Rhean System

Skill Use
Time
Movement
Facing, Reach, and Size
Perception Checks
Combat
Melee Combat
Missle Combat
Defense
Shields
Actions

Dice Conventions
The basic roll in the game is a 2d10 roll; the results are added together, generally with modifiers, and compared to a target number (TN) set by the GM. A total equal to or greater than the target number indicates success. Rolling 2 ones indicates automatic failure and possible botch in more stressful situations. Contested rolls are often made when 2 individuals are in direct opposition; these can be against a separate target number, or rolled in direct opposition, so that the higher wins. If rolled against a separate target number, the higher successful roll wins. If neither are successful, they may be able to simply roll again, if the situation allows an ongoing struggle.

Skill Use
Characters use skills for most actions, whether it be forging a sword, attacking with that sword, or defending against that attack. A skill roll is simply a basic roll which has the level of the skill added to it, modified by the appropriate attribute and any other miscellaneous modifiers. The rank of the skill determines what can be done with that skill. Characters may attempt tasks belonging to the next higher rank, but receive only one-half of their normal skill level (round down). Characters who attempt an action governed by a skill they do not possess are considered Novice(0) and cannot attempt anything above Novice rank. In addition, the GM is free to raise the target number for skill use above the character's rank or out of his knowledge. Attribute modifiers always apply to skill rolls; generally this will be the same attribute, but the GM is free to associate any attribute with any particular roll. For more information on skills, please see Rhean Skills.

Attribute Score Modifier
1 -4
2 -3
3 -2
4 -1
5 +0
6 +0
7 +1
8 +2
9 +3
10 +4
This table can be expanded in both directions. For values above 10, simply subtract 6 to obtain the modifier. For values below 1, subtract 5.
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Time
Most timekeeping in the game follows our standard measures: seconds, minutes, hours, etc. However, time during combat or other tense situations is also measured in units convenient to the rules. The basic unit for this is the round, which is approximately equal to 6 seconds. There are therefore 10 rounds in a minute. Each round is split into three phases, which are approximately 2 seconds each. Each phase is really just long enough to accomplish one action, but these actions are assumed to be spread out over the round to some extent.

Movement
There are two types of movement: small scale or tactical, and large scale. Tactical movement is what move actions fall under. The basic move action is a combat move. The character spends their move action for this and proceeds to safely cover a distance equal to their Movement attribute in feet. "Safely" means that the character does not suffer any defensive penalty and remains aware of their surroundings. The character can also make a combat run, during which they move double their Movement. This is still relatively safe, although their defense is lowered by two for that phase. Other move actions include Withdraw, which allows the character to slowly back away. He moves at one-half normal, but does not suffer any defensive penalties and keeps the same facing. For any of these types of moves, the character can sacrifice other actions within the round to continue moving in the same manner. In this case, the move actions must be consecutive, i.e. the character cannot move, attack, move; it must be move, move, attack or attack, move, move.

In addition to combat moves, the character may make full-round moves. These cover a great deal of ground, but do not allow the character to attend to his own defense. To perform one of these, the character calls the action at the beginning of the round; it begins on the first phase. It lasts until the end of the round; the character may declare a new action next round. Note that the character may physically stop moving prior to this point; they do not have to run off of a cliff, for example. But they cannot declare a new action until the next round, even if they stop. The first of these actions is a Sprint, which allows the character to move up to four times his Movement every phase (so 12x Movement for the round). Since the character is taking a full-round action that is for movement, not defense, he receives a -2 to defense. The next full-round move is a Charge, which is a Run (x2 Movement) for three phases with the last phase also containing the Charge Attack action (see actions, below). As with a Sprint, the character receives a -2 to defense for the entire round, with an additional -2 in regards to the foe he is charging at.

As mentioned above, large scale movement works a little differently than tactical movement. A character walks a number of miles in 4 hours equal to their Movement value, assuming that they make only brief stops and that there are no terrain modifiers. Note that for an average unencumbered human this equates to a speed of 2.25-2.5 miles per hour. There are Stamina costs associated with travel; please see Other Uses for Stamina for more information. As mentioned there, a character may increase to 1.5x this speed for a greater Stamina cost.

