Actions
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There are many actions one can take in Metanoia Engine, typically for combat purposes. Almost all creatures can perform these actions if they have the physical capabilities to do so. Typically, a character has about 5 Time Points, and gains another +1 TP Maximum every 10th level which dictates what kind of actions they can do. View the “Combat” section in Gamemastering for more information.
Movement
Movement in Metanoia Engine is based off of the races actions, however, there are multiple movement actions that can be performed in Metanoia Engine, regardless of race, such actions are listed below.
Move
- TP Cost: 1
- Provokes Exposure?: Varies Allows you to move around the field, the amount depending on your races movement speed plus any other modifiers. Moving out of an opponents melee range provokes exposure.
Double Time
- TP Cost: 0.5
- SP Cost: 10
- Provokes Exposure?: Yes
Allows you to move around the field in the same manner as moving for less TP cost, provokes exposure when action is performed. You lose concentration of any abilities while using this movement.
Disengage
- TP Cost: 1
- Provokes Exposure?: No
Allows you to move out of an opponents threat range without provoking exposure
Dive
- TP Cost: 1
- SP Cost: 25
- Provokes Exposure?: Yes
Allows you to move to a space 3m away from your current location, avoiding any obstacles inbetween.
Crouch
- TP Cost: 0.5
- Provokes Exposure?: Yes
Causes your character to kneel down, receiving a +20% passive dodge bonus from ranged attacks.
Prone
- TP Cost: 0.5
- Provokes Exposure?: No
Causes your character to fall to the ground, receiving a +50% passive dodge bonus from ranged attacks. Melee attacks always hit you while you are prone.
Stand Up
- TP Cost: 1
- Provokes Exposure?: Yes
Allows your character to stand up, if successfully hit while performing this action, the character fails to stand up and is prone.
Crawl
- TP Cost: 2
- Provokes Exposure?: Yes
Allows you to move equal to your movement speed while prone.
Climb
- TP Cost: 2
- Provokes Exposure?: Yes
Allows you to climb up a surface equal to your movement speed.
Jump
- TP Cost: 1
- SP Cost: 10
- Provokes Exposure?: Yes
Allows you to jump 1m above you, into the air, or 2m while climbing. You gain a +1m modifier to this jump for every +15% Agility that you have.
Offensive
Offensive actions in Metanoia Engine are actions that typically deal damage or perform an action that assists in dealing damage. These are considered attacks and require the target to retaliate to your attacks.
Attack
- TP Cost: Varies
- Provokes Exposure?: Varies
Allows you to perform an attack with a weapon. Ranged weapons fired in threat ranges provoke exposure. Ranged weapons when fired in direct melee range cannot be blocked or dodged.
Execute
- TP Cost: 3
- Provokes Exposure?: Yes
Allows you to deal a critical hit at maximum damage to an enemy that is considered helpless. When executing a person at death’s door with this ability, they lose all their wounds.
Aim
- TP Cost: 0.5
- Provokes Exposure?: Yes
You aim at a target, aiming at certain parts of the body. Aiming at the upper half increases your damage by +20%, but gives you a -20% chance to hit, while aiming at the lower half gives you a +20% chance to hit, but a -20% damage penalty. You cannot perform a Dual Wield action while aiming. Aiming is considered a dual wield action and cannot be performed if you are unable to use a dual wield action.
Reload
- TP Cost: Varies on Weapon
- Provokes Exposure?: Yes
You load your weapon with the ammunition that the weapon takes. You may only perform this action with a weapon that has a capacity. The DC for reloading a weapon is 50%, when failed, the weapon is rendered depleted and cannot be used in that combat anymore unless it is repaired using a Craft action or ability. Any ability that would repair the weapon removes the depleted condition. Weapons that require multiple bullets or uses to reload do not need individual reload actions.
Defensive
Defensive Actions in Metanoia Engine are designed to protect yourself from harm. Defensive Actions always take in effect first when fighting other actions. These actions are mainly used in retaliation to attacks.
