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game_systems:combat:actions [2026/01/09 18:42] – [Not an Action] vondorgame_systems:combat:actions [2026/07/04 03:40] (current) – [Table] elfinlocks
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-===== ARCHIVED Combat Actions ===== +======Actions in Combat======
- +
-===== Actions in Combat =====+
 During one turn, there are a wide variety of actions that your character can perform, from swinging a sword to casting a spell. During one turn, there are a wide variety of actions that your character can perform, from swinging a sword to casting a spell.
  
-===== Action Types ===== +=====Action Types===== 
-<WRAP round box> +Below is a list of all actions, and their common uses. Each round, a character gets two Half Actions and one Swift Action by default.
-An action’s type essentially tells you how long the action takes to perform (within the framework of the 6-second combat round) and how movement is treated. There are six types of actions: Half actions, full-round actions, swift actions, immediate actions, free actions. Not an action, in a normal round. +
- +
-Each round a character gets two half actions and a swift action by default. Only one spell or spell like ability may be cast per turn if it requires a half action. +
-</WRAP> +
-==== Half Action ====  +
-<WRAP round box> +
-A half action allows you to do something, most commonly to make an attack, move up to your speed, cast a spell or  perform an action that takes a similar amount of time. (Chart 1-1) +
-</WRAP> +
-==== Full-Round Action ====  +
-<WRAP round box> +
-A full-round action generally consumes all your effort during a round. To use a full-round action you must expend 2 half actions +
-</WRAP> +
-==== Free Action ====  +
-<WRAP round box> +
-Free actions consume a very small amount of time and effort. You can perform one or more free actions while taking another action normally. However, there are reasonable limits on what you can really do for free, as decided by the GM.  +
-</WRAP> +
-==== Swift Action ====  +
-<WRAP round box> +
-A swift action consumes a very small amount of time, but represents a larger expenditure of effort and energy than a free action. You can perform only a single swift action per turn. +
-</WRAP> +
-==== Immediate Action ====  +
-<WRAP round box> +
-An immediate action is very similar to a swift action, but can be performed at any time—even if it’s not your turn. This expends your next turn's swift action. +
-</WRAP> +
-==== Not an Action ====  +
-<WRAP round box> +
-Some activities are so minor that they are not even considered free actions. They literally don’t take any time at all to do and are considered an inherent part of doing something else, such as nocking an arrow as part of an attack with a bow or stopping an activity. +
-</WRAP> +
- +
-=== Charts === +
- +
-== 1-1 == +
- +
-^ Half Action (1-1)                                 ^ AoO      ^ +
-| Activate a magic item other than a potion or oil  | No       | +
-| Aid another                                       | No       | +
-| Attack (melee)                                    | No       | +
-| Attack (ranged)                                   | Yes      | +
-| Attack (unarmed)                                  | No       | +
-| Cast a spell                                      | Yes      | +
-| Channel energy                                    | No       | +
-| Concentrate to maintain an active spell           | No       | +
-| Control a frightened mount                        | Yes      | +
-| Direct or redirect an active spell                | No       | +
-| Dismiss a spell                                   | No       | +
-| Draw a hidden weapon                              | No       | +
-| Draw a weapon                                     | No       | +
-| Drink a potion or apply an oil                    | No       | +
-| Escape a grapple                                  | No       | +