As characters travel, they will encounter different terrain and weather conditions which may slow them down (or, rarely, speed them onward). Each type of terrain and weather has a Movement modifier associated with it. These are, of course, cumulative and alter the character's Movement by the listed amount.

Facing, Reach, and Size
A character's facing is important in considered both what he is able to detect as well as how he is able to defend against attacksfrom various directions. Obviously, characters can only see what they are looking at; generally things behind them will not be noticed unless the PC calls for a Perception check, or some other stimulus alerts the character. For defensive purposes, a character can only use a shield to defend against attacks coming from the quadrant containing their shield-arm. It is very difficult to defend against attacks coming from behind. Normally characters are assumed to be unaware of attacks coming from behind, even in combat; it is difficult to pay enough attention when there are threats or targets right in front of you. If the GM feels like the character is aware, but is unable or unwilling to turn to face the threat, he may allow one-half of the defensive bonus to be used (i.e. the modifiers added to the 11 base). If the character is indeed unaware, they only receive their 11 base.

Reach is a measure of how far away a character can make a successful attack. At the same time, it describes the minimum range necessary to make an attack. Consider a character wielding a long spear. He can obviously strike a target who has a sword well before that sword threatens him; however, once the swordman is close, the spear is ineffective. Reach is expressed as a weapon value: 0, 1, 2, etc. If two opponents with equal Reach are threatening each other, combat runs normally between them. But if the combatants have unequal Reach, certain special rules come into play. First, the character with higher Reach must declare how he is using his weapon. Reach weapons may have the action Extend available; this adds one to the listed Reach for the weapon. All of these weapons have a "normal" stance, which uses the listed Reach. It does not matter to the rules which stance is being used, only what the effective Reach of the weapon is. While the weapon is in a Held stance, the wielder can elect to attack any one target in his forward facings who tries to move in to attack using a weapon with less Reach. (Hold at Bay is an example of such a Held action.) This is one of the few situations where both actions are not simultaneous. The higher Reach action occurs first, and if it succeeds the target cannot close but is instead forced back to where he started his action. This does not apply if the target was making a Charge or Close action, although in the case of a Charge the target suffers more damage. The situation is reversed when an opponent is inside the Reach of the weapon; in this case, the hapless character can no longer attack or actively defend with his Reach weapon; he has to do nothing, Move to a new position, or change his stance from Extended (which only drops Reach 1 place, so it may not solve the problem). A Reach weapon which is not Extended (i.e. is at its base Reach) may be used inside of its Reach. However, each point inside forces the character to apply a -3 penalty to all rolls with that weapon. For example, a character must apply a -6 to all of his rolls if he fighting with a Reach 2 weapon at Reach 0. Many weapons have a Reduce Reach action that allows the character to shorten the weapon's Reach by 1, which can help negate this.

Size is a measure of the relative sizes of objects of the same type. For example, individuals have a Size, as do weapons. These are general categories; almost every member of a given race will be the same Size. Size categories, from smallest to largest, include:

Naturally, there are creatures smaller and bigger than these.
For each level of difference in Size: a -1 penalty is applied to the larger creature's to hit rolls in melee; the smaller creature gets a +1 to Dodge attempts; a -2 penalty is applied to the larger creature when attempting to detect the smaller (assuming the smaller is attempting to be stealthy). For example, a halfling is attempting to Hide from an ogre; the ogre receives a -4 penalty to Perception checks to notice him.
Weapons also possess a Size attribute. In general, a creature can use a weapon one-handed if it is his Size or smaller. A weapon one Size larger is most often used two-handed. A weapon two Sizes larger cannot normally be used.

