jameson (ST) Posted June 13, 2012 Share Posted June 13, 2012 All characters get 1 MINOR and 1 MAJOR action in each combat round. If you wish you can use your MAJOR action to due a second MINOR action instead. Minor Actions:Ready: You unsheathe a weapon, pull out a tool, or otherwise get ready to use some stowed item on your person. As part of this action, you can also put away something you already had in hand. Move: You travel up to your Speed in yards. If you limit your travel to half your Speed you can also fall prone, stand up, or mount or dismount a horse or vehicle. Aim: You carefully plan your next strike. If your next action is a melee attack or ranged attack (even on your next turn), you gain a +1 bonus on that attack roll. Activate: This action is used with certain powers or items whose descriptions say something like, “Use an activate action to…” Major Actions: Melee Attack: You attack an enemy within 2 yards in hand-to-hand combat.Ranged Attack: You attack an enemy by firing or throwing a missile weapon.Run: You travel up to double your Speed in yards. You must be in a standing position to do this.Defend: You gain a +2 bonus to your Defense until the beginning of your next turn.Heal: You provide first aid to an injured ally. You must be within 2 yards of them and have bandages ready (per the ready action). Make a TN 11 Cunning (Healing) test. If successful, your ally gains Health equal to your Cunning plus your dragon die result; that ally can’t benefit from another heal action until he takes more damage. Link to comment Share on other sites More sharing options...
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