SPACER

◀ Rulebooks

Ver. 1.3.1

Actions

Actions are the basis of gameplay. Each character gets one action per turn during adventuring, and as many as three (or more) during combat.

Each action describes something your character does or says in the game world. Some actions might require you to be holding the necessary tools or have an appropriate target before you can do them. Unless an action is trivially easy, you will need to make a check to determine if you complete it successfully. As a player, you should never declare that you are making a check, and you should never roll the die unprompted. Instead, you should declare your next action and the GM will call for a check if one is needed.

Some actions list suggested results for successes and failures, but these are merely suggestions. The GM may choose to modify or ignore them entirely if a different result is more appropriate in the moment (see rule zero.) When you fail an action during combat, any action frames spent on it are lost.


Trivial Actions

The following is a list of common actions that do not require checks. To see actions that require specific checks, view the list on each ability score and skill page.

A circled number indicates that the action takes up that number of frames during combat. Actions other than movement with no circled number take too long to be done practically in the middle of combat.

Actions with the (Social) keyword can be done during Interaction, and may start an Interaction if done during a different phase.

Action List Legend

Adventuring: This action can be done during the Adventuring phase without directly triggering a different phase.

Social: This action starts or takes place during an Interaction with the target.

Combat: Shows the number of action frames required to perform this action.

Movement: This action involves a method of movement in or out of combat. Movement actions are exempt from the spam tax rule.

Restful: You can spend time during a rest on this action.

Reaction: This action can be declared as a reaction during combat when appropriate.

Assistance: Multiple people can assist with this action. See the description for the type of check helpers make.

Stealthy: You can perform this action without alerting people who aren't aware of your presence. Add your Stealth modifier when performing any task while sneaking.


Abandon Task

You abandon a long action you were in the middle of. The GM decides whether you receive the effects of failing that action or not. You regain any frames that would have been spent on the task after you abandon it.


Walk or Run

You walk or run up to your Speed for each frame of movement.


Crawl

You crawl along the ground at half your speed, allowing you to squeeze into smaller spaces. You must be prone in order to crawl.


Stand

You stand up from prone.


Jump

You jump across a small gap. The maximum distance of a simple jump is your speed minus your size modifier, and the maximum height is 2 feet.


Use

You interact with an object in your hand or the environment, such as a lever, switch, or door.


Pick Up

You pick up an unattended item without attempting to conceal it. You must have at least one free hand.


Retrieve Worn Item

You swap the item or weapon in your hand(s) for a worn item. You choose where the other item is put away (on the ground, in your inventory, or worn if possible.)


Retrieve Item

You swap the item or weapon in your hand(s) for an item from your inventory. You choose where the other item is put away (on the ground, in your inventory, or worn if possible.)


Pass

You pass a held or worn item to a willing teammate within reach.


Drop Item

You drop one or more items in your hands.


Throw

You throw a small item away from you with no specific target in mind. The item must have zero weight. It can be thrown up to a distance of your Strength modifier times 3 feet. You'll need a check to throw the object farther or at a specific target.


Drop Prone

You drop prone.


Load

You load a single projectile into a non-magazine-based weapon such as a shotgun or crossbow. You must have at least one unit of a compatible ammunition in your inventory.


Reload

You reload a weapon that uses an ammunition magazine, such as a pistol. You must have at least one unit of a compatible ammunition in your inventory.


Wade

You wade through a body of water up to 4 feet deep. You move at half speed, but you can perform most actions normally.


Swim Under

While Swimming, you dive under water that is at least 3 feet deep. You continue swimming as movement while underwater.


Change Outfit

You spend 5 minutes to change into a different outfit from your inventory. This may be done during a rest.