”)

  • Successful draw inflicts the “Intimidated” condition on the target.

Orate Passionately, Storytelling

Communicate (Marvel)

Difficulty = (7 + “scene vibe”)

  • Successful draw stirs the desired response from the audience.

Perform Act

Communicate (Correl)

Difficulty = (5 + “Difficulty of Part” – “Familiarity of Part”)

Note that this is a skilled action; if you don’t have a Skill dedicated to performing than you will need draw one 10 in addition to the target difficulty.

  • Successful draw stirs the desired response from the audience.

Plead

Communicate (Natural)

Difficulty = (5 + “target’s will”)

  • Successful draw will elicit a response to the plea. This doesn’t mean that the target will obey. The target might still continue with whatever was trying to be prevented. But the target will at least hesitate before continuing.

Recite Instructions or Orders

Communicate (Focal)

Difficulty = (5 + “complexity of instructions” – “target’s Intelligence”)

  • Successful draw means that the orders or instructions were received as intended.

Labor Actions

Heave Object

Labor(Correl)

Difficulty = (6 + “Weight Class” + “Zone Range”)

  • A successful draw results in the object landing as intended.
  • A partial draw results in the object missing it’s target.
  • A failed draw results either in dropping the object or hesitation.

Hold or Lift Object

Labor(Focal)

Difficulty = (7 + “Weight Class”)

  • A successful draw results in holding the object for one turn.
  • A partial draw results in holding the object for the round but consecutive hold/lift actions have their difficulty modified by + 1.
  • A failed draw results in a dropping or failing to lift the object and consecutive hold/lift actions for this object have their difficulty modified by + 1.

Push or Pull

Labor(Natural)

Difficulty = (5 + “Terrain Difficulty” + “Weight Class”)

  • A successful draw results in moving the object as intended.
  • A partial draw results in reducing the difficulty by 1 for the consecutive attempts.
  • A failed draw results in increasing the difficulty by 1 for consecutive attempts.

Resist Physical Trauma

Labor (Correl)

Difficulty = 10

  • A successful draw reduces the trauma amount by the lowest amount provided by your armor.
  • A partial success is also determined by your armor.
  • Default resistance for unarmored characters (success is on the left): 10% | 75% | 90%

Move Actions

Climb

Move(Natural)

Difficulty = (6 + “Foothold Difficulty”)

  • A successful draw results in climbing down to one zone’s worth.
  • When climbing down, the Climb action has a modified difficulty of + 2.

Crawl

Move(Natural)

Difficulty  = (8 + “Terrain Difficulty” + “consecutive attempts”)

  • A successful draw means that you were able to make it to the next zone.
  • This is a slow phase action.
  • A character who is Crawling is considered to have the off-balance condition.

Dive to the Ground

Move(Natural)

Free Action

  • This is a quick phase action.
  • The character has the “Prone” condition at the end of the round.
  • Actions against the diving bioform have a modified difficulty of + 1 during the quick phase and + 2 during the regular and slow phases.
    • A character must have the “Ready” condition at the beginning of the round in order to garner these benefits.

Dodge

Move(Correl)

Difficulty = (6 + “Number of actions targeting character”)

  • This is a quick phase action.
  • A bioform must be “Ready” in order to to Dodge.
  • A successful draw means that actions targeting this character have a modified difficulty of + 1 in the regular and slow phases.

Hide

Move(Marvel)

Difficulty = (14 – “Environmental Camouflage”)

  • A successful draw gives you the “unseen” condition.
  • In order to make a hiding attempt, you cannot be in sight of those you are attempting to hide from.
  • Sound or movement may give you away (depending on the conditions of the environment).

Jump

Move(Natural)

Difficulty = (7 + “Jump Class”)

  • This is a slow phase action.
  • A bioform cannot attempt a jump of a distance longer than its own height unless possessing a skill that says otherwise.

Lift off the Ground

Move(Natural)

Difficulty = 4 or Free

  • A character must have the prone condition in order to use the Lift Off the Ground action.
  • A successful draw (if needed) will give the character the “Off-balance” condition.
  • This is a slow phase action.
  • Examples of when a draw might be needed:
    • To make this a regular speed action.
    • When an action targeting this bioform would prevent it from lifting off the ground.

