This section contains all basic Tactical Mode abilities. "Basic" abilities are generally usable by any character, assuming they meet any listed requirements and there are no other circumstances preventing them from using that ability. For example, anyone wielding a sword can Strike with it.
Remember, each participant in a Tactical Mode scene can use one ◕ action and one ➲ maneuver on their turn, and any number of ⨭instants during the round, so long as the same instant isn't used more than once in the same round (unless it has the Reaction trait). A character can also spend their action to use an additional maneuver instead.
When you generate a boon for a roll in Tactical Mode, you can either choose a pre-packaged effect or use your creativity to improvise another benefit (subject to GM approval), or a combination of the two!
What boons can I use? The Basic Tactical boons (seen in the section below this one) are always available, no matter the situation. Some boons are associated with certain traits. For example, the Attack trait means you can use the ⛊ Skirmish boon when you make an Attack. Some abilities come with their own set of unique boons only usable with that ability, such as the ◕ Motivate ability. Finally, your own abilities and items may grant you the use of additional boons for certain rolls.
Remember than whenever a player makes a roll, they can use the ⛊ Critical Success boon if they roll a 20 on the event die, including during Tactical Mode.
⛊ Discern (15-20). Learn something interesting or significant about your environment, usable once per scene.
⛊ Rally (17-20; instant) (move up to 1 Space and remove 1 Stress)
⛊ Banter (18-20; instant). Once before the end of your next turn, you can use ◕ Motivate or a Basic Control ability as a maneuver.
⛊ Assist (19-20). An ally of your choice gains 1 Luck that expires at the end of their next turn.
⛊ Critical Success (20). On a failure, the roll instead becomes a success, but the GM may use any applicable bane (except one that only triggers on a 1). On a success, the player may use any other two applicable boons (except ones that only trigger on a 20), or succeed in an otherwise extraordinary way.
Attack
Requirement. You must be wielding a Melee Weapon.
Make a roll based on the type of Weapon used against a target within the Weapon's reach:
Finesse for a Light Melee Weapon
Might for a Heavy Melee Weapon
Finesse or Might for a Flex Melee Weapon
Success. The target takes 1 Damage and 1 Stress.
Failure. The target takes 1 Stress.
Attack
Requirement. You must have at least one hand free.
Choose Jab or Wrestle and roll Finesse or Might against a target within reach.
—Jab
Success. The target takes 1 Stress, or 1 Damage if they are exhausted.
—Wrestle
Roll with -2 edge unless you make clever use of your environment or the target's weaknesses (GM discretion).
Success. Choose one of the following:
The target falls prone.
The target is grappled by you.
Push the target up to 2 spaces in a direction of your choice.
The target must choose: take 2 Stress (Taxing) or drop a held item.
Attack
Requirement. You must be wielding a Ranged or Thrown Weapon (or another object to you intend to throw).
Roll Finesse against a target within the Weapon’s maximum range.
Roll with -1 edge for every additional range increment beyond the first between you and the target.
Roll with -2 edge if you're attacking with a non-Ranged, non-Thrown item (treat it as Thrown 3 for this purpose).
Success. The target takes 1 Damage.
The Attack trait refers to an offensive ability or effect. Every Attack ability is opposed by the target's ⨭Defend instant. Defending targets typically choose to either Dodge (which uses Reflex) or Guard (which uses Might) when they do so, which affects how they are impacted by the Attack. See the ⨭Defend instant for more information.
Whenever a character uses an ability with the Attack trait, they gain access to the ⛊ Skirmish boon for that roll.
Attack—⛊ Skirmish (17-20). Each target must choose: take 1 Stress (Taxing) or move 1 Space in a direction of your choice as an instant, if able.
Control
Roll Discipline or a relevant trade or culture skill against a target within 20 spaces.
Roll with +2 edge if you’ve used the Discern deed against the target recently.
Roll with -2 edge if the target is not a Person.
Success. The target must choose one:
Take 1 Stress (Taxing).
Declare their next action, taking 2 Stress if they then choose a different action than what was declared.
Reveal one of their weaknesses or special abilities, or suffer -1 edge on their next Defend before the end of your next turn if they have no remaining weaknesses or special abilities to reveal.
Success +3. The target takes 1 Stress.
Control
Roll Presence or Finesse against a target within your Melee reach.
