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Anytime
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2 AP
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You can become a helper on a [[3 Teamwork Checks|Teamwork Check]] to help an ally on a [[1 Checks|Check]].
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Initiative
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2 AP
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A character may perform one of a variety of attacks. See [[Version 1/Notes/11 Combat/Combat|Combat]].
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Anytime
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1 AP
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A character can use this action when it is not their turn to get away from an incoming AoE attack. With this action, a character makes a [[Attributes and Skills#Reaction|Reaction]] + [[Attributes and Skills#Athletics|Athletics]] check to determine how far they are able to move. If they choose to move more than 10 feet they dive to the ground at the end of their Action and gain the [[Prone]] status. This action can not be taken if the character has used an Avoid Incoming, [[#Move (I 1)|Move]], or [[#Sprint (I 2)|Sprint]] Action this combat round and prevents the player from taking any of those actions for the rest of this Combat Round.
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Anytime
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1 AP
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You can make an [[3 Attack Roll|Attack Roll]] that is targeting you into a [[1 Opposed Checks|Opposed Check]] where you defend with a [[Version 1/Notes/2 Attributes/1 Physical/Agility]] + [[Close Combat]] check. This can only be done when the incoming attack is a Melee attack and must happen on the same turn as the Action is taken.
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Initiative
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1 AP
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You can take a -5 penalty to your [[3 Attack Roll|Attack Roll]] in order to aim for a specific part of a target. This must be combined with an [[Attack]] Action.
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>[!info]
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>this will probably increase damage or something
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Anytime
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1 AP
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You can make an [[3 Attack Roll|Attack Roll]] that is targeting you into a [[1 Opposed Checks|Opposed Check]] where you defend with a [[Version 1/Notes/2 Attributes/1 Physical/Agility]] + [[Version 1/Notes/3 Skills/Skills/Acrobatics]] check. This can be done to a Melee or Ranged attack and must happen on the same turn as the Action is taken.
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Initiative
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1 AP
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A character may choose to drop themselves to the ground and gain the [[Prone]] condition.
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Anytime
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2 AP
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A character may add their [[Version 1/Notes/2 Attributes/1 Physical/Agility]] to their [[Defense Score]] an additional time. This lasts until their next Turn.
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Initiative
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2 AP
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A character can attempt to grab on to a target by making an [[1 Opposed Checks|Opposed Check]] of [[Version 1/Notes/3 Skills/Skills/Athletics]] + [[Version 1/Notes/2 Attributes/1 Physical/Strength]] against the target's [[Version 1/Notes/3 Skills/Skills/Athletics]] + [[Version 1/Notes/2 Attributes/1 Physical/Strength]] or [[Version 1/Notes/3 Skills/Skills/Acrobatics]] + [[Version 1/Notes/2 Attributes/1 Physical/Agility]]. If the target fails they gain the [[Grappled Condition]] until they are freed. On the target's turn they can reattempt the Opposed Grapple Check. A different character can make an Opposed [[Version 1/Notes/3 Skills/Skills/Athletics]] + [[Version 1/Notes/2 Attributes/1 Physical/Strength]] check to free the grappled creature.
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Anytime
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1 AP
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A character can quickly drop to the ground to give an attacker a -3 to their Ranged [[3 Attack Roll|Attack Roll]] and gain the [[Prone]] Condition.
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Anytime
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1 AP
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If an opponent comes within Close Combat range you may make an [[Attack]] action if you have enough AP to do so. This can not be used with ranged weapons.
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Initiative
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2 AP
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A character can jump a distance equal to their [[Version 1/Notes/3 Skills/Skills/Athletics]] + [[Version 1/Notes/2 Attributes/1 Physical/Strength]].
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Initiative
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2 AP
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You can maneuver a vehicle that you are currently controlling. This includes mounts of any type.
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Initiative
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1 AP
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You may move a number of feet equal to your move speed. This action can be split up within your turn. If you have multiple types of movement speed you can only move a total distance equal to the largest movement speed.
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Ex: 20 walk, 10 swim, 40 fly
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You can walk 20 feet, swim 10, and fly 10.
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You can't walk 20, swim 10, and fly 20 because that is a total o9f 50 feet which is greater than the largest value of 40.
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Initiative
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2 AP
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This action is intended for determining details that may be obscured due to the pace and rigors of combat. It is assumed that everyone engaged in a combat is aware of the presence of everyone else, barring the use of Stealth or obscuring magic, but not necessarily details of their gear or equipment, and in some particularly hectic or rushed circumstances, the identity of individuals. In the midst of a hectic gunfight/brawl in the dark, the winner of the brawl, who is now sprinting toward your character, may not be identifiable without an Observe in Detail action.
