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Action Effects and References Guide

The document outlines various simple and complex actions that can be performed in a game context, detailing their effects and references for further information. Simple actions include activating magic, changing device modes, and performing unarmed attacks, while complex actions involve more intricate maneuvers like spellcasting and advanced weapon use. Each action is associated with specific mechanics and penalties, providing a comprehensive guide for gameplay strategies.

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0% found this document useful (0 votes)
55 views1 page

Action Effects and References Guide

The document outlines various simple and complex actions that can be performed in a game context, detailing their effects and references for further information. Simple actions include activating magic, changing device modes, and performing unarmed attacks, while complex actions involve more intricate maneuvers like spellcasting and advanced weapon use. Each action is associated with specific mechanics and penalties, providing a comprehensive guide for gameplay strategies.

Uploaded by

Fahrun
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd

Simple Actions Simple Actions

Name Effect Reference Name Effect Reference


Activate Focus Unarmed attack to push Target in
(Magic )
Activates a single bound Focus CBR p. 164 Push
direction desired. No damage
RG p. 123
(Weapon)+Rea [Phys] (3) test to draw and
Call Spirit (Magic ) Call a summoned Spirit CBR p. 164 Quick Draw
fire weapon in a single action.
CBR p. 165
Change setting on device via wired or Draw weapon from holster or scabbard, or
Change Device Mode
wireless connection
CBR p. 164 Ready Weapon
nock an arrow
CBR p. 165
Change Firing Modes and Chokes on non- Reckless
Change Gun Mode
Smartlinked weapons
CBR p. 165 Spellcasting
Cast spells quickly but suffer +3 to Drain CBR p. 165
Clinch Gymnastics+Agi [Phys] VS Rea+Int to (Magic )
Remove clip from non-linked readied
(Requires Martial turn Reach bonuses into penalties and RG p. 119 Remove Clip
weapon
CBR p. 166
Arts) gain Superior position
Command Spirit Shift Perception
(Magic )
Issue Command to summoned Spirit CBR p. 165 (Magic )
Allows characters to gaze into Astral Spac CBR p. 166
Make a running undamaging Unarmed
Dismiss Spirit
(Magic )
Release control of summoned spirit CBR p. 165 Shove attack to shove Target meters equal to RG p. 123
(Str+Net hits exceeding Target's Physical)
Allows knocked down or prone character
Fire Bow Fire a loaded bow CBR p. 165 Stand Up to stand up. Requires passing a Body+Will CBR p. 166
(2) test if wounded
Take aim with weapon. Each action spent
Fire Weapon in SS, Weapons in SS and SA fire 1 rnd, BF fires Take Aim
SA, BF ,or FA mode 3 rnds, FA fires 6 rnds
CBR p. 165 (Continuous)
increases either Dice Pool or Accuracy by CBR p. 166
1 up to (Will/2)
Iaijutsu (Weapon)+Rea [Phys] (3) test to draw
Allows unsuprised character to receive
(Requires Martial weapon. If succesful Melee becomes a RG p. 122 Take Cover
cover bonuses
CBR p. 166
Arts) Simple action.
Throw Person If Subdue or Clinch was successful,
Insert Clip Insert fresh clip into empty weapon CBR p. 165 (Requires Martial Unarmed attack Target if Str+Net Hits RG p. 123
Arts) exceeds Target's Physical
Kip-Up If prone Gymnastics+Agi [Phys] (3) to
(Requires Martial stand. If succesful Melee attack becomes RG p. 122 Throw Weapon Throw readied weapons CBR p. 166
Arts) a Simple action
Perception test to receive more Includes physically pressing a button or
Observe in Detail
information
CBR p. 165 Use Simple Device
AR icon.
CBR p. 166
Pick up or Put Down Either Pick up or gently put down item on
