SALVAGE SPACE: ACTIONS

Actions are the core of an Adventurer's options and decisions during their Turn.

The Adventurer chooses “What happens next?” and helps drive the unfolding story forward for everyone with their chosen Action.

The chosen actions may even change the type of conflict underway.

For example: A verbal altercation devolves into wildly swinging fists.

Adventurers can attempt any action they can imagine during a conflict and, with the Guide's help, usually find matching guidelines to support resolving that action.

Or, the Guide and Adventurers may create or “home brew” new guidelines to fit the circumstances and their preferences.

Broadly, the following Actions commonly occur in conflicts:

SOCIAL CONFLICT

  • Persuading
  • Deceiving
  • Seducing
  • Intimidating
  • Bluffing
  • Parleying
  • Taunting
  • Saying … something else

MARTIAL CONFLICT

  • Movement such as crawl, walk, run, get up, drop prone, dodge, or flee
  • Aiming weapons or target opponents
  • Attacking with hits, kicks, bites, elbows, knees, grapples, or martial arts abilities
  • Blocking incoming attacks
  • Aiding others
  • Drawing, Sheathing, Reloading, or Holstering a weapon
  • Using items
  • Doing … something else

VEHICULAR CONFLICT

  • Entering, Starting, Stopping, or Exiting the vehicle
  • Passing or Blocking
  • Ramming, Sideswiping, or Dodging
  • Accelerating or Braking
  • Launching or Landing

SUPERNATURAL CONFLICT

  • Casting spells
  • Invoking magical items
  • Using powers
  • Activating psionics

These lists do not limit the Adventurer's choice of Actions on their Turn but may provide inspirations or options to consider and build from.

Chronology

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