Basic Actions

Basic Attack
Type: Action
Technique, Weapon
Target: Single
[W]D F[W]

A Basic Attack action deals damage based on the equipped weapon. Its delay and CoS are also based on the equipped weapon, and as a weapon technique, its properties can be affected in a variety of ways.
CoS: 80

Item
Type: Action
Technique, Item.
Target: Single
40D F20

Select a single Restorative, Support, or Offensive Item and use it. Items usually target a single combatant, but special rules concerning any item always used override the properties of this action.
CoS: 100

Defend
Type: Action
technique, Stance.
Target: Self
35D F20

When you Defend, you enter a stance that applies a defense factor of 3/5 to all damage you suffer. This stance lasts until your next turn.
CoS: 100

Escape
Type: Action
Movement
Target: Self (But see effect text)
40D F20 CT10

The character escapes the battle. The battle continues without you - retain all statuses that are removed at the end of a battle - the battle has not, in fact, ended. If timing continues to be important - for example, you are afflicted by Condemn - you may stay in the turn order, continuing to subtract Delay until you may act again. This allows you to return to the battle at a later time. If you have any allies that are at 0 HP or affected by Stone, you can take them with you as you flee to safety - they leave the battle just as if they escaped.
CoS: 100

Join Battle
Type: Action
Movement.
Target: Self
30D F10

This is the action you take as you enter a battle already in progress - for example, if you suddenly crash through a skylight. It exists solely to determine how much delay you have until your first action when you enter a battle. This is the action taken by monsters called via Alarm, Call for Help, and the expiry of reinforcement timers. It is not taken by characters that have fled battle and decide to return.
CoS: 100

Return to Battle
Type: Action
Movement.
Target: Self
100D F10

Having previously retreated from battle, you return - take this action after using "Escape" to enter the fray anew. Due to its large delay, this action is not generally recommended - it exists for situations in which some of the party wishes to run, some of the party refuses, the first group escapes, the second remains and gets beaten up more, whereupon the first sighs exasperatedly and performs this action, rejoining the fray. Return to Battle may also be available to Ejected characters - ask your GM if it applies in your situation.
CoS: 100

Shift Row
Type: Action
Movement
Target: Self
30D F15

You move from the front row to the back row, or the back row to the front row. If you're in the back row and have allies in the front row, incoming and outgoing melee damage is reduced. Refer to the row rules.
CoS: 100

Change Gear
Type: Action
Item, Speedy.
Target: Self
20D F10

You swap out the equipment you have in hand for equipment in your inventory. This allows you to change the weapon, shield, and/or Ammo you're holding in one action. If you're dual wielding, you can change both of your weapons with this action, too.
CoS: 100

Change Ammo
Type: Action
Item, Speedy.
Target: Self
17D F7

You swap out the special ammunition in the currently equipped weapon's Ammo slot for either another type or none at all.
CoS: 100

Wait
Type: Action.

Target: Self
25D F15

You wait for the situation of the battle to be more to your liking. (Wait has no effect.)
CoS: 100


The Skill Actions

(In certain special situations, skills might be useful in combat - see [[Seed Skills|Skills]] for further information)

Skill Action: Quick
Type: Action
Speedy
Target: —
25D F0

Quick skill actions are skill actions that have no immediate mechanical effect on the combat. Movement in the [[Seed Position|Position]] system uses Quick actions.
CoS: Skill Check

Skill Action: Trigger
Type: Action

Target: Special
50D F15

Trigger actions are actions that attempt to materially create an in-battle effect, like inflicting a status or or damage to the enemies. Effects are adjucated by the GM. If damage is inflicted, it's probably 200 x Tier to a single target, or 100 x Tier to a group.
CoS: Skill Check

Skill Action: Extended
Type: Action

50D F15

Extended actions are skill actions used to perform a time-consuming, yet critically important task, a task which is more important than the blow-by-blow of the battle. Sufficient completion of extended skill actions is generally a victory condition - getting important data before having to escape, sealing a gate from which monsters are emerging, or what have you.
CoS: Skill Check

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