02 - Actions

Actions/Reactions (with rolls) should only be things that need an outcome that is uncertain. If a PC should always be able to do something, it doesn't need an Action.

Adventure Actions

(Seize the Moment is like the catch-all action. If you're trying to do something but can't find another appropriate Action, Seize the Moment.)

Seize the Moment

When you attempt something risky, confront a danger, or act under pressure, roll any Trait.

17+ is progress. You are successful. Gain +1 momentum.

12–16 is a struggle. You succeed but face a cost, or succeed partially.
You or the GM chooses one:

≤11 is a miss.
You fail, or you are undermined by a dramatic turn of events.
You lose control, and the GM makes an Action or ticks a clock.

Push Forward

17+ is progress. You push forward. Gain +1 fatigue and +1 momentum.

12–16 is a struggle. You slowly push forward. Gain +2 fatigue and +1 momentum.

≤11 is a miss. You can't push forward and you are halted. Gain +3 fatigue.

Gain Leverage

When you assess a situation for an advantage, make preparations, or attempt to attain the upper hand, roll any Trait.

17+ is progress. You gain leverage.
Choose one:

12–16 is a struggle. Your leverage doesn't last. Gain +1 momentum.

≤11 is a miss.
You fail or your assumptions betray you.

Investigate

When you search an area, ask questions, or look for leads

No matter the result, you find a Clue if there one to be found. Mark any relevant Pursuits.

17+ is progress. You discover something helpful and specific. Gain +2 momentum.

12–16 is a struggle. You are interrupted, things become complicated, or you find a new danger. Gain +1 momentum. The GM may tick a clock.

≤11 is a miss. Your inquiry reveals a danger, threat, contradictory information, or unwelcome truth. The GM ticks a clock.

Undertake a Journey

Reach Your Destination

Progress Move

Recover Actions

"Group" isn't a phase of the game. Each type should be a phase that fits within the fiction

Mend

Resupply

Make Camp

Hearten / Strengthen a Bond

similar to developing a relationship, but specifically for friends. it's a rest/recover activity.

Repair

Social Actions

Compel

Challenge

Forge a Bond (Make a Connection)

This could also be "create contacts". Detectives don't have to necessarily be friends with the people they need to know/get info from.

Develop your Relationship / Make a Connection

Aid your Ally

Skirmish Actions

Skirmish

Start combat

Strike

hit

Strike While the Iron is Hot

risky hit but possibly more impact. risk/reward or push your luck.

Fight a Battle

when it's not just one-on-one or a small group, the fight should be treated differently lots of chaos.

End the Fight

Progress Move
resolving a fight, determining the outcome once you think you have done enough damage and secured enough leverage to do so.

Hunt Actions

this should be like skirmish but for chasing people or objects that people are fighting over.

Track a Lead

Chase gain

Flee gain

Seize the Entity / Grab

Ensnare

Progress Move

Magic Actions

could also be dealing with the unknown/monsters/eldritch

Reach into the Abyss

Not sure about this one. This is a concept from another game that I found intriguing.

Suffer Actions

Make a Sacrifice

Take on a Burden

Fate Actions

No Stone Unturned

When you commit to, become obsessed with, or are compelled by the call of an unanswered question, write your Pursuit and roll +Momentum.

If you commit to this pursuit in service of a person or community with whom you share a bond, add +3.

17+ is progress. You are emboldened and it is clear what you must do next.
Clear all fog. Gain Advantage on your next Action/Reaction.

12–16 is a struggle. You are driven to start your search, but you begin with some uncertainty.
Clear 1 fog. Lose control.

≤11 is a miss. You face a significant obstacle before you can begin your search, or the way forward is unclear.
Gain +1 fog. Lose control. Suffer Disadvantage on your next Action/Reaction.

Connect the Threads

Progress Move

Advance

spending XP to gain an ability, etc

Reach a Milestone

I don't know if this needs to be an Action. It's basically "when something happens, increase the appropriate track"