Crossroads SF
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.
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.
- Skill Roll: 3d6 + statistic + other 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.
[A]gility
Avoid falling rocks. Leap across a chasm. Jump vertically. Conceal an item. Sneak past. Balance.
[K]nowledge
Remember details. Understand some text. Display a Skill. Recognise a symbol. Appraise an item.
[S]ocial
Negotiate a deal. Haggle for a better price. Understand emotions that someone is feeling. Bluff.
[C]ognisance
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 [C]ognisance, 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, [P]ower, to display dangerous magic, or [S]ocial, to carefully choose words and tone to scare them.
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 [C]ognisance to see something is amiss) and may be treated as Inelegant Solutions.
Example:
A character attempts to Sneak past a Guard, while the Guard tries to Spot them.
The character makes a Skill Roll using a chosen statistic, such as