Roll with +2 edge if you succeeded on a Defend roll against the target since the start of your last turn.
Roll with -2 edge if you are encumbered.
Success. The target must choose one:
Take 1 Stress (Taxing).
Fall prone or drop an item (only if it is holding one).
Take -1 edge on their next Defend before the end of your next turn.
Success +3. The target takes 1 Stress.
Control
Roll Presence or Might against a target within 10 spaces.
Roll with +2 edge if the target believes they are in grave danger.
Roll with -2 edge if the target believes they have the situation under control.
Success. The target must choose one:
Take 1 Stress (Taxing).
Take -1 edge on their next Attack before the end of your next turn.
Use their next maneuver to safely move as far as possible from you.
Success +3. The target takes 1 Stress.
Control
Roll Presence or a relevant culture skill against a target within 10 spaces.
Roll with +2 edge if you first apply one of the “Success” effects to yourself.
Roll with -2 edge if you attacked the target or their allies since the start of your last turn.
Success. The target must choose one:
Take 1 Stress (Taxing).
Use their next action to ➲ Rally.
Drop or sheathe a Weapon (if able), or take -1 edge on their next ⨭Defend roll before the end of your next turn.
Success +3. The target takes 1 Stress.
Control
Roll Presence against a target within your 10 spaces.
Roll with +2 edge if you also use a maneuver to dance in place, make insulting or suggestive gestures, or issue a formal challenge.
Roll with -2 edge if you were hit by an Attack since the start of your last turn.
Success. The target must choose one:
Take 1 Stress (Taxing).
Use their next maneuver to safely move as close to you as possible. If already adjacent, they instead take -1 edge on their next Attack before the end of your next turn.
Use their next action to target you with an Attack ability.
Success +3. The target takes 1 Stress.
Bolster
Target a willing creature within 10 spaces and roll Presence or a culture skill you share with the target, with a difficulty equal to the target's current Stress total (minimum 2).
Roll with +2 edge if you succeeded on a Control or Attack roll against an enemy since the start of your last turn.
Roll with -2 edge if the target has already been targeted by this ability within the last minute.
Success. The target may immediately remove 1 Stress as an instant.
⛊ Vain Hope (17-20). On a failure, the target may immediately remove 1 Stress as an instant.
⛊ Inspire (19-20). The target removes 1 Stress.
Whenever a character uses an ability with the Control trait, they gain access to the following Boons for that roll:
Control—⛊ Muddle (16-20). On a success, remove one of the “Success” choices available to the target(s).
Control—⛊ Mass Control (18-20). Target up to two additional creatures within range.
Choose a creature and specify a task you expect them to make before the end of your next turn that involves a roll. Then, describe how you attempt to aid or hinder them in the chosen task. If you're aiding the creature, they must be willing.
The GM sets the aid/hinder roll's difficulty and level of effectiveness, using the rules for modifying a roll. Roll as directed by the GM.
The target creature's primary roll is adjusted accordingly the next time the target makes that roll before the end of your next turn.
Choose an action or maneuver and a trigger. Until the start of your next turn, you can use that ability as an instant immediately after the trigger occurs.
If you want your ability to take place immediately before the trigger, roll Reflex as part of the instant to do so in time.
If the trigger involves an opposing creature, the difficulty is equal to the their Reflex value (or half their Reflex die size). If not, the difficulty is based on the rapidity of the triggering event.
Move
Move a number of spaces up to your Speed.
Move Bolster
Move up to 1 space without triggering instants (except those you allow) and remove 1 Stress. If you use your action for this ability, remove 3 Stress instead.
Move
Remove the prone status effect, then move up to 1 space.
Move
Move up to half your Speed and crouch behind an area of adequate cover (GM discretion).
Until the start of your next turn, you have +2 edge on Hide rolls and Defend (Dodge) rolls made against Attacks originating from the other side of the cover.
If you use both an action and a maneuver to Take Cover during your turn, you cannot be targeted by Attacks originating from the other side for the duration.
Move
Move up to your Speed -1. Before or during this movement, target one adjacent creature or hazardous effect that you intend to move through and roll Finesse against the target's Might or Reflex (the target decides which).
Success. For this movement, you can move through the target's space(s) as if they were difficult terrain.
Move
Requirement: You are not prone.
