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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

Standard attack action described in Attack section.

Attack

Special Attack

An action similar to an attack that causes a special effect instead of inflicting damage. There are as follows:

  • Disarm

  • Grapple

  • Trip

Special Attack

To perform each of them, the character must declare it before making an attack roll. Hit Strength is determined identically as in the case of a standard attack (the defender makes a standard defense roll). If the Hit Strength is 3 or higher - the action succeeded. 

Disarm

The enemy instantly drops their weapon.

Grapple

You grab your opponent and both of you cannot attack nor defend. Your opponent can break free by performing an opposed Strength check (or Escapology check against your Strength check).

Trip

The enemy falls to the ground. 

Regardless of whether the action succeeds or fails, the opponent takes no damage (even with Hit Strength greater than 1)


Aura Technique

Most Aura techniques (unless stated otherwise) take the main action. They are described in detail in Chapter 7: Aura.

Aura Technique


Full Defense

If you took Ready Quick Action, you can also take Full Defense Main Action. You can now spend two reactions to perform Dodge or Block without using Block Point. 

Full Defense
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