Crossroads MVP
Actions
What Actions can be performed?
While combat is more strict and detailed, Non-Combat Encounters and Social Conflicts are intended to be more free-form. Whenever a character wants to perform an action where odds of success aren’t assured, they can make a Skill Roll and add the relevant stat.
When attempting a Skill Roll, try to simplify the action attempted into a single word or phrase, such as Hide or Show Confidence. This may help clarify what your character is attempting to do with their action.
When choosing which Statistic to use, so long as the GM or other players are happy with the justification, they may choose which Statistic to use. See Choosing a Statistic to Use below.
Making a Skill Roll
As detailed in the Crossroads System section, to make a Skill Roll, simply roll 3d6 and add the relevant statistic and modifiers.
Some actions may be Opposed Actions, which allow for another character to respond, and are detailed in the Opposed Actions section further below.
Example Actions
Below are some example actions that players can perform using these statistics. Players are not limited to these examples and may attempt to use any statistic provided they give sufficient justification, though this may end up being an Inelegant Solution.
[B]rawn
Break a box. Lift debris. Drag an ally to safety. Push a boulder. Climb a rope. Swim in water. Intimidate.
[A]gility
Avoid falling rocks. Leap across a chasm. Jump vertically. Sneak past. Balance.
[D]exterity
Conceal an item. Juggle. Manipulate a device. Catch a falling item. Toss an item to an ally.
[K]nowledge
Remember details. Understand some text. Display a Skill. Recognise a symbol. Appraise an item. Haggle for a better price.
[W]illpower
Negotiate a deal. Understand emotions that someone is feeling. Bluff. Show-off magical ability.
[P]erception
Spot a hidden danger. Hear incoming enemies. Feel through a bag. Navigate an area.
Choosing a Statistic to use
Sometimes a challenge may have many possible solutions using different Actions and Statistics, for example:
Navigate an area using [P]erception, to read the map or spot signs and other landmarks, or [K]nowledge, because the area is familiar or recently travelled.
Intimidate someone using [B]rawn, to show strength, [K]nowledge, to use learned information to threaten, or [W]illpower, to display dangerous magic.
Catch a falling item using [A]gility, to react quickly, [D]exterity, to snatch it cleanly, or [P]erception, to notice it start to fall.
Opposed Actions
Certain actions may have other characters make Opposing Rolls. For example, a character might roll Spot to catch a character trying to Conceal something.
These actions are treated like other Opposing Rolls, though both characters must give an explanation of what they are trying to attempt. Certain actions might be less effective than others (Such as using [K]nowledge instead of [P]erception to see something is amiss) and may be treated as Inelegant Solutions.
Opposed Roll Example:
Bob's Elf attempts to Sneak past a Guard, while the Guard tries to Spot them.
Bob chooses a Statistic for his Elf to use for the Skill Roll.
They can use [A], but the Elf has a Wilderness Background and so they can also use [K]. Bob decides to use [K] because he thinks the Elf has skills from when they used to sneak through woods while hunting.
The GM has the Guard use [P] to make the Opposed Roll.
The Elf rolls 6 3 2 and adds their [K] score of 1 for a score of 12. It's a Hit(1)!
The Guard rolls 4 3 2 but their [P] is 0, so their score is 9. It's a Weak Hit(0)!
The Result is a Success(1) for the Elf! ( 1 - 0 = 1 )
The Elf uses the skills learned hunting animals in the woods near their village to sneak past the guard without being detected for now...
Inelegant Solutions
Sometimes you may try to use a Statistic to solve a Conflict that it’s not really suited for. You must give a detailed description of your attempt and if the GM approves, you may roll with another Statistic, likely with Disadvantage set by the GM, or even Advantage to the Opposed Roll. Failure on these rolls may also be more harsh.
Inelegant Solution Example:
A Dwarf decides to use [K] to Confuse a guard by speaking in complicated military jargon and idioms, trying to bluff his way past and hope the guard doesn't try to stop him.
The GM might allow this but give Disadvantage (d1) on the Skill Roll.
Turn Order
While Turn Order isn’t important when characters are not in a Conflict, it may be important to go around the table and check what each player wants to do before resolving certain actions, especially if those actions take time. Some actions may also have certain consequences and it’s good to know where characters are and what they are doing if something explodes. Players can stay involved and roleplay or complete other minor tasks while they wait for another character to finish.
For more information, see the Conflicts Section.
Action Modifiers
Assisting with Actions
Sometimes a Character may wish to Assist an Ally.
When this happens, they first describe how they will Assist their Ally, and if the GM deems it possible, they make a Skill Roll (With Possible Modifiers).
Based on the result of the Assist Action, the Ally may gain Advantage or even Disadvantage on their own roll.
Group Actions
Sometimes an Action may be need to be performed by the entire Group, where Characters may assist one another. This is explained further in the Crossroads System - Group Roll section.
Size Matters
Certain actions may be easier or more difficult based on the size of the Character attempting the action.
For example, Large characters might find it easier to Lift or Leap, while Small characters might find it easier to Hide or Sneak.
Characters may gain Advantage or Disadvantage on Skill Rolls due to their size. This will be determined by the GM.
Combat Actions
In Combat, each character gets 2 Actions per turn. Double Actions use two Actions and may not take place over multiple turns. Certain actions, such as Channelling, may take place over several turns, however, as these might take more than two actions. Certain effects may grant a Character more or fewer than two Actions on their turn.
Combat rounds are intended to be roughly 5 or 6 seconds, so you should be able to gauge appropriately whether or not something can be completed in a single turn.
