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:
- You get a little tired or hurt: Suffer +1 fatigue.
- There is a complication. You try again with a slip (reroll highest) (do this only once).
- You end up in a worse position.
- You are delayed, lose the moment, or face a new threat: Suffer -1 momentum.
≤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:
- Secure your next Action roll (reroll lowest).
- Give an ally control.
- Prepare to act: Gain +2 momentum.
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
- with observation, intuition, or empathy: Roll +Instinct.
- with logic, deliberation, or expertise: Roll +Reason.
- with deception, stealth, or cunning: Roll +Guile.
If you act within a community or ask questions of a person with whom you share a bond, secure the roll.
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"