Perform Gymnastic Maneuver or Stunt

Move(Focal)

Difficulty = (“Difficulty of Act” + “Environmental Noise”)

  • A successful draw results in a perfect landing.
  • A partial draw may result in a near-perfect landing or maybe on mark but you now get the “Off-balance” condition – discretion is up to the Narrator.
  • A failed draw results in a hesitation or restart.

Resist Chemical Trauma

Move (Marvel)

Difficulty = 10

  • A successful draw reduces the trauma amount by the lowest amount provided by your armor.
  • A partial success is also determined by your armor.
  • Default resistance for unarmored characters (success is on the left): 10% | 75% | 90%

Roll Over

Move(Natural)

Difficulty = 4 or Free Action

  • A character must be prone in order to use the Roll Over action.
  • A successful draw (if needed) means that actions against the prone bioform have a modified difficulty of – 1 during the regular and slow phases (this will combine with the modification from Prone, not replace it).
  • This is a regular phase action.
  • Examples of when a draw might be needed:
    • To make this a quick speed action.
    • When an action targeting this bioform would prevent it from rolling over.

Run

Move(Natural)

Difficulty = (6 + “Terrain Difficulty” + “consecutive attempts”)

  • Running is moving from one zone to other zones quickly.
  • Once the cards are drawn, add 1 to the number of successes; this tally is the number of zones that the character can move that round.
  • Entering the final zone of the sprint happens in the slow phase of the round.
    • Subtract 1 from the final result and divide the remaining number in 2 (in the case of an odd total, add the remainder to the second half).
    • The first half is the number of zones that your body occupies in the quick phase of the round, the second half is the number of zones that your body occupies in the regular phase of the round.

Steady

Move(Natural)

Difficulty = 4 or Free

  • A character must have the “Off-Balance” condition in order to Steady.
  • A successful draw (if needed) will give the character the “Ready” condition at the end of the round.
  • This is a regular phase action.
  • Examples of when a draw might be needed:
    • To make this a quick speed action.
    • When an action targeting this bioform would prevent it from steadying.

Walk

Move(Natural)

Difficulty = (4 + “Terrain Difficulty”) or Free

  • This is a slow phase action.
  • Examples of when a draw might be needed:
    • To make this a regular speed action; modify the difficulty by + 1.
    • To bypass other occupants; modify the difficulty by + 1 per occupant in the zone.

Operate Actions

Conceal an Object

Operate(Correl)

Difficulty = (8 + “consecutive attempts” – “Environmental Noise * “)

  • A successful draw results in hiding the object on your person without others knowing.
  • The object must either be small enough to hide within your clothing or equipped containers.
  • A partial draw may result in obtaining the object but someone will know, changing the scene accordingly.
  • A failed draw will result in a missed opportunity or hesitation.

 

*Ignore “presence of strangers” and “presence of antagonists” when calculating

Create Art

Operate(Marvel)

Difficulty = (5 + “Difficulty of Art” – “Familiarity of Piece”)

  • A successful draw results in the art piece being executed as intended.
  • A partial draw results in the art piece being negatively flawed in some way (it looks rushed or the message is different than intended, etc.).
  • A failed draw results in the art piece clearly not being finished or completely different than the intended vision.

 

Note: Unless it’s a quick doodle, artwork tends to take longer to create than rounds allow. This action is not intended to be used during conflict.

Pickpocket

Operate(Correl)

Difficulty = (9 + “Target’s Correl” + “consecutive attempts” – “Environmental Noise”)

  • A successful draw results in stealing the object without the owner knowing.
  • A partial draw may result in obtaining the object but the owner will know, changing the scene accordingly.
  • A failed draw will result in a missed opportunity or hesitation.

 

*Ignore “presence of strangers” and “presence of antagonists” when calculating

Perform Musically

Operate (Natural)

Difficulty = (5 + “Difficulty of Act” – “Familiarity of Part”)

  • This is a skilled action.
  • Successful draw means that the piece was performed flawlessly.
  • Option: Music pieces typically last for over half a minute. Each round represents 6 seconds. It may be worth it to divide the length of the song by 6 in order and make that many draws. For example, a 30 second song would require 5 draws.