Dodge
- TP Cost: 1
- Provokes Exposure?: Yes
Allows you to completely dodge an attack, performing a Dodge Action (DC equal to Attack Action). If successful, the attack does not hit. The attacker that triggered the dodge action cannot use the exposure that is provoked by dodging.
Your Dodge Chance is calculated using your Agility % + any feats or abilities that increase your dodge chance. If you are wearing Armour, your Dodge Chance only goes up to your Maximum Agility Bonus.
Block
- TP Cost: 0.5
- Provokes Exposure?: No
Grants DT 50 + Fortitude % against an attack, reducing the damage of the attack.
Absorb
- TP Cost: 0
- Provokes Exposure?: No
You take all of the damage of the attack, taking away the amount equal to your Damage Reduction Modifier.
Support
Support Actions are actions that assist and support the user, either by giving information or directly healing themselves or someone else. These actions are great to perform in any instance and can change the tides of a combat when effectively used.
Study
- TP Cost: 1
- Provokes Exposure?: Yes
You study a situation or environment, and may perform one of the actions below:
- Knowledge – Remember knowledge of a creature, based on the creature, you can discover various things depending on how common or uncommon the creature is and may discover one fact or attribute about the creature that may or may not be true. The knowledge is based off of what action is required to find out about the creature
- Analyse – You analyse an object or node, understanding the properties of the target.
- Investigation – You investigate a situation to find out any clues or secrets that would have been hidden beforehand.
- Hard Read – You predict the opponents next move, words or actions with accuracy depending on the action. You perform this action at a -50% penalty. (DC equal to Targets Composure)
- Quick Thinking – You gain an understanding of your surroundings and what you can do in a situation for a moment, gaining three sentences/lines of thought (increases/decreases based on Nerve modifier), whether it is accurate or not is based on the roll received, lower rolls do worse, while higher rolls do better with more truthful information. (This ability is designed to be a way for players to get a hint from the GM, should they be lost in what to do for any situation.)
Assist
- TP Cost: 1
- Provokes Exposure?: Yes
You assist a target with an action that isn’t related to combat, granting a +10% bonus to the action.
Heal
- TP Cost: Varies
- Provokes Exposure?: Yes
You attempt to perform one of the actions below to a target:
- Stabilise (2 TP) – You attempt to bring a target at death’s door and stabilise them, (DC final attack’s weapon modifier)
- Heal (50 TP or 1 minute) – You heal a target for an amount of HP equal to your Heal modifier (e.g. +5% heal modifier heals 5 HP)
Utility
Utility Actions are usually considered Manoeuvres or specialist actions, usually enhancing an attack with a new ability or performing a task that can change the properties of an item or effect. Utility actions are great for applying multiple conditions to a target and can be used offensively or defensively.
Interrupt
- TP Cost: 1
- SP Cost: 50
- Provokes Exposure?: Yes
You interrupt an enemy’s perk or powers, disabling or dispelling them upon a successful hit, the opponent must take a Composure action (DC equal to weapon’s modifier), if failed, the ability being casted fails to cast. This action provokes exposure.
Tackle
- TP Cost: 1
- SP Cost: 25
- Provokes Exposure?: Yes
You tackle an opponent, forcing both you and the opponent to be knocked prone. The target takes a Balance action (DC Attacker’s Bodyguard Modifier), on success, the target does not fall prone.
Wallop
- TP Cost: 3
- SP Cost: 50, 25 per round
- Provokes Exposure?: Yes
You charge at an enemy in melee range to overwhelm them, they must take a Perception Action (DC equal to Attackers weapon modifier), if failed, they are immediately distracted and take 10% of the weapon’s damage per round that they are being walloped.
Grapple
- TP Cost: +1
- SP Cost: 50
- Provokes Exposure?: Yes
You attempt to grab a target (DC Bodyguard Modifier), on success, they become grappled, they can no longer take any movement actions, or perform any abilities with the equipped component, All attacks made by the target have a -50% chance to hit. You may move freely while grappling the target. You move at half speed while grappling.