-| Feint                                             | No       | +
-| Light a torch with a tindertwig                   | Yes      | +
-| Load a hand crossbow or light crossbow            | Yes      | +
-| Lower spell resistance                            | No       | +
-| Mount/dismount a steed                            | No       | +
-| Move a heavy object                               | Yes      | +
-| Lock or unlock a door                             | No       | +
-| Pick up an item                                   | Yes      | +
-| Read a scroll                                     | Yes      | +
-| Ready (triggers a half action)                    | No       | +
-| Ready or drop a shield                            | No       | +
-| Retrieve a stored item                            | Yes      | +
-| Sheathe a weapon                                  | No       | +
-| Stabilize a dying friend (see Heal skill)         | No       | +
-| Stand up from prone                               | Yes      | +
-| Total defense                                     | No       | +
-| Use extraordinary ability                         | No       | +
-| Use skill that takes 1 action                     | Usually  | +
-| Use spell-like ability                            | Yes      | +
-| Use supernatural ability                          | No       | +
- +
-== 1-2 == +
-{{tablelayout?rowsHeaderSource=Auto}} +
-^ Full-Round Action (1-2)                   ^ Opportunity  ^ +
-| Charge                                    | No           | +
-| Deliver coup de grace                     | Yes          | +
-| Escape from a net                         | Yes          | +
-| Extinguish flames                         | No           | +
-| Full attack                               | No           | +
-| Light a torch                             | Yes          | +
-| Load a heavy or repeating crossbow        | Yes          | +
-| Lock or unlock weapon in locked gauntlet  | Yes          | +
-| Prepare to throw splash weapon            | No           | +
-| Run                                       | Yes          | +
-| Use a touch spell on up to six friends    | Yes          | +
-| Use skill that takes 1 round              | Usually      | +
- +
-== 1-3 == +
-{{tablelayout?rowsHeaderSource=Auto}} +
-^ Free Action (1-3)               ^ AoO     ^ +
-| Drop a held item                | No      | +
-| Drop to floor                   | No      | +
-| Prepare components for a Spell  | No      | +
-| Prepare a thrown item           | No      | +
-| Sass                            | No      | +
-| Speak                           | No      | +
-| Talent                          | Varies  | +
- +
-== 1-4 == +
-{{tablelayout?rowsHeaderSource=Auto}} +
-^ Swift Action (1-4)  ^ AoO     ^ +
-| 5-Foot Step   | No      | +
-| Talent        | Varies  | +
- +
-== 1-5 == +
-{{tablelayout?rowsHeaderSource=Auto}} +
-^ Immediate Action (1-5)  ^ AoO  ^ +
-| Drop a held item  | No   | +
-| Respond           | No   | +
-| Shit pants        | No   | +
-| Some Spells       | No   | +
-| Surrender         | Yes  | +
- +
-== 1-6 == +
-{{tablelayout?rowsHeaderSource=Auto}} +
-^ No Action (1-6)      ^ AoO  ^ +
-| Cease Concentration  | No   | +
-| Delay                | No   | +
-| Nock Arrow           | No   | +
-| Open a door          | No   | +
- +
-==== Battle Damage ==== +
- +
-When a character is reduced to **negative Wounds** by an attack or effect, they suffer **Battle Damage**.   +
-Roll **1d4** on the appropriate damage table. +
- +
-Battle Damage represents **temporary injuries** that can be mitigated with: +
-  * A successful **Heal check** +
-  * A **Full-Round Action** +
- +
-Each Battle Damage result is tied to the **damage type** that caused it. +
- +
-If the triggering attack reduces the character to **more than half their maximum Wounds into the negative**, roll **1d6 instead of 1d4**.+
  