 

*If this is the first few attempts at the piece, then Glacial; otherwise Natural.

Snipe with Staff

Operate(Correl)

Difficulty = ( 8 + “Environmental Noise” +  “Zone Range” – “Size Class” –  “consecutive turns biding”)

  • A successful draw results in a successful snipe attack.
  • A partial draw results in a hit – but not on the mark as intended.
  • A failed draw results in a miss.

Use Tool

Operate(Marvel)

Difficulty = Scene-dependent

  • A successful draw results in using the tool as intended.

Sense Actions

Become Alert

Sense(Natural)

Difficulty = (4 + “Scene Mood” + “consecutive attempts”)

  • A successful draw changes the mental state to “Ready”.
  • A partial draw increases the “consecutive attempt” count by an additional one.

Detect Hallucination

Sense(Marvel)

Difficulty = (6 + “Level of Quality”)

  • A successful draw will grant knowledge of whether the information being sensed is real or a hallucination.
  • A partial success will have you consider that the information might be a hallucination.
  • A failure will automatically convince you that the information is real.
  • Level of Quality refers to the quality of the hallucination in this draw.

Eavesdrop

Sense(Focal)

Difficulty = (6 + “Auditory Noise”)

  • A successful draw will grant you complete understanding of the eavesdropped scene.
  • A partial success will grant you partial understanding of the eavesdropped scene, which may be the “gist” of the scene but leaves out key details or a key detail separate from context.

Identify a Caster by Aura

Sense(Marvel)

Difficulty = (7 +” Environmental Noise”)

  • A successful draw grants you knowledge of an aura’s identity.
  • Must be in or have sight into the Aura Plane in order to identify auras.
  • A successful draw does not give you insight into any other information about the identified caster other than what you already know and what you can directly gleam from the aura.

Identify Scent

Sense(Natural)

Difficulty = (10 – potency of the scent*)

  • If you are familiar with the scent of the source, then a successful draw will grant you complete recognition of the source.
  • If you are not familiar with the scent of the source, then a successful draw will present a vague understanding (it’s a human; it’s an ash-type creature; etc.)

 

*Potency of the scent refers to how strong the smell is and is rated 1 – 3 with 3 being extremely potent.

Interpret Intention

Sense(Correl)

Difficulty = (7 + target’s Correl)

  • A successful draw will grant an intuition about the target’s intention (e.g. “he is genuine”, “he is nervous”,  “he is withholding something”, etc.).

Search for Clues

Sense(Correl)

Difficulty = (6 +” Environmental Camouflage*”)

  • A successful draw will grant you knowledge – either that there are no clues or as much evidence that the Narrator can provide from what you find in the Immediate Zone.
  • An unsuccessful draw does not mean that there are no clues in the area.

 

*Ignore “exits” when calculating Environmental Camouflage

Search for Object

Sense(Focal)

Difficulty = (6 +” Environmental Noise”)

  • A successful draw will grant you knowledge – either of the object’s whereabouts within the zone or that the object is not in the zone at all.
  • An unsuccessful draw does not mean that the object is not in the area.

Surge Actions

Cast Spell

Surge(Focal)

Difficulty = (6 + “Environmental Noise”)

  • A successful draw will cast the spell accurately, as intended.
  • A partial draw will cast the spell but only partially meet the intention.
  • A failed draw will cast the spell but will miss the intended purpose.

Dissipate Spell

Surge(Correl)

Difficulty = (8 + lock* – ownership**)

  • A successful draw will remove all of the transference.
  • A partial draw will remove only part of the transference with a spread of (50% | 10%).

Invent a New Spell

Surge(Marvel)

Difficulty = (10 + “Environmental Noise” – “consecutive partial attempts”)

  • A successful draw will add a new spell’s algorithm to your arsenal.
  • A failed draw does not count as a consecutive attempt and resets the “consecutive partial attempt” variable to 0.

