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Summary:
Combat Actions: Withering/Decisive/Gambit/Clash Attack, Aim, Defend Other, Draw/Ready Weapon, Full Defense, Misc Action, Rush, Disengage, Rise from Prone, Take Cover, Withdraw, some Charm activations
Non-Flurry Actions: Attacks, Aim, Full Defense*
Reflexive Actions: Move, Notice, some Charm activations
Special Actions: Flurry, Delay
General Actions
Flurry (Special, -3/-3 dice): Take two combat actions this turn, which cannot be the same action (e.g. two attacks, even with different skills). Each action takes a -3 penalty, and you are at -1 Defense until your next turn.
Withering Attack (Combat, non-Flurry, 0/+1i): Roll (Dexterity + [combat Ability] + weapon's Accuracy + other modifiers). If your successes exceed their Defense (Parry or Evasion), you hit. Roll damage equal to (Strength + weapon damage + threshold successes + misc) - (enemy's soak), which cannot be lower than your Overwhelming rating. Successes on this roll steal that much initiative, and you gain 1i automatically for successfully attacking. If the enemy reaches 0i, they enter Initiative Crash, and you gain +5i more.
Decisive Attack (Combat, non-Flurry, -2i/-3i/reset): Roll (Dexterity + [combat ability] + other modifiers). If your successes exceed their Defense, you hit. If you miss, lose (2i below 11i, 3i at 11i+) for the failed attempt. Assuming you hit, roll your Initiative without double 10's, applying any relevant modifiers. Successes on this roll apply directly as damage to their Health track. If your raw damage dice are lower than their hardness, the attack deals no damage. Either way, a successful decisive attack resets you to your base Initiative.
Active tags
Chopping: -1 Def until next turn, -1i; (withering) +3 raw damage, (decisive) -2 Hardness.
Piercing: -1 Def until next turn; (withering) -4 armor soak.
Smashing: -1 Def until next turn, -2i; knockback one range band, or knock prone.
Shield: +1 Parry, -2 damage, can flurry Full Defense with non-attack actions.
Improvised: -1i per attack, can use Brawl or Melee.
Two-handed: +2 dice on Clash attempts.
Dual wielding: Identical = +2 dice on Clash attempts. Different = use stats from either weapon for attack/damage and defense, regardless of stunt flavor.
Clash Attack (Special, 0/+3i/-2Def): Attacking simultaneously, and with a +2 bonus from symmetric dual weapons, make an opposed attack roll against your opponent, withering or decisive, winner take all. A successful withering clash adds 3i damage after damage is rolled. A successful decisive clash adds one automatic point of Health Level damage after damage is rolled. Lastly, the loser of a Clash attack suffers -2Def until their next turn.
Gambit (Combat, non-Flurry, -[x+1]i): Gambits are strategic, game-changing maneuvers made to gain an edge in combat. Make a decisive attack as normal. If it fails, as normal, lose 2i (Init 10-) or 3i (Init 11+). If it succeeds, roll Init damage against a difficulty set by the gambit intended. Success on this roll inflicts no Health Level damage, but instead triggers the gambit. Whether this is successful or not, you lose (gambit's difficulty + 1) Initiative. You cannot attempt a gambit if its cost would place you in Initiative Crash.
-> Disarm (diff 3): Knock an opponent's weapon from his hand, flinging it away to short range. Retrieving it requires moving to its location and making a draw/ready weapon action as normal.
-> Unhorse (diff 4): Unhorse your opponent, dealing 1 bashing Health Level and knocking them prone; the mount will also usually flee in confusion. (Optionally, at storyteller's discretion due to losing mounts totally sucking, one can gambit to shoot the horse out from under the rider and also forcibly dismount them with a diff 5 gambit.)
-> Distract (diff 3-5): You lead, threaten or feint your opponent into an ally's decisive attack. Declare an ally (who is not in Init Crash) as the beneficiary; that ally gains the Init you lost by successfully making this gambit, which must be used to make a decisive attack on the ally's next turn, or it is lost.
-> Grapple (diff 2): Complicated. Requires a Grappling weapon. Upon succeeding on this gambit, make a control roll to determine how long you can hold the grapple. This is an opposed (Strength + [Brawl or MA]) roll between grappler and target. If the target wins or ties, then they escape on their next turn - giving you one round of results. Should you win, you gain grapple control for this turn and (threshold successes) rounds thereafter, or until the grappler enters Init Crash, at which points the target automatically escapes. While grappling or being grappled, both characters have -2Def and cannot make flurries. Victims cannot take move actions, are at -1 to all attacks, or -3 to attacks using two-handed weapons. When a grappler suffers an attack and/or damage from any source, they lose one turn of control (including missed attacks, and doubly including an attack and its damage.) Each turn you control the grapple, choose one of the following.
Grapple --> Savage: Injure your opponent in some fashion, applying withering or decisive damage without chance of failure or opportunity for success. Withering is an unarmed attack versus Defense 0, for purposes of extra damage, which cannot miss. Decisive is an Init damage roll without rolling the attack, as it automatically succeeds. Roll Init, apply damage, reset to base as normal.
Grapple --> Restrain/Drag: Uses 2 rounds of control, and can't be used if you only have 1 round of control. You lock your victim in an immobilizing hold, which prevents your victim from taking any action at all on their next turn. While restraining your target, you may make movement actions, dragging your target along with you. You may use this for abductions, to haul someone out of cover, or even to drag them somewhere harmful to your victim but harmless to you.
