fc actions copy
DESCRIPTION
for FCTRANSCRIPT
Actions (including my additions and changes) and the governing skill or rollActions (including my additions and changes) and the governing skill or roll
Any that are not followed by a description are the same as in the book (page 220).
Standard Attack
Standard Move
Aim
All-Out Attack- Standard attack,take a penalty from 1 to 4 on attack rolls and add twice the amount to damage. Cannot use any other tricks or actions until your next turn (for example no Parrying)
Bull Rush- Athletics. There is a bonus or penalty based on each size category difference. Quadrupeds (and more than quadrupeds) receive a bonus also.
Called Shot: Free action. Character attempts to find a chink in the opponents armor. Attack penalties: -3 for partial armor, -6 for moderate armor, -9 for full armor. If successful ignore Damage Reduction of the target.Disarm- Attack bonus
Distract- Bluff or Impress or
Feint- Bluff or Prestidigitation
Grapple- Athletics
Parry/Shield Block: Melee only. Reflex (Parry) or Fortitude (Shield Block) check versus a DC of opponents attack check. There is a bonus or penalty based on each size category difference. If successful take no damage. This can be done a number of times/combat equal to the number of starting action dice. Parry can use any item that can be conceivably used to knock an attack aside (such as a thick chair leg). Shield block can use anything that could be used as a shield such as a chair, small table. Pummel- full action standard attack
Ready an Action-
Refresh- In combat must make a Resolve roll to recover 2 wounds and an action dice of Vitality
dice of vitality
Reposition- stand up, go prone, etc.
Run- 4x speed
Taunt- opposed Sense Motive
Threaten- Intimidate
Tire- opposed Resolve
Total Defense
Trip- opposed rolls using double Strength bonus. Can be opposed with Dexterity bonus. There is a bonus or penalty based on each size category difference. Quadrupeds (and more than quadrupeds) receive a bonus also.