 ---- ----
  
-===== Energy Damage =====+====Half Action==== 
 +A Half Action is the most commonly used action, and allows you to make an attack, move up to your speed, cast a spell, or perform an action that takes a similar amount of time (see Chart 1-1).
  
-**1–2) Singed (DC 15)**   +====Full Action==== 
-The character is **Winded** from the pain of burned, charred, or frozen skin.+A Full Action generally consumes all your effort during your turn. A [[game_systems:combat:actions#full_action|Full Action]] consumes both of your Half-Actions.
  
-**3–4) Deep Burns (DC 15)**   +====Swift Action==== 
-The character must succeed on a **Will Save (DC 15)** or be **Staggered** for as long as they have this Battle Damage, due to deep tissue damage.+A Swift Action consumes a very small amount of time but represents a greater expenditure of effort than a Free Action. You may perform only one Swift Action per turn.
  
-**5) Flare Up (DC 20)**   +====Immediate Action==== 
-The energy overwhelms the character’s senses as their body fuels the attack.   +An Immediate Action functions like a Swift Action, but may be performed at any time, even when it is not your turn. This expends your next turn’s Swift Action.
-Flip a coin: +
-  * **Heads:** The character is **Deaf** +
-  * **Tails:** The character is **Blind**+
  
-**6) Beautiful Transcendence (No DC)**   +====Free Action==== 
-The energy refuses to stop at a single limb—the character //must// experience more.   +Free Actions consume a very small amount of time and effort. You can perform one or more Free Actions whilst taking other actions normally. Reasonable limits apply, as determined by the GM.
-Roll **1d6** to determine where the energy travels next: +
-  * 1 – Left Arm +
-  * 2 – Right Arm +
-  * 3 – Body +
-  * 4 – Left Leg +
-  * 5 – Right Leg +
-  * 6 – Head+
  
-That limb immediately suffers **2d6 Wounds** of the same energy type.   +====Not an Action==== 
-If this damage would cause Battle Damage, it is **automatically Beautiful Transcendence**.+Some activities are so minor they are not considered actions at all. They take no time, and are treated as part of another action, such as nocking an arrow as part of making a ranged attack.
  
 ---- ----
  
-===== Bludgeoning Damage =====+=====Charts=====
  
-**1–2) Battered (DC 15)**   +<WRAP group stackable>
-The character is **Winded** from the pain of the beating.+
  
-**3–4) Bell-Ringing (DC 15)**   +<WRAP half column first> 
-The character must succeed on a **Fortitude Save (DC 15)** or be **Stunned for 1d4 rounds**, then **Staggered** afterward from the brutal impact.+===2-1===
  
-**5) Knocked Down (DC 20)**   +^ Half Action (1-1)                                 ^ [[chargen:common_terms#attacking|AoO]]  ^ 
-The character is knocked **Prone** and becomes **Fatigued** from the sheer force of the attack.+| Activate a magic item other than a potion or oil  | No                                      | 
 +| Aid another                                       | No                                      | 
 +| Attack (melee)                                    | No                                      | 
 +| Attack (ranged)                                   | Yes                                     | 
 +| Attack (unarmed)                                  | No                                      | 
 +| Cast a Spell                                      | Yes                                     | 
 +| Channel energy                                    | No                                      | 
 +| Concentrate to maintain an active spell           | No                                      | 
 +| Control a frightened mount                        | Yes                                     | 
 +| Direct or redirect an active spell                | No                                      | 
 +| Disengage from combat (5-ft step)                 | No                                      | 
 +| Dismiss a spell                                   | No                                      | 
 +| Draw a hidden weapon                              | No                                      | 
 +| Draw a weapon                                     | No                                      | 
 +| Drink a potion or apply an oil                    | No                                      | 
 +| Escape a grapple                                  | No                                      | 
 +| Feint                                             | No                                      | 
 +| Light a torch with a tindertwig                   | Yes                                     | 
 +| Load a hand crossbow or light crossbow            | Yes                                     | 
 +| Lower spell resistance                            | No                                      | 
 +| Mount/dismount a steed                            | No                                      | 
 +| Move a heavy object                               | Yes                                     | 
 +| Lock or unlock a door                             | No                                      | 
 +| Pick up an item                                   | Yes                                     | 
 +| Read a scroll                                     | Yes                                     | 
 +| Ready (triggers a half action)                    | No                                      | 
 +| Ready or drop a shield                            | No                                      | 
 +| Retrieve a stored item                            | Yes                                     | 
 +| Sheathe a weapon                                  | No                                      | 
 +| Stabilize a dying friend                          | No                                      | 
 +| Stand up from prone                               | Yes                                     | 
 +| Total defense                                     | No                                      | 
 +| Use extraordinary ability                         | No                                      | 
 +| Use skill that takes 1 action                     | Usually                                 | 
 +| Use spell-like ability                            | Yes                                     | 
 +| Use supernatural ability                          | No                                      | 
 +</WRAP>
  
-**6) Utterly Broken (DC 25)**   
-Sometimes death would have been kinder.   
-The character must succeed on a **Will Save (DC 20)** or be **Stunned and Exhausted**.   
-On a success, the character is still **Exhausted** from the brutality of the blow. 
  