Perception Checks
Characters can't do very much if they aren't aware of their enviroment. In situations where PC's may or may not be aware of something around them, a Perception check can be called for. This is a normal roll, modified by Perception, against a TN set by the GM based upon how difficult it is to detect the stimulus. Each Perception check will be based on a different sense, i.e. sight, hearing, etc. For many PC's this will not change the difficulty; however, some characters may have Advantages, Disadvantages, or other special conditions that are specific to each sense. PC's can also choose to spend actions to make Perception checks; this means they are specifically using that sense, "looking around". This is almost always necessary with paranormal senses such as Spirit Sense.
Perception Modifiers:

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Combat
Once it is known that combat is going to occur, the first step is to for each individual who is aware of the threat to roll for their Reaction. This is a measure of reaction time; unless a character makes a successful Reaction check, they cannot declare actions that in any way respond to what caused that Reaction to be rolled. The character makes a normal roll against a TN of 11; this roll is modified by Perception, as well as various advantages and certain situational modifiers (listed below). This check is made at the beginning of the round, so actions can be made normally in the round if the check is successful. If the Reaction check is failed, the character loses that round's actions. Note that only characters who are aware of the threat can make checks; thus, characters may be attacked on round 1, and make a check on round 2. In fact, it is possible for a character to miss several rounds this way, and to still fail their Reaction check. In many cases, Perception checks will be called for to determine if characters are sufficiently aware to attempt to react.
Reaction Modifiers:

Once a character makes his reaction check, he gains an Initiative Total. For the first round after he makes the reaction check, this is the same as his reaction roll; thereafter he rolls a single d10 and adds it to his Initiative stat. This Initiative Total is then kept until the beginning of the next round, when a new Total is generated. Characters declare their actions in order of Initiative Total, lowest to highest. If there is a tie, the character with the lowest Initiative attribute declares first, and the the second lowest, etc. If there is still a tie at this point, each tied character rolls a second d10, with low roll declaring first. Continue this until there are no ties. There are three types of actions: Move, Defense, and Attack. Each combatant can use one of each type of action per round. Each action occupies one phase of the round. Each phase, every character who is able to act within that round and phase declares a new action. Some actions are full round actions; characters declare these at the beginning of each round and may not change them later. Certain other actions may require more than phase to actually accomplish the goal; characters pursuing these actions may elect to continue, or stop and begin a new action, at each new phase.

After actions are declared, they must be resolved. For the most part, all actions occurring within a phase are considered to happen simultaneously, regardless of type. Full round actions, or actions that are continued from an earlier phase, stretch over the length of the entire phase. Certain actions, notably some defensive actions, continue to occur for the remainder of the round, rather than simply the phase they are declared in. One subtype of these are Held actions, which are declared (requiring an action), but then wait on some other event to occur. Once declared, the character can do nothing that would interfere with the action he is holding. For example, consider the action "Guard". Once declared, the character is ready to strike when someone comes close enough. Obviously, the character can do nothing else with the weapon while this action is being held; if he does, he will lose this use of Guard, and will have to use another action if he wants to go back to Guarding. However, he could still Dodge while holding this action, for example. Held actions are only good for one occurence of their trigger. Held actions are often an exception to the rule that all actions in a phase occur simultaneously. Note that triggers must be fairly specific to the situation and that held actions normally require the expenditure of Stamina; they are not meant to be "turned on" at all times. For example, an archer covering a doorway for a round or two is fine; an archer saying he is going to hold an arrow ready all night in case goblins attack is not.

Melee Combat
To make an attack, use an attack action. There are many of these, depending upon the skill being used. The most basic is a simple attack, such as swinging your axe at a target. You roll your attack skill against their Melee Defense. If the target is able to use a defensive action during that phase, he may do so in an attempt to stop the attack. This is resolved by making a contested roll against the attack roll. So, for example, Grog swings his axe at a goblin. The goblin has a defense of 16 and has already declared he is going to attempt to parry this attack. Grog rolls 2d10 and adds his Strength modifer and Axe skill, for a total of 18, a hit! The goblin now rolls to parry the attack; this is a 2d10 roll with the skill he is using to parry. His total is also 18, so he successfully parries.

