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Liberi Gothica: Running the game
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==Actions== You may take two actions per turn, which can be any of the following: Move: Move up to your speed in feet. Movement is based on size: Size -1 moves 20 feet, Size 0 moves 30 feet, size +1 moves 40 feet. Add +20 feet for quadrupeds. Using maneuverability skills, like Climb or Swim, can be part of your Move. Attack: Attempt to hit someone else with a weapon you wield. Multiple Weapon Fighting: If wielding two [or more] weapons simultaneously, you may attack with all of them as one action, at a -4 penalty per weapon beyond the first. This penalty applies to all attacks you make for the round. Defend: Grants you a +2 bonus to Base Defense until your next turn. Deflection: You can prepare an action with an Active Defense to deflect an attack. If an attack made against you while this action is prepared doesn't beat your Total Defense, the entire attack deals no damage. This applies to all attacks you are aware of for the turn. Command: You can issue a command to those under your control. See Controlling Minions, below, for more information. Ability: Use an ability gained through a perk or class feature. Some abilities might take 2 (or more) actions to complete. Vitality/Soul conversion: You can transfer any amount of Vitality from your Foci to your Vitality, up to your maximum Vitality, or transfer any amount of Vitality to your Foci's soul gauge, up to the maximum of 20. Skill: You may use a skill. Continuous actions: Continuous actions are actions that take more than 1 action to complete. Continuous actions may be performed partially - that is, you don't have to spend both of your actions each turn on the same continuous action. However, you must spend at least one action per turn once you begin or the action is lost, and needs to be restarted. For example, reloading a rifle takes 4 actions. On the first round, you could spend both of your actions beginning the reload. On the next action, however, you feel the pressing need to move somewhere safer. You spend one action moving, and the other action reloading. On the next round, you finish the reload with your first action, and decide to spend your second action firing. Delaying actions: If you want to take an action later in the turn, you can delay one of your actions. At any later point between other player's turns in the round, you may take an action. When you delay an action, you only get 1 action during your own turn. You cannot choose to delay both of your actions. Prepared action: You can choose to take a specific action later in the round, in response to some sort of trigger. "If anyone comes close to me I will stab them" is a good example of a prepared action. When you take a prepared action, you use up one of your actions for the round, but get to immediately take your triggered action when the trigger occurs. You can prepare both of your actions, if you like. Lethal Blow: You can spend 2 actions to deliver a lethal blow to an immobile, surprised, or helpless target - you deal maximum damage for the weapon, and automatically cause a crippling wound of your choice. You can decide whether or not this attack will be fatal - if you do, they must make an Endure check, or they instantly die. Charge: If you move in a straight line towards your target and then either attack or tackle, you get a +2 bonus to the Attack roll or Strength check. Soul Prayer: As 2 actions, you can pray for the soul of a deceased person within 20 feet, if he has not passed away yet. After the second action, you gain as much Vitality as he had remaining. This Vitality is added to your Foci's Soul Gauge. In addition, you gain 1 Essence. Soul Absorption: A quicker and less efficient method of absorbing a soul. As 1 action, you may absorb the soul of a dead person within 20 feet, if he has not passed away yet. Roll 1d6: 1-2, you gain half as much Vitality as he had remaining[round down]; 3-6, you gain as much Vitality as he had remaining. This Vitality is added to your Foci's Soul Gauge. In addition, you gain 1 Essence.
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