Grapple --> Throw/Slam: You end the grapple prematurely slamming them into something within close range. Apply this like a savage, except you add [2 withering / 1 decisive] to the damage dice pool per turn of control forfeited in this action. Your opponent is left prone by this maneuver. You cannot benefit from any more than (Strength) rounds forfeited.
Grapple --> Release: You end the grapple prematurely, reflexively, at any time.
Aim (Combat, non-Flurry): Spend your turn taking aim at a target for a +3 bonus on your attack next turn. If they move out of range or behind full cover, your aim action is wasted. Aim is mandatory before making any attack at medium or longer range, unless an explicit exception is made, and the first aim action does not grant the +3 bonus. You can't move and aim in the same turn, barring magic.
Defend Other (Combat): Protect an ally in close range, applying your Parry against the ward's attacker(s) until your next turn. If the attacker defeats your Parry, they have their choice of successfully striking you or applying their threshold successes against the original target's Defense. If making a decisive attack on the original target, subtract 1i from the roll per 2 Defense of the guardian (you).
Draw/Ready Weapon (Combat, -1Def): Draw a close-range weapon, or ready a ranged weapon, or change weapons in the middle of battle. Draw/ready reduces your Defense by 1 until your next turn. You are assumed to begin battle already drawn/ready with a weapon of your choice, unless ambush rules are applied. Natural weapons never need to be readied. The Quick Draw merit: (1 dot) prevents the Defense penalty, or (4 dots) reduces the penalty on a [draw/ready + attack] flurry from -3 to -1. It is purchased separately for each of the attack Abilities.
Full Defense (Combat, Special non-flurry, +2Def, -1i): Dedicate yourself to self-defense, gaining +2 Defense and losing -1i. Without the use of a shield or special circumstances, this cannot be placed in a flurry with anything except social influence actions, and it cannot be used in Initiative Crash.
Miscellaneous Action (Combat, -1Def): If your action is basically a standard action, and doesn't fit in any other category, it goes here. In essence, you pick a lock, or frisk someone's pockets, and have -1 Defense until your next turn.
Delay (Special, -2i): You may intentionally wait to act on a later tick, for example in order to initiate a Clash attack. If you delay, you lose 2i.
Notice (Reflexive): Roll Perception + Awareness to notice someone or something. Unless you have to scour and hunt, this is reflexive.
Movement Actions
Move (Reflexive): Cross one range band towards or away from any given character or landmark, once per turn. Adjust relative positioning accordingly... which might not change for some targets.
Rush (Combat): Select a character within short range, including after a reflexive move action. Make a contested (Dexterity + Athletics) roll. If you are successful, then as soon as your opponent moves a range band, you immediately and reflexively move one range band towards them, keeping pace. (If possible. Lunars can fly.)
Disengage (Combat, -2i): You must take this action when at close range with a hostile opponent and you wish to move to short range. Roll your (Dexterity + Dodge) against all contesting opponents' (Dexterity + Athletics). Success against all opponents means you retreat to short range, and the first time any of those opponents pursues you, you immediately and reflexively retreat one more range band away out of turn. If any opponent beats you, there's no opening to retreat. Either way, you lose 2i.
Rise from Prone (Combat): Name's on the tin. You may succeed at this automatically, but if any opponent in close range contests you, you must roll (Dexterity + Dodge) at difficulty 2. Choosing to remain prone levies -1 Parry, -2 Evasion, -3 on all attacks, prevents movement actions, and automatically fails .
Take Cover (Combat, 0/+1/+2/infDef): Seek cover from attackers, making a (Dexterity + Dodge) roll with a difficulty set by the Storyteller based on how easy it is to find and approach cover. Cover grants mutual bonuses in melee.
-> Light Cover: Half body coverage, +1Def.
-> Heavy Cover: Maybe your head and an arm exposed. +2Def.
-> Full Cover: Completely obscured. Direct attacks cannot be made.
Withdraw (Combat, -10i/rd): Made to escape combat entirely, this is an extended (Dexterity + Athletics) roll, difficulty 1, goal number 10, interval one round. You may only attempt this at medium or greater range from all opponents. You lose 10i per attempt, and automatically take your movement away from all opponents. Succeeding at the extended roll moves you an additional range band away, and if you succeed on the extended roll at extreme range, you are removed from combat for the rest of the scene.
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Wake of the Watcher (4 of 6): When the heroes learn of an unholy bargain between the cultists of the Whispering Way and the drowned gods of the wretched town of Illmarsh, they must journey through a wilderness gone wrong to prevent the terrible union. But an eerie eye has fallen upon Illmarsh, and the community's deep lords are the first to fall! Can the heroes discover what foulness festers in the minds of Illmarsh? And will they be able to withstand the whispers of an insanity from beyond the stars?
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Record of the Sold
7374.5gp = 250gp + 449gp + 1500gp + 75gp + 450gp + 50gp + 500gp + 180gp + 500gp + 1050gp + 2304gp + 66.5gp
18,306val = +1 wounding sickle
11,530val = 5 +1 sickles
10,115val = trident of warning
8,320val = +1 defending greataxe
4,616val = 2 +1 morningstar
4,320val = +1 cold iron rapier
1,344val = 4 mwk light xbows, 40 bolts
1250val= 5 mwk chain shirts
1200val = +1 scale mail
300val = mwk chain mail
200val = mwk scale mail
170val = mwk heavy steel shield
Total: 38,210gp