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Actions in Sunder

Every player starts out with a set of General Action Cards. These are Abilities all characters have, and can take as their Action during Initiative.

An Action during Initiative involves the playing of two cards: one on its Attack side, and one on its Movement side. A player is not able to play two Attack cards for their action, nor are they able to play two Movement cards. Each Action Card has an Attack and Movement side, but the two cannot be activated at the same time, since the player must play two cards per turn.

A player may choose to forgo the defined Attack or Movement on an Action card and instead use the default action. The default Attack Action is "Make a weapon or unarmed* attack (Force) against a Here target." The default Movement Action is "Move Close."

A player will receive new Action Cards whenever they purchase the corresponding Ability from the Experience Market.

* Unarmed attacks deal damage to Might equal to your Tier.

Action Tests

If an Action requires a test from the character or its target, then the success levels are defined as follows:

  • On a Test made by the character against the target, any Test that result in Mixed or higher is a success.
  • On a Test made by the target to resist a character, any Test that does results in Success or higher is a success.
  • Making a ranged attack at a target while a conscious adversary is within Here of you is considered to have Disadvantage.

General Actions

Cost —

Strike

General Action

Attack

Equip and use a tool or weapon to make a Test melee attack against a target.

Range - Here

Movement

Until the start of your next turn, reduce incoming Might Stress by your Might Volatility Die while armed. If unarmed, spend 1 Might Resistance to gain this benefit.

Cost —

Shift

General Action

Attack

Move up to Close. This movement may pass through hostile spaces.

Range - Close

Movement

Retrieve, stow, or swap objects within Here.

Range - Here
Cost —

Endure

General Action

Attack

Once before the beginning of your next turn, you may expend a Nerve Resistance to succeed on a Test.

Movement

Make a Grit or Frame Test to remove 1 Physical Stress.

Cost —

Adapt

General Action

Attack

Spend a Stress in Seep to repeat a Test to resist an active Condition.

Movement

Give a Near creature Advantage on a Test regarding a specified course of action.

Range - Near
Cost —

Evade

General Action

Attack

Until the start of your next turn, Tests made against you using Physical Potentials have Disadvantage.

Movement

Attempt to break line of sight or avoid attention. Test Sleight or Aura: on a success, you are Unseen to creatures relying on sight.

Cost —

Manipulate

General Action

Attack

Make a Risky interaction with a mundane object or mechanism.

Movement

Search a creature or container with a Sense Test.

Cost —

Influence

General Action

Attack

Make a Sway Test to influence a creature’s disposition. On a success, the target gains the Charmed condition and you gain a Beat. Spend 1 Heart Resistance to affect a Hostile creature.

Beat

Movement

Make a Hope or Anchor Test to remove 1 Mental Stress from yourself or an ally within Here.

Range - Here
Cost —

Spin

General Action

Attack

Make a Weave or Esoterica Test to interact with an active Dwoemer or Binding.

Movement

Center your mind against Warp and the Arcane. Until the start of your next turn, you have Advantage on Tests made to resist Magick effects targeting Mental Potentials.

Cost —

Narrate

General Action

Attack

Play this Action when you are making a Group Action with allies on the same turn. When you play this Action, you cannot take an Indirect/Movement Action on the same turn. This counts as adding 1 person to the Group Action.

Movement

Spend Flavor Tokens to activate a Flavor Ability.