Single Action Examples
Double Action Examples
Other Actions
Single Actions
Characters may only perform each Single Action once per turn.
Move
Move the character a set distance. This is detailed further in the Movement section below.
A character may only perform this action once per turn. If they would like to move further, they must Run.
Quick Attack
Make an Attack Action but gain d1 on the Attack Roll.
Activate Ability
Certain abilities require an action to be activated. This might be a combat stance or other ability or spell that is not an attack, such as a one cast upon a friendly target.
Ready Action
Prepare an action, which may be triggered by another character. This may be a counterspell, or moving as soon as something happens. This may allow you to take any remaining actions when it is not your turn. If the trigger is not met, these actions are lost as the character simply waits for something that never happens.
Brace
The character spends an action bracing for an incoming attack. The character may not perform any other actions after a Brace, but they gain a1 on Attack Avoidance Rolls against attacks coming from a selected opponent. They are also able to make Attack Actions, rather than Quick Attack Actions, against approaching enemies. They must declare this opponent when bracing.
Certain weapons may have other effects if the character is Braced or Readied.
This is explained further in Combat — Approaching an Enemy.
Double Actions
Attack
The character makes an Attack Action with a spell or weapon. This is detailed further in the Attacking section on the Combat page.
A character in Melee Range may move one Range increment closer or further away as part of a full Attack Action.
Characters making Ranged Attacks may also duck in and out of cover as part of their attack, though this will make them partially vulnerable to enemy attacks.
Run
Move the character quickly, faster than a regular Move Action. This is detailed further in the Movement section below.
Charge
The character makes both a Move Action and an Attack Action. This is detailed further in the Movement section below.
Charging Characters are more vulnerable and gain d1 on Attack Avoidance Rolls.
Other Actions
Channel
The character channels magic for a number of actions as required by the spell or item ability. Characters may need to roll [W] to control the power they are channelling.
Reload
The character reloads a weapon, usually a ranged weapon. This requires a number of actions as required by the RV of the item. Certain skills or abilities may reduce this requirement.
Retrieve
The character retrieves an item from a Pack on their person. This usually requires a Single Action if it is on their Belt or Body, but may require more if it is in their Pack, or is hard to find.
Potions, Poisons, Oils, and Bombs must be Retrieved before they can be used.
Combat Actions out of Combat
A round of combat should be seen as roughly 5 or 6 seconds, so this can be used to see how long an action might take in or out of combat. Certain actions may also be easier when used out of combat, as characters are not pressed for time. They might not need to roll for their actions at all.
For more information, see the Combat Section.
Movement
Basic Movement
Crossroads RPG MVP uses Narrative Distance and approximate Ranges.
Difficult Terrain
Certain terrain might be difficult, slowing down characters or requiring extra care to be taken without falling or causing harm.
Difficult terrain usually means that characters need to move more slowly or risk falling or taking damage. This means they must take an extra Action to move through the Dangerous Terrain or roll [A] to avoid falling.
If a character is Running, they must stop Running to avoid tripping or taking damage, unless they are able to Leap over the terrain.
— Move
A standard Move Action will usually move a character closer to or further from another character by one Range increment. However, if they are Far away, they might need to Run. If they Move into, or out of Melee Range, they might be in danger of getting hit.
— Run
Characters may Run to increase their movement speed. If a character is Running, they may not perform most other actions. When a character begins Running, they may travel twice as far as a regular Move Action. They also gain a1 on certain actions such as Leap or Jump.
Characters that are Running may have issues with Difficult Terrain, turning, and may not be able to stop quickly, especially if the ground is wet or gravelly.
They might need to roll [A] to avoid falling.
— Charge
A Charge Action is a special type of action that combines a Move Action and an Attack Action. Certain weapons have additional effects if the attacker or the target is charging.
Charging Characters are more vulnerable and gain d1 on Attack Avoidance Rolls. Enemies can also make a Attacks against targets that are charging them from the front, but enemies doing so with Ranged Weapons may not have time to draw melee weapons to defend themselves.
This is explained further in Combat — Approaching an Enemy.
— Climb
Characters may climb up certain objects or surfaces. This counts as difficult terrain, and characters must usually stow weapons or other objects to Climb as they will probably need to use their hands. Characters will usually need to make a Skill Roll, using [B] or [A], with modifiers to represent the difficulty of the climb. Refusing to stow weapons to free up hands may give negative modifiers. Failure usually means the climb is not made, and may result in falling. Some surfaces are not possible to climb.
— Leap
Characters may Leap over gaps or difficult terrain. A character may leap a short distance as part of a move, rolling using [A]. There may be modifiers based on the distance required, or if the character is running or wearing Heavy Armour. Characters must score a Success if they want to keep moving after the leap. Characters might clear the obstacle but fall over on a Partial Success.
— Jump
When jumping vertically, a character can use [A] or [B], and might have Modifiers based on Size. Characters may Jump onto a surface to begin a climb, though they run the risk of falling with certain Results.
— Walk
The default Move Action assumes a character is moving at a light jog, or other more active pace. A Character might choose to walk to avoid suspicion or create less noise, though they will be slower.
— Crawl
A character may Crawl to hide or fit in a tighter space. If a Character is crawling, they move slower, about the same speed as Walking.
Crawling Characters will also gain other effects due to their position, as they will count as being Prone. Prone characters gain Disadvantage on, or are unable to perform, certain actions but may gain Advantage on other actions (such as hide). Ranged Attackers may also gain Disadvantage when trying to hit them, but they will also gain Disadvantage on certain Avoidance Rolls.
Next Step
After understanding Actions, you can move on to the Conflicts section.