Move up to half your Speed. Until the end of your next turn, when a creature uses a Move ability to leave a space within your Melee range, you can use an instant to Brawl or Strike against them before they leave that space.
Difficult Terrain. Entering a space of difficult terrain costs one additional space of movement.
Swim, Climb. You can swim or climb as part of movement, and doing so counts as difficult terrain. Roll Might to resist danger or consequences (if any).
Jump. You can jump as part of movement. Roll Might for jumps longer than 2 Spaces in length, jumping a number of spaces up to half the result (minimum 2). Roll with +1 edge if you had a running start of 2+ spaces.
Veiled Move
Move up to half your Speed and roll Guile against the highest Discipline among all potential observers. You cannot Hide if you are being directly observed without obstruction or obfuscation of some kind.
Success. You are hidden against creatures who failed to detect you. If they were unaware of your presence, they continue to be unaware.
Veiled
Roll Discipline against the relevant Guile rolls of all hidden creatures or objects within 5 spaces. If you use your action for this ability, expand this area to 10 spaces instead.
Success. You discover the exact space the hidden creature or object is occupying. If you already knew the space, it is no longer hidden to you.
Taxing Attack
Target one creature or effect you are grappled by. Roll Finesse or Might against the grappler’s Defend (Guard) or the difficulty of the effect.
Success. You are no longer grappled by the target.
You gain +1 edge the next time you Shoot or use an Attack with the Ranged trait before the start of your next turn. You can benefit from this ability more than once per Attack.
Reaction
Trigger: You are targeted by an Attack effect.
Choose Dodge or Guard.
—Dodge
Roll Reflex.
Success: The triggering Attack fails against you.
—Guard
Roll Might and take 1 Stress.
Success. The triggering Attack effect fails against you, but still inflicts Stress and Damage to you as if it had succeeded. Block 2 Stress. If the attacker is within your Melee reach, they also take 1 Stress.
⛊ Counterattack (19-20). ◕ Brawl, ◕ Shoot, or ◕ Strike against the attacker, if possible.
Reaction
Trigger: You are targeted by a Control effect.
Roll Discipline.
Success. The triggering Control effect fails against you.
⛊ Center (19-20). You have +1 edge on rolls made to ⨭Focus for one minute.
Reaction
Trigger: You are targeted by a Toxin effect.
Roll Might.
Success. The triggering Toxin effect fails against you.
⛊ Immunize (19-20). You have +2 edge on ⨭Resist rolls against effects with the same name as the triggering Toxin for 24 hours.
Note: Choosing the Guard option with the ⨭Defend instant gives the user 1 Stress, but does not have the Taxing trait. This is intentional. If the defender is exhausted, they may still choose to Guard when they ⨭Defend, and they simply gain no Stress as a result, per the normal rules for exhausted. However, the -3 edge penalty from being exhausted still applies, as normal. This effectively means that a heavily armored character can continue to ⨭Defend (Guard) even while exhausted and still stand a chance of deflecting incoming attacks.
Reaction
Trigger: You fall from a height greater than 1 space.
Roll Reflex. You take an amount of Damage equal to the height of the fall in spaces, minus the result of the roll (minimum 0), and you fall prone.
Roll with +3 edge if you are Small.
Roll with -3 edge if you are Large.
⛊ Soft Landing (18-20). Reduce the Damage by an amount equal to half your roll's result and take that amount of Stress instead. If the Damage is reduced to 0, you don’t fall prone.
Reaction
Requirement. You are not suffocating.
You gain the breathless status effect.
Instants with the Reaction trait can be used any number of times per round, rather than just once.
Taxing
Requirement: It is currently your turn.
Take 1 Stress and use a non-Bolster maneuver.
Requirement. You are holding a Two-Handed Weapon in one hand with the other hand free.
You grip the Two-Handed Weapon in two hands, and are considered to be wielding it.
Taxing Flourish
Trigger: You just used an action to use a basic Attack ability.
Take 1 Stress. Choose one of the following, and make the roll with -2 edge.
◕ Strike or ◕ Shoot using a Weapon you didn’t use with the triggering action.
◕ Brawl using a free hand.
Speak up to around 5 seconds worth of communication to anyone within hearing distance.
Requirement: It is currently your turn.
You gain the prone status effect.
Drop a held item in your space or an adjacent space.