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Initiative
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2 AP
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A character may pick up an object within reach or put down one that they were holding. This action means care is taken to put the object down or pick it up. If the picked-up object is a weapon, this counts as readying the weapon.
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Initiative
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2 AP
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A character can make an Opposed [[Version 1/Notes/3 Skills/Skills/Athletics]] + [[Version 1/Notes/2 Attributes/1 Physical/Strength]] check to attempt to push a creature up to a distance of the Attacker's [[Version 1/Notes/2 Attributes/1 Physical/Strength]] + [[Version 1/Notes/2 Attributes/1 Physical/Strength]].
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Initiative
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1 AP
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A character my quick draw a weapon with the [[Quickdraw Property]]. If the character has sufficient AP they may immediately attack with the weapon.
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Initiative
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2 AP
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A character may ready a weapon by using this action. This includes drawing and readying a firearm; pulling a melee weapon from a sheath or pocket; taking out and readying a grenade
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or throwing knife; or any other kind of weapon preparation. Almost all weapons require this action before they are ready for use, though many times it occurs before combat even starts.
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Initiative
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2 AP
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Some ranged weapons require a Reload Action after the weapon has run out of ammo. If a weapon is out of ammo it can not be fired until it is reloaded.
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Initiative
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2 AP
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A character may move at a Sprint with this action. This increases the character's movement speed by the result of an [[Version 1/Notes/2 Attributes/1 Physical/Agility]] + [[Version 1/Notes/3 Skills/Skills/Athletics]] check. This action may only be performed once per turn and it cannot be performed in the same turn as [[Move]] or [[Avoid Incoming]].
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Initiative
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1 AP
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Whether they chose to be prone or they got knocked down, a character uses this action to get back to their feet and remove the Prone Condition.
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Initiative
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1 AP
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A character gains a +2 on their next Ranged [[3 Attack Roll|Attack Roll]]. This action can only be used once per turn but if the bonus is not used it carries over to the next round. If the character takes a turn without taking the Take Aim or [[Attack]] actions any bonuses are lost.
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Initiative
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1 AP
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The character uses something in their area to provide protection but they must operate from the constraints created by the cover. Gives the player the [[Cover Condition]].
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Initiative
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1 AP
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This action can only be taken with a Melee weapon and must be combined with an [[Attack]] action. If the attack hits reduce the base damage by 3 and the Target rolls an [[Version 1/Notes/3 Skills/Skills/Athletics]] + [[Version 1/Notes/2 Attributes/1 Physical/Agility]] check with the DC being equal to the Attacker's [[3 Attack Roll|Attack Roll]]. If the target fails they gain the prone status.
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Some devices are more complicated and require more focus to use. The exact cost is up to the GM. This action may be extended over multiple rounds but the Action must be completed before any other Action can be taken by the character.
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Initiative
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2 AP
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Simple devices are those that are activated with a simple movement like a thumb trigger, pressing a single key, or flipping a lever.
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Initiative
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2 AP
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A character my use an appropriate skill to accomplish a task.
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During a single Combat Round each participant gets an allotment of Action Points (AP) to use on or around their turn. The basic allotment is 2 AP per Combat Round. Players get additional AP equal to their [[Attributes and Skills#Reaction|Reaction]] score as long as that score is above 0. A player can not start a Combat Round with les than 2 AP.
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Some actions may be taken at anytime and are denoted with an (A) other Actions can only be done during a character's Initiative Turn denoted (I).
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Actions will be listed as "Name (Letter Number)" where Letter indicates if an Action must be taken during the character's Initiative Turn and the number indicates the number of AP required to take the Action.
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![[Action Points]]
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# List of Actions
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![[Assist]]
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![[Attack]]
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![[Block]]
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![[Call a Shot]]
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![[Dodge]]
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![[Drop Prone]]
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![[Full Defense]]
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![[Hit the Dirt]]
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![[Intercept]]
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![[Version 1/Notes/9 Game Timing and Actions/Actions/Action List/Maneuver Vehicle|Maneuver Vehicle]]
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![[Move]]
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![[Observe in Detail]]
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![[Pick Up - Put Down Object]]
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![[Quickdraw]]
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![[Ready Weapon]]
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![[Reload Weapon]]
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![[Sprint]]
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![[Stand Up]]
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![[Take Aim]]
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![[Take Cover]]
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![[Trip]]
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![[Use Complicated Device]]
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![[Use Simple Device]]
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![[Use Skill]]
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