Object the ground
CBR p. 165
Complex Actions Complex Actions
Name Effect Reference Name Effect Reference
Aimed Burst Fires 3 rnds for +1 Damage. No Defense Half Sword Melee attack AP improved by 2. Suffer -2
(BF attack) Pool penalties
RG p. 119 (Requires Martial and no block or parry if attack misses.
RG p. 121
Ballestra Arts)
Haymaker
Cannot use interrupts. Suffer -1 Defense Grants opponent +2 to Defense Pool to
(Blades/Clubs only)
Pool to receive +1 reach
RG p. 119 (Requires Martial
receive +1 Damage.
RG p. 121
(Requires Martial Arts)
Arts)
Brain Blaster Fires 6 rnds for +2 Damage. No Defense Herding Non-Damaging attack to move Target into
(FA attack) Pool penalties
RG p. 119 (Requires Martial dangerous area.
RG p. 121
Astral Projection Leaves body behind to travel on the astral Arts)
(Magic ) plane
CBR p. 167 Load and Fire Bow Nock and fire an arrow. CBR p. 167
Banish+Magic [Ment] VS Force of Spirit
Banish Spirit
(Magic )
(+summoner's magic if bound). Suffer drain CBR p. 167 Matrix Action See Matrix table for clarification (p. 164) CBR p. 167
equal to twice Spirit's hits
Cast Spell Spellcasting+Magic [Force] to cast spell. Includes Unarmed and Martial Arts
(Magic ) Drain depends on spell
CBR p. 167 Melee Attack
Maneuvers
CBR p. 167
Fires 2 rnds for +1 Damage. No Defense Pouncing Dragon Melee +2 Damage attack if opponent is
Double-Tap
Pool penalties
RG p. 120 (Requires Martial prone, below user or user has Superior RG p. 122
Fire 20 rnds to create 5 meter Arts) Position
Win Con+Cha [Social] VS Con+Cha
Enhanced
Suppression
suppression zone. Only Lucky Cover can RG p. 120 Playing Possum [Social] OR Performance+Cha [Social} VS RG p. 122
avoid penalties Cha+Will contest to effectively play dead.
Unarmed+Str [Phys] to escape Clinch or (Melee Skill)+Int [Ment] (3) to gain +3 Dice
Escape Subdue attack. Threshold = Opponent's CBR p. 195 Reading the Defense Pool. Failures suffer -1 (-3 if glitches) to RG p. 123
net hits Defense Pool
Gymnastics+Agi [Phys] to move past
Evade opponent. Except Shadow Block, no CBR. 194 Reload Firearm Reload weapon that doesn’t use clips CBR p. 167
interception allowed
Finishing Move (Costs 10 ini and 1 edge) Make normal
Take direct control of owned Vehicle or
(Requires Martial Melee attack, if successful make an RG p. 120 Rigger Jump In
Drone
CBR p. 167
Arts) additional +2 attack.
Running Shove attack except Target is
Fire FA Weapon Fire a single 10 rnd FA burst CBR p. 167 Sacrifice Move moved (Str+Body+Net Hits exceeding RG p. 123
Physical). Both become prone
Fire a single 6 rnd BF burst or 3 rnd SA Running+Str [Phys] to increase movement
Fire Long BF
burst
CBR p. 167 Sprint
distance
CBR p. 167
Non-damaging immobilizing Unarmed
Fire SA burst Fire a single 3 rnd SA burst CBR p. 167 Subduing
attack if Str+Net hits exceeds Target's CBR p. 195
Fire Mounted or Fire a readied weapon, either physically or Physical.
Summoning+Magic [Force] VS twice Spirit
Vehicle Weapon by remote
CBR p. 167 Summoning (Magic )
Force. Suffer drain equal to twice Spirit's CBR p. 167
hits
Fire 20 rnds to create 10 meter wide
Flechette Creates wide suppressive zone based on
Suppressive Fire Choke. Lucky Cover to avoid penalties.
RG p. 121 Suppression suppression zone. Can Drop Prone to CBR p. 179
avoid penalties
Flying Kick Unarmed +1 Reach and +1 Dice Pool Touch-Only Melee Non-Damaging +2 Melee attack.
(Requires Martial attack. Suffer -1 Defense Pool if misses
RG p. 121 Attack Shock Gloves and Stun Batons use this
CBR p. 187
Arts)Offense
Full (Costs 5 initiative) +2 Melee Attack but
(Requires Martial cannot use Defensive Interrupts
RG p. 121 Use Skill Use an appropriate skill CBR p. 167
Arts)

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