Resuscitate via Biomagon Transfusion

Surge(Natural)

Difficulty = (5 + “Environmental Noise”)

  • This is a slow-phase action.
  • For each success, you may move one of your Life Support to Clot.
    • For each Vim you move in this way, the target moves 1 Vim from Clot to Life Support.

Think Actions

Deduce from Evidence (diagnose illness based on symptoms)

Think(Focal)

Difficulty = (9 – “Familiarity of Part * “)

  • A successful draw results in solving the problem.
  • A partial draw results in almost solving the problem and further attempts have their difficulty modified by – 1.
  • A failed draw results in not knowing or unable to come up with a deduction.

 

*For this action, “Familiarity of the Part” refers to having had thought through something similar before).

Memorize Data

Think(Focal)

Difficulty = (7 +” Difficulty of Part”)

  • A successful draw grants you the ability to memorize data.

Perform Calculations

Think(Focal)

Difficulty = (7 – “Familiarity of Part * ” + “Environmental Noise”)

  • A successful draw results in solving the calculation.
  • A partial draw results in almost solving the calculation and further attempts have their difficulty modified by – 1.
  • A failed draw results in not being able to solve the calculation.

 

*For this action, “Familiarity of the Part” refers to having successfully solved similar calculations before).

Predict Odds

Think(Correl)

Difficulty = (9 – “Familiarity of Part * “)

  • A successful draw results in an accurate prediction.
  • A partial draw results in getting in the ballpark and further attempts have their difficulty modified by – 1.
  • A failed draw results in not being able to read the situation enough in order to conclude one way or the other.

 

*For this action, “Familiarity of the Part” refers to familiarity of the variables in play.

Recall Information

Think(Focal)

Difficulty = (11 – “Familiarity of Part * “)

  • A successful draw results in remembering information
  • A partial draw results in almost remembering and further attempts have their difficulty modified by – 1.
  • A failed draw results in not knowing or unable to remember the information.

 

*For this action, “Familiarity of the Part” refers to having had to recall the information before).

Resist Mental Trauma

Think (Natural)

Difficulty = 10

  • A successful draw reduces the trauma amount by the lowest amount provided by your armor.
  • A partial success is also determined by your armor.
  • Default resistance for unarmored characters (success is on the left): 10% | 75% | 90%

Will Actions

Concentrate

Will (Focal)

Difficulty = (7 + “Environmental Noise”)

  • A successful draw results in blocking out external and instinctual influences.
  • A partial draw results in becoming more focused and further attempts to concentrate have their difficulty modified by – 1.
  • A failed draw results in not being able to block out external or instinctual influences.

Enter a Trance

Will (Focal)

Difficulty = (9 + “Environmental Noise” – “Scene Vibe”)

  • A successful draw results in full meditation.
  • A partial draw results in becoming more focused and further attempts to enter a trance have their difficulty modified by – 1.
  • A failed draw results in not being able to enter a trance.

Motivate Self

Will (Correl)

Difficulty = (10 – “Urgency of the Action”)

  • A successful draw grants you the ability to overcome a debilitating condition in order to act.

Overcome Sleepiness

Will (Correl)

Difficulty = (4 + “Vim dedicated to Fatigue” + “Vim dedicated to Fatigue Proxies”)

  • A successful draw grants you resistance to the slumber condition.

Remain Stone Faced

Will (Correl)

Difficulty = (7 + “Scene Vibe”)

  • A successful draw grants you the ability to withstand whatever is compelling you to grimace, laugh, or otherwise change expressions.
  • It is suggested that one draw will suffice for the scene.

Resist Molecular Trauma

Will (Focal)

Difficulty = 10

  • A successful draw reduces the trauma amount by the lowest amount provided by your armor.
  • A partial success is also determined by your armor.
  • Default resistance for unarmored characters (success is on the left): 10% | 75% | 90%

Shift Emotion (Calm, Enrage, Joyful, Depressed, Panicked)

Will (Focal)

Difficulty = (9 – “Scene Vibe”)

  • Successful draw replaces emotional state with new emotional state and correlating condition.

Will-to-Live

Will (Natural)

Difficulty = (7 + “consecutive attempts”)

  • A successful draw grants you the “unconscious” condition if you don’t already have it.
  • A failed draw results in death.