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Main Actions are longer and usually strenuous actions that require a test to succeed. These are mainly Attacks and Aura Techniques. You can take a Quick Action instead of a Main Action.

Attack


Attack

Standard attack action described in Attack section.


Special Attack

Special Attack

Attempt a tactical action instead of dealing damage. Special Attack requires a Hit Strength of 3 (see Attack rules), deals no damage, and cannot be blocked (only dodged).

Disarm

The enemy instantly drops their weapon.

Grapple

You grab your opponent and both of you are considered both Entangled and Staggered. Your opponent can break free by performing an opposed Strength check (or Agility check against your Strength check).

Trip

The enemy falls Prone


Aura Technique

Most Aura techniques (unless stated otherwise) take the main action. They are described in detail in Aura Chapter.

Aura Technique


Full Defense

If you did not use Movement or a Quick Action this turn, you may immediately end your turn with this Action. By doing so, your next Reaction does not cost Guard Points.

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Full Defense

Created by Jan Tyszka

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