Actions

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Actions in turn-based challenges each have an IP cost. Complex actions (4 IP) are those that require your full attention or demand complex coordination. Simple actions (2 IP) consist of basic activities with direct or rudimentary technique that doesn’t require a great deal of concentration or effort. Free actions (1 IP) are those that can be performed easily in conjunction with others, that demand virtually no attention or physical activity to perform.
     Additionally, there are non actions, which are either reflexive in nature or that can be performed in the absence of physical or mental effort. Holding your breath, speech, reacting to a noise—these are all examples of non actions. Non actions cost no IP.
     Act on Your Turn Only: You can only take actions during your turn with two exceptions. Reflexive actions, such as reactive perception or dodging attacks, happen automatically due to their triggers. Some actions are also designated as Interrupts (see below), allowing you to use them when it is not your turn.
     Resolve in Any Order: You can use actions in any order during your turn. You may even resolve actions during the performance of others. For example, you could begin moving, make an attack, and then resume your remaining movement after the attack is resolved. Unless an effect or condition would prevent you from doing so, you may always resume partial actions to see them completed. The biggest exception is the end of your turn; once your turn ends, any actions you started automatically end whether they were completed or not.

Interrupt Actions

Some actions are designated as Interrupts, which allow you to take those actions when it isn’t your turn. You are still required to spend the necessary IP since Interrupt actions are still technically a Free, Simple, or Complex action. Most Interrupts have a trigger, which is an event or condition that must happen before the Interrupt can be used. Unless explicitly stated otherwise, you can choose whether your Interrupt action is resolved before or after the triggering condition is resolved.
     You are allowed as many Interrupt actions per round as you wish, so long as you can spend the necessary IP for each of those actions. However, you are still limited to 5 IP spent per character turn. Also, no one character can trigger more than one Interrupt from you during any given character turn. You can take multiple Interrupt actions per character turn, so long as each action is triggered by a different character or source.

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Actions

Nymsilet Shadowrunners TheWaylander