Unarmed, Unskilled, and Improvised Weapon Attacks
Since most weapon skills lack any prerequisite, they may be used unskilled, and the normal rules for this apply. All characters may make unarmed attacks using Brawling, Fisticuffs, or Wrestling. In addition, characters may make improvised weapon attacks using Brawling. Improvised weapons always receive at least a -2 to hit; it may be more if the object is difficult to wield. In addition, larger objects, such as furniture, require reset actions after attacking or parrying before that object can be used again. Improvised weapons also tend to break. Some improvised weapons are shaped and weighted in such a way that they could be used as real weapons, and in this case they should be covered byt he appropriate skill for their group. For example, a belaying pin can be used as a one-hand club.

Missle Combat
The procedure for missle combat is similar to that for melee, although it is complicated by factors such as range, cover, and reloading. Each weapon has listed weapon ranges; these are point-blank, short, medium, long, and extreme. The listed values are assuming a Journeyman quality weapon used by a character of Journeyman rank. The various weapon skills and descriptions give more information on how range categories work. Cover provides protection based upon how much of the target is revealed; simply add an appropriate percentage to the defense. For example, if the target has 10% cover, add approximately 10% to their defense; thus a 20 defense would become a 22. After a certain amount of cover is reached, it may be better to simply make a called shot to avoid the cover.

Improvised Missle Weapons
Improvised missle attacks are made using the Throwing skill. Improvised missle weapons tend to have poor range, and always receive at least a -2 to hit.

Defense
Every creature has a passive defense which is always available, as long as the creature is free to move. Various factors can reduce this defense, such as full round actions. Use the following formula:

Passive Defense = 11 + (Agility Modifier) + (Evade Skill)

There are other modifiers to passive defense that will sometimes occur. Magic, special advantages, and certain skills can influence it. One common modifier, using a shield, is covered below.

Characters may also attempt an active defense. An active defense requires the character to use a defensive action in the phase an attack succeeds against them. Since actions must be declared prior to resolution, this means that the character needs to have a good idea of which attack is most likely to hit; please note, however, that if the attack misses the passive defense, the character is not required to perform the active defense, and may therefore avoid any costs (most likely Stamina) associated with its use. There are also certain skills that allow a character who has been missed while planning an active defense to convert that unused action into something else. There are several different possible active defenses; the most common are Dodging, Blocking, and Parrying. Dodging is active use of the Evade skill; the character simply tries to avoid being struck. The character must have several feet in every direction to move; if he is impeded in any way, the attempt should be penalized. Assuming he is not, the character simply makes a roll using his Evade skill modified by Agility against the total rolled by the attacker. Blocking is using a shield (see below) to attempt to deflect the attack. Blocking follows the same procedure as Dodging, but requires less room to move (although the arm must be unimpeded), but of course requires a Shield and Shield skill. Blocks are only possible against attacks coming from the front or shield side. Durability must be checked following a successful Block. Finally, a Parry is similar to a Block, but uses a weapon rather than a shield. A Parry can be performed on any attack from the front or sides. Parry uses the appropriate weapon parry skill. Note that a weapon in the off-hand can also be used to parry, but the attempt will then suffer from the normal penalties (-4 if unskilled in Two-Weapon Fighting).

Shield Use
Shields can be used to aid in either passive or active defense. Each type of shield has a defense value (DV), which is added to the character's defense for attacks which it could intercept. This is also how much Stamina is expended after each round of using the shield for defense. Anyone can use a shield in this fashion. An additional passive use of a shield is only available to characters possessing Shield skill. The character uses the defensive action Shield Work; for that phase, and any remaining phases in that round, the character gains an additional shield bonus to their defense. This bonus is equal to the numerical value of their Shield skill rank (i.e. 1-5, Novice-Grandmaster). This is added to the defense value for the shield against one attack per phase. Shields can also be used for active defense, most commonly the Block defense action. This works in the same way as other active defenses; note that the shield's Durability will need to be checked after a blocked blow.

Other actions are also possible with a shield. It can be used as a weapon, which requires an attack action. In addition, there are certain special moves which take various action types, or even multiple actions. If a shield is used as a weapon, it acts as an off-hand weapon and therefore has a -4 penalty. See also Two-Weapon Fighting skill. This penalty does not apply to Blocking.