-----+<WRAP half column>
  
-===== Piercing Damage =====+===2-2===
  
-**1–2) Stuck (DC 15)**   +^ Full Action (1-2)                   ^ [[chargen:common_terms#attacking|AoO]] ^ 
-The character is **Hindered** by the deep puncture wound.+| Charge                                    | No           | 
 +| Deliver coup de grace                     | Yes          | 
 +| Escape from a net                         | Yes          | 
 +| Extinguish flames                         | No           | 
 +| Full attack                               | No           | 
 +| Light a torch                             | Yes          | 
 +| Load a heavy or repeating crossbow        | Yes          | 
 +| Lock or unlock weapon in locked gauntlet  | Yes          | 
 +| Run                                       | Yes          | 
 +| Use a touch spell on up to six friends    | Yes          | 
 +| Use skill that takes 1 round              | Usually      |
  
-**3–4) Oozing Puncture (DC 15)**   +===2-3=== 
-Each round, the character must succeed on a **Fortitude Save (DC 10)** or lose **1d4 Wounds** from the affected limb.+^ Free Action (1-3) ^ [[chargen:common_terms#attacking|AoO]] ^ 
 +| Drop a held item | No | 
 +| Drop to floor | No | 
 +| Prepare components for a Spell | No | 
 +| Prepare a thrown item | No | 
 +| Sass | No | 
 +| Speak | No | 
 +| Talent | Varies |
  
-**5) Something Is Wrong (DC 25)**   +===2-4===
-The wound is horrifyingly deep, shaking the character’s confidence in survival.   +
-Each round, flip a coin: +
-  * **Heads:** No effect +
-  * **Tails:** The character suffers **1d6 damage** to remaining HP or to a random limb.+
  
-**6) It’s Over, Guys (DC 30)**   +^ Swift Action (1-4)  ^ [[chargen:common_terms#attacking|AoO]]  ^ 
-The wound is simply too deep—death is now slow and inevitable.   +| 5-Foot Step         | No/Varies                               | 
-The character is **Stunned**, and each round suffers **1d6 damage** to the affected limb until it is destroyed.+| Talent              | Varies                                  |
  
-----+===2-5=== 
 +^ Immediate Action (1-5) ^ [[chargen:common_terms#attacking|AoO]] ^ 
 +| Drop a held item | No | 
 +| Respond | No | 
 +| Shit pants | No | 
 +| Some Spells | No | 
 +| Surrender | Yes |
  
-===== Slashing Damage =====+===2-6=== 
 +^ No Action (1-6) ^ [[chargen:common_terms#attacking|AoO]] ^ 
 +| Cease Concentration | No | 
 +| Delay | No | 
 +| Nock Arrow | No | 
 +| Open a door | No |
  
-**1–2) Deep Cut (DC 15)**   +</WRAP>
-The character is **Winded** from the pain of the vicious gash. +
- +
-**3–4) Muscles Severed (DC 15)**   +
-Severe muscle damage makes all actions harder.   +
-The character is **Fatigued**. +
- +
-**5) Peeling Wounds (DC 20)**   +
-Sometimes movement is the worst possible choice.   +
-Whenever the character takes an action involving movement or combat, flip a coin: +
-  * **Heads:** No effect +
-  * **Tails:** The affected limb suffers **2d6 damage** +
- +
-**6) By a Thread (DC 30)**   +
-As long as you do //nothing//, you might survive.   +
-If the character takes any action involving movement or combat, the affected limb is **instantly destroyed**.+
  
 +</WRAP>