Major Actions
These tend to be the crux of your turn. You only get one per round, use it wisely.
- Attack: Attack a target. You roll 1d20 + relevant stat mod + Proficiency bonus. You have to roll the target’s relevant defense score or higher.
- Attacks can be melee or ranged.
- Melee’s default range of 5 feet unless stated otherwise.
- Ranged can have two ranges, eg (80/150). First is normal range, second is max range. Attacks beyond normal range but within max range, or attacks within 5 feet, are made at disadvantage. Attacks can’t be made beyond max range.
- Attacks can be weapon attacks or psionic attacks.
- Weapon attacks deal physical damage and are usually made with a strife specibus.
- Psionic attacks deal psionic damage and are usually made with a psionic power.
- Not all attacks specify a type. For example, Fraymotifs and certain abilities in Pillars and Paths specify an attack roll, even though no damaging attack is made. In these cases, any effects that benefit attack rolls in general apply to them, but effects that specify a particular type of attack do not.
- If a damaging attack doesn’t specify a type and isn’t only an abilitech or only a subpower, it may count as either one.
- As a rule of thumb, if you can’t see your target, you have disadvantage to hit them.
- Some attacks may not have any typings. However, attacks add Proficiency bonuses unless stated otherwise, such as weapons for which you do not possess the appropriate specibus.
- True damage ignores most damage reductions but not damage immunity. It ignores all damage reduction from its target (Aegis, Ward) but not on the attacker (Weaken).
- Attacks can be melee or ranged.
- Unarmed Attack: Attack with your fists. Needs one free hand, uses Strength to hit, and deals 1+STR physical damage (min 1). These are considered to have the Combo property for the purposes of Combo Attacks (see Minor Actions).
- Abilitech: Use a specibus abilitech. Abilitechs are found on strife specibi, and are typically just attacks as described in Attacks above.
- Psionic Ability: Use a psionic power. Specify the subpower/ability and slot used (if any), then follow the effects as stated. If the psi is an attack, consult the Attack action.
- Typically, you need line of sight to the target or the area affected by the target.
- Developer’s Note (1/22/21): You cannot benefit from multiple copies of the same psionic ability unless the ability specifies otherwise.
- Grappling: Grapple a creature. You need at least one free hand. Attempt to seize the target by making an opposed check, your Athletics against their Athletics or Acrobatics (their choice). If you succeed, you grapple the target. Default range is 5 feet.
- Your speed is halved while dragging or carrying a grappled creature.
- A grappled creature can make an opposed check as a major action, their Athletics or Acrobatics (their choice) against your Athletics, to escape.
- Check the grappling section and the Grappled condition for more specifics.
- Shove: Push a creature no more than one size category larger than you, typically Large. Make an opposed check, your Athletics against their Athletics or Acrobatics (their choice). If you succeed, you push them 5 feet, plus 5 feet per 5 by which you beat their check. Alternately, you can choose to knock them Prone.
- When Shoving a creature you are Grappling, you push them an additional 5 feet, for an initial 10 feet pushed. Typically, this will also push them out of the grapple.
- Abilitechs and certain Steps can augment this even further.
- When Shoving a creature you are Grappling, you push them an additional 5 feet, for an initial 10 feet pushed. Typically, this will also push them out of the grapple.
- Abilities: There are plenty of Steps, Fraymotifs, classpect abilities, and others that may require a major action.
- Developer’s Note (3/10/20): Unless specified otherwise, an attack roll that specifies which stat (or gives you a range of stats to use) to use also adds your Proficiency to the roll.
- Developer’s Note (1/22/21): You cannot benefit from multiple copies of the same ability unless the ability specifies otherwise.
- Sylladex Ejection: You eject the full contents of your sylladex, making an attack roll, but instead of a stat mod and Proficiency, add the chosen skill bonus, for every item launched against all targets within 30 feet, using the attack profile below.
- 30 ft. range, single-target, ranged weapon attack, 1d4 damage, launches one item.
- You cannot attack a given target more than three times. Any items launched in excess of available targets will still be launched, potentially causing catastrophic collateral damage to your surroundings and any allies. Critical fails to hit will also cause damage to your surroundings, but also to the item itself. The SM may give the attacks additional effects, based on the items launched at their discretion.
- Sylladex ejection counts as a thrown weapon abilitech for the purposes of synergy with Pillars and Paths, alchemy, etc.
- Minor Action: You can downgrade your major action into another minor action.
- Dash: Double your remaining speed this turn.
- Defend: You focus on defending against incoming attacks. All attacks against you have disadvantage for 1 round.
- Help: You assist another creature. They gain advantage on the next roll to perform the task with which you are Helping. Alternately, assist them in attacking a creature within 5 feet of you. The next attack roll that the Helped creature makes against this target, before the start of your next turn, has advantage.
- Ready: Hold off on another major or minor action. You determine a trigger and the action to use, then you can use it as a Reaction when the trigger is met. You must use it within one round of Readying it, or the opportunity is lost.