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Actions
This is a selection of some common actions; others may be available through specific skills. Likewise, even these basic actions may be modified by new abilities gained at higher ranks, or through advantages or magic. In the tables, Stamina refers to the Stamina cost of performing the action. Preceding indicates any event that has to occur prior to completing this action. Skill indicates which skill is normally used to perform the action. Open indicates whether or not this action can be used without the appropriately ranked skill.

Attack Actions
Action Skill Open Stamina Preceding Notes
Close Quarters Combat melee weapon No by weapon +1 inside Reach of opponent's weapon the character may make an attack at +2 which cannot be actively defended against.
Control Mount Ride Yes 1 mounted
Cover weapon Yes by weapon, per round weapon ready this is a Held action. The character chooses a particular person or area and announces his intention to attack whatever threatens/ enters that space. If the character has warning, he may choose not to attack a particular target without losing this action; otherwise, he must make a Reaction roll to differentiate one target from another.
Critical Strike weapon skill No by weapon +1 Set Weapon action the TN to hit receives a +4; if this is missed, but would have hit normally, the attack is a normal attack only. If this is hit, roll damage dice twice, then add mods, to determine damage.
Crushing Blow weapon No per weapon +2 previous Set Weapon action The character uses the full weight of the weapon to inflict a mighty blow. Parry or Block attempts receive a -2 against this, but Dodge attempts receive a +2. If successful, the attack does +1 damage, Dazes the target, and may result in a Knockdown.
Dazing Attack weapon No per weapon +1 N/A the character makes an attack at -2 to hit. If successful, it does one-half damage to Hits and one-half to Stamina, and the opponent must make a Constitution check against the total damage or be Dazed in the next phase.
Draw Weapon N/A Yes N/A N/A draw weapon from sheath
Dual Attack weapon/ Two-Weapon No per weapons +1 two weapons ready strike one target with two weapons. Requires rank in Two-Weapon Skill
Great Strike weapon No per weapon +2 previous Set Weapon action The character uses the full weight of the weapon to inflict a mighty blow. Parry or Block attempts receive a -2 against this, but Dodge attempts receive a +2. If successful, the attack does +3 damage and may result in a Knockdown.
Hold at Bay weapon No per weapon +1 Reach weapon this is a Held action that can be declared with a Reach weapon in any stance. It allows an attack against a target using a lower-Reach weapon before that target can attack. If the attack is successful, the target may not make their attack.
It's Only a Flesh Wound weapon Yes per weapon +1 just struck by a Held action that would normally negate your attack. after your normal attack is canceled, you may declare you are using this (within the same phase). Spend 1 Ka, take that same amount of damage again and make your attack roll.
Melee Attack Melee (any) Yes per weapon weapon ready basic attack
Missle Attack Missle (any) Yes per weapon missle ready/ loaded ranged attack
Missle Cover Missle (any) Yes per weapon per phase missle ready/ loaded Character with ready missle picks a triggering condition. As soon as this occurs, missle fires, happening before other actions in that phase. This is a Held action
Off-Hand Attack weapon/ Two-Weapon Yes per weapon +1 weapon in off hand standard penalty is -4; see Two-Weapon Skill
Riposte weapon skill No per weapon immediately previous action was a successful Parry. use this after you have parried. Your opponent may not use an active defense against this attack.
Running Attack any Melee Yes per weapon +1 Run move action in preceding phase defense -2; +2 to attack/ damage.
Shield Bash Shield No per shield +1 N/A Attack with a shield; this is an off-hand attack, doing 1d4 damage; it may cause a Knockdown. You cannot gain any benefit from the shield this action, and cannot use it for Shield Work or any active defense for the remainder of the round.
Shield Rush Shield No per shield +1 Run move action in preceding phase as Shield Bash; in addition, there is a +2 to the chance of Knockdown and damage.
Sing/ Chant varies Yes 1 per round N/A 1 action per round must be spent to continue
Spin Attack weapon No weapon +1 per attack made Reach weapon the character may attack all opponents within his weapon's Reach -1 around him. Each attack is at a -2 to hit and damage.
Spring Attack weapon No per weapon +1 Leap Action in preceding phase the character jumps at an enemy while attacking; this counts as a Charge for set weapons. The character takes a -2 to defense, and any attack from his target during this phase or the Leaping phase does +4 damage. If the character hits, however, he does +2 damage. If the character did a Running Leap to set up this action, he does +4 damage and may achieve a Knockdown.
Stunning Attack weapon No per weapon +2 N/A the character makes an attack at -2 to hit. If successful, it does one-half damage to Hits and one-half to Stamina, and the opponent must make a Constitution check against the total damage or be Stunned for the next phase. Even if the check succeeds, the target is Dazed.
Sweep Attack weapon No per weapon +1 N/A The character attempts to take a target's legs out from under him. The attack suffers a -2; if it hits, it does normal damage, plus it may achieve a knockdown.
Throw Weapon weapon Special by weapon +1 weapon ready almost anything can be thrown as a weapon. However, without an appropriate skill, there is at least a -4 to the attack and range is pathetic. Damage may also be reduced.
Wide Attack weapon No by weapon +2 weapon ready The character takes a particularly wide swing to get around defenses. This is dangerous; the character suffers a -2 to passive defense and must make a Reset Weapon action before he can use his weapon again. However, a shield does not passively benefit anyone attacked in this way, and any active defense to the attack suffers a -4.

Defense Actions
Action Skill Open Stamina Preceding Notes
Armor Block armor No 1 N/A The character attempts to catch a blow on his armor to reduce damage. He rolls Armor skill against a TN of 11; each point over exchanges one point of damage for 1 point of Stamina. If the character rolls below 11, each point under adds to the damage inflicted. Rolling two 1's always adds 9 to damage. The character always receives at least 2 points of damage.
Armor Work armor No armor's Stamina cost (pay twice) N/A By spending one action, the character increases their armor's usefulness against all attacks they are aware of for the remainder of the round.
Bind Weapon weapon No by weapon opponent attacking with weapon This can be used whether or not your passive defense is penetrated. Roll your parry skill as a contested roll against their weapon skill. If you win, you momentarily trap their weapon. They must use a Set Weapon, Reset, or Reduce Reach action before they can make another action with that weapon. If you lose, you suffer this effect.
Block Shield Yes DV N/A shield must be ready/ facing attack
Control Mount Ride Yes 1 mounted
Dodge Evade Yes 1 N/A basic active defense
Double Parry Two-Weapon Fighting No sum of weapons N/A The character may add his Two-Weapon Fighting level to his Parry skill to determine his parry total. He may use either weapon's Parry skill, but if he selects his off-hand weapon he must also take his off-hand penalty.
Draw Weapon N/A Yes N/A N/A draw weapon from sheath
Line Parry parry skill No per weapon N/A This is a Parry that attempts to put your blade in position to immediately make a counter-attack (a Riposte). You take a -2 on your attempt to Parry. However, if successful, you receive a +2 on your Riposte roll and a +1 to damage.
Mount Work Ride No 1 mounted Add +2 to defense for round while taking -2 to any attacks this round.
Parry weapon parry Yes per weapon N/A active defense
Reduce Reach weapon No 1 Reach weapon this reduces the Reach of the weapon by 1. A Reset, Extend, or Set weapon action can be used to return it to normal.
Set Weapon N/A Yes 1 N/A character puts weapon in a particular position/ stance.
Shield Work Shield No 1 per phase N/A shield must be ready/ facing attack
Sing/ Chant varies Yes 1 per round N/A 1 action per round must be spent to continue
Soak Combat Reflexes Yes N/A hit by attack. Spend 1 Stability and roll your Combat Reflexes. Each point over 11 you roll represents one point of damage you suffer to Stamina rather than to Hits. There are two restrictions: you must spend either 1 Ka or 1 Stability for every 4 points, and you must still suffer at least 1 Hit.

