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COWBOYS & VIKINGSCompendium of the Wild Wastes

Rules / Encounters / Basic Actions

Basic Actions

Anything you spend Action Points on is an action. These basic actions are open to every character; Skills, Talents and Gear add more, described in their own sections.

Dash (Move)

Add your Speed again to the total distance you can move this turn. With Speed 25, one Dash lets you move 50 feet in total; two Dashes, 75.

Disengage ② (Move)

You move defensively, careful not to leave an opening. For 2 AP, your movement this round doesn't trigger any enemy reactions that trigger on movement or on actions with the MOVE trait.

Drop Prone (free) (Move)

You fall Prone.

Enter a Stance (free) (Taxing)

You take up a stance you know, gaining its effects and benefits until you take another stance, complete a rest or fall unconscious.

Escape (Attack)

You try to break free of being grabbed, immobilized or restrained. Choose one creature, object, spell effect, hazard or other impediment imposing one of those conditions on you, and attempt a check with your unarmed attack modifier against its DC: usually the Athletics DC of a creature grabbing you, the Thievery DC of whoever tied you up, a spell's DC, or the listed Escape DC of an object, hazard or other impediment. You may roll Acrobatics or Athletics instead of your attack modifier (it is still an ATTACK action).

  • Critical Success: you get free, removing the grabbed, immobilized and restrained conditions your chosen target imposed, and can then Stride up to 5 feet.
  • Success: you get free, removing those conditions.
  • Critical Failure: you don't get free, and you can't try to Escape again until your next turn.

Help (Concentrate, Taxing)

Requires: trained in the skill being helped

Once per turn, for 1 AP, you help an ally with an action or check, provided you have at least 1 rank in the skill they're using. If the action has the ATTACK trait, you must be adjacent to the ally; if it has the SKILL trait, you must be able to see what they're doing and they must be able to hear and understand you. The ally gains a +1 status bonus to their next check with that skill or action, increased by 1 for every 3 ranks you have in the related skill.

Interact (Manipulate)

You use your hand or hands to manipulate an object or the terrain: grab an unattended or stored object, open a door, or something similar. Some Interact actions call for a skill check to see if they succeed.

Interpose Ⓡ (Maneuver, Reaction)

Trigger: an adjacent ally fails a save against an attack that isn't an area effect.

For 1 RP, you throw yourself in the way and take the damage instead of your ally. As a maneuver, it also causes 1 Strain.

Leap (Move)

A careful, short jump. You can Leap up to 10 feet horizontally if your Speed is at least 15 feet, or up to 15 feet if your Speed is at least 30 feet, landing where the Leap ends (so you can usually clear a 5-foot gap, or a 10-foot gap with Speed 30 or more). Leaping vertically, you can move up to 3 feet up and 5 feet across onto a raised surface. Jumping farther than this uses Athletics.

Minor Action (free) (Manipulate)

These can be combined with, and done at the same time as, any action that has the listed trait:

  • Open or close a door (MOVE).
  • Grab or release an item (MANIPULATE).
  • Retrieve or stow an item (MANIPULATE).
  • Draw or sheathe a weapon (ATTACK).
  • Equip or unequip a shield (MOVE).

Ready ② (Concentrate)

You prepare an action to use outside your turn. Choose a single action that costs 1 AP or less and name a trigger; your turn then ends. If the trigger happens before the start of your next turn, you can use the chosen action as a reaction for 1 RP (if you still meet its requirements). You can't Ready an action that already has a trigger.

Recover (Utility)

Requires: you're affected by at least one condition with the Lingering trait

Choose one Lingering condition affecting you and describe how you're trying to shake it off. Some conditions need extra resources or circumstances to recover from; if so, the condition says what's needed. Optionally, spend 1 SUP: if you do, a success reduces the condition by 2 instead of 1. Then attempt that condition's recovery check. You can Recover several times on your turn, but each use covers only one Lingering condition.

  • Success: recover from the condition as normal (or reduce it by 2 if you spent 1 SUP).

Setup ② (Initiative, Taxing)

If you haven't performed any action with the ATTACK trait this turn, you can spend 2 AP to set up an ally for an attack: the Initiative passes to them and they gain +1 AP. A combatant can benefit from Setup only once per combat round.

Take Cover (—)

Requires: you're benefiting from cover, are near a feature you can take cover behind, or are Prone

You press against a wall or duck behind an obstacle to make better use of cover. Your cover improves by one step: no cover becomes lesser cover, lesser becomes standard, and standard becomes greater (see Cover). This lasts until you leave your current space, use an ATTACK action, fall unconscious or end it (no action needed).