Illustration of a secret agent at a dinner party, wearing a tuxedo and diffusing a bomb.

Tasks as Actions

A character may choose to expend one or more of their actions to perform a task, possibly making use of their attributes in the process. Unless the specifics of an attribute applied to the task state otherwise, it requires one action to complete. An advantage die may be gained on the task resolution for each additional action point expended beyond the initial number required.

Any skill, ability or power used to perform a task during an action round may be used only once without penalty. If a player wishes to use it again during the same round, one disadvantage die is added to the roll for each subsequent use of the attribute beyond the first. This penalty can be offset by the use of additional action points to gain advantage.

Example of Tasks as Action

GM: “With all the voices in the crowded ballroom, you almost miss the sound of ticking. You glance under the table and discover a bomb! It’s set to go off in minutes. What do you do?”

Player: “My secret agent will use his ‘Uncanny Charm’ power to back everyone away and keep them calm. It gives me advantage on my persuasion skill roll.”

GM: “Alright, that’s one actions. Roll 2d20 plus your MA die and add your skill bonus.”

Player: [rolls 2d20 + MA and skill bonus] “That’s a 21 with the advantage die.”

GM: “You’ve moved everyone back without any panic.”

Player: “Great. I’ll use all three remaining actions on my ordinance skill roll to diffuse the bomb. I don’t want to mess this up.”

GM: “Smart move. That should help quite a bit. Roll 3d20 and take the highest result. If you fail, it will mean certain disaster!”