Move Actions
Action Skill Open Stamina Preceding Notes
Aim N/A Yes 1 weapon ready character aims at a target, receiving a +1 to hit
Close N/A Yes by defense +1 character being Held at Bay by a higher-Reach weapon. this action allows the a character being threatened by a Reach weapon to attempt to knock that weapon out of the way and move inside. The character makes an active defense against his opponent's Reach attack and simultaneously makes a combat move inside. If his defense succeeds, he is inside his opponent's Reach; if not, he is kept out and takes +2 damage.
Combat Move N/A Yes 0 N/A character makes a combat move
Control Mount Ride Yes 1 mounted
Defensive Focus Combat Reflexes No 1 N/A With a successful Concentration roll, you may add up to your numerical rank in CR to your next active defense. This costs Stability equal to twice what you add.
Extend weapon No per weapon +1 weapon with positive Reach use Reach +1 of weapon.
Leap Jumping Yes 1 N/A a Jump during combat. -2 to defense. special: characters may count this as a Run action if they wish to make a Running Leap; i.e. for purposes of the continuing same movement rule they are the same, allowing a character to do a running jump in the midst of combat. See Movement, above.
Offensive Focus Combat Reflexes No 1 N/A With a successful Concentration roll, you may add up to your numerical rank in CR to your next attack. This costs Ka equal to twice what you add.
Perception N/A Yes N/A N/A character calls for a Perception check
Pick Up N/A Yes N/A N/A pick up a weapon, or most anything else
Ready Weapon N/A Yes N/A N/A draw weapon from sheath, or otherwise prepare it.
Reduce Reach weapon No 1 Reach weapon this reduces the Reach of the weapon by 1. A Reset, Extend, or Set weapon action can be used to return it to normal.
Refocus Combat Reflexes No N/A N/A Spend 1 Stability. Reroll Initiative; this new value applies for the rest of this round. You may choose to add to this roll by spending 1 Stamina and 1 Stability for each +1 you desire. You may add up to your level in Combat Reflexes.
Reset Weapon weapon Yes 1 weapon used for attack/ defense Ready weapon to attack/ defend again.
Run N/A Yes 1 N/A character makes a combat run. defense -2.
Set Weapon N/A Yes 1 N/A character puts weapon in a particular position/ stance.
Sing/ Chant varies Yes 1 per round N/A 1 action per round must be spent to continue; however the character is using their voice for this over the entire round.
Soak Combat Reflexes Yes N/A hit by attack. Spend 1 Stability and roll your Combat Reflexes. Each point over 11 you roll represents one point of damage you suffer to Stamina rather than to Hits. There are two restrictions: you must spend either 1 Ka or 1 Stability for every 4 points, and you must still suffer at least 1 Hit.
Stand N/A Yes N/A sitting/ prone A character on the ground suffers a -4 to attacks and defense.
Withdraw N/A Yes N/A N/A character backs away, keeping same facing

Full-Round Actions
Note: any full-round action which is not move or defense-based causes the character to suffer a -4 to defense for that round. If it is movement-based, the character suffers a -2 to defense.
Action Skill Open Stamina Preceding Notes
Breather Endurance Yes None This action not used for at least 1 hour previous. The character attempts to recover Stamina by taking a one round break in combat. The character rolls their Endurance skill; every full five points rolled restores 1 point of Stamina. Naturally, rolling double 1's (botching) restores no points. The character must expend Stability equal to the Stamina they regain.
Charge any Melee Yes per weapon +3 N/A character rushes at an enemy. x2 Movement/phase, add. -2 to defense to attacks from target; +2 to hit, +4 to damage; possibilty of knockdown.
Defensive Stance various Yes total of (weapon + shield + 1) x 3 N/A character may add Parry skill against 1 attack per phase, Shield skill against 1 attack per phase, Shield Work bonus to all attacks from front, and +2 to all non-surprise attacks to passive defense. Any attack which does hit may have a Soak action applied against it.
Sprint N/A Yes 6 N/A character runs. x4 Movement/phase.
Stealthy Move Hide and Sneak Yes 0 N/A This allows a character who is not currently engaged to attempt to conceal themselves. It requires a full round to do this; the character may do nothing other than move during this time, although they may use defensive actions if discovered and attacked. Once hidden, the character may act normally in future rounds, although of course their actions may break their concealment. Please note that there are penalties to these skills for movement.

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