- Throw (1 TP) – You may throw a target you have grappled equal to 1m of distance in any direction, this distance is increased by +1m per 5% Muscle you have. This removes the grappled condition.
- Human Shield (1 TP) – Instead of blocking, you may move your grappled target to become the target of any attack made to you. They cannot dodge the attack. If the target is dead or destroyed, or cannot be targeted, this ability has no effect.
Disarm
- TP Cost: +1
- SP Cost: 50
- Provokes Exposure?: Yes
You can disarm an opponent, forcing them to drop their weapon, with a successful attack, the target must take a Bodyguard action (DC equal to weapon modifier) or drop their weapon.
Sunder
- TP Cost: +1
- SP Cost: 30
- Provokes Exposure?: Yes
You receive a -40% chance to hit to add half of the damage you deal on a weapon, armour or object that your target is holding.
Trip
- TP Cost: 1
- SP Cost: 50
- Provokes Exposure?: Yes
Your melee attack knocks over opponents, causing them to become prone on a failed Balance action (DC equal to damage).
Steal
- TP Cost: 1
- SP Cost: 50
- Provokes Exposure?: Yes
You may steal an item off of a target that is visible on their body, they must take a Perception action (DC equal to weapon modifier) to prevent their item from being stolen.
Feint
- TP Cost: 1
- SP Cost: 50
- Provokes Exposure?: Yes
You can choose to roll a Deception action (DC equal to weapon modifier) to trick the enemy with your strike, if they fail against this action, they cannot dodge or block your next attack, you become exposed when performing this action.
Mind Games
- TP Cost: 1
- SP Cost: 50
- Provokes Exposure?: Yes
You perform one of many Social actions, causing the enemy to retaliate.
- Taunt – You taunt the target, they must take a Composure Action (DC Intimidation Modifier), on fail, they become enraged.
- Discourage – You threaten the target through many methods, the target is intimidated to move closer to you, they must take a Composure Action (DC Intimidation Modifier), on fail, they cannot move any closer towards you for the rest of the round.
Craft
- TP Cost: 5
- Provokes Exposure?: Yes
You craft an item with the materials and tools you have on you.
- Repair – You can remove the depleted or broken condition from a weapon. If performing this action during combat, this action has a DC (DC 100).
- Salvage – You disassemble an item of your choice (DC item’s Craft DC), on success, you receive 10% of the item’s crafting recipe materials.
Swap Items
- TP Cost: 1
- Provokes Exposure?: Yes
You swap the items in your hand with other items in your inventory.
Miscellaneous
Miscellaneous actions are usually smaller actions that do not fit exactly in any category. These actions usually consist of interacting or using another item, or through Dual Wielding actions.
Dual-Wielding Action
- TP Cost: 0.5
- Provokes Exposure?: No
When performing another action, you may perform an extra action for an added 0.5 TP Cost during the other action. The extra action does not use it’s TP cost value. You may only perform this extra action once per action unless stated otherwise.
Hack
- TP Cost: 2
- Provokes Exposure?: Yes
You attempt to hack a Mecha target and cause it to follow a single command. Here are some examples of commands. Targets with 3 cybernetics or more qualify as a Mecha.
- Move – The target spends 1 TP moving in a direction specified.
- Access Information – You learn all the information that a target has.
- Action – Target performs an action that spends up to 1 TP.
Forage
- TP Cost: 5
- Provokes Exposure?: Yes
You begin Foraging to gain materials, choose an available nearby node that you are looking to Forage. You can choose to forage for the special material or a valid material group that the node has materials of.
The GM rolls an Intellect action plus any available modifiers (DC 50%, or equal to node), on success, you successfully harvest the node and gain any materials that you may use to Craft items.
- Process – You process a material of your choice into an item’s valid Material Group.
Use Item
- TP Cost: 1
- Provokes Exposure?: Yes
You use an item that is in your hand and its effect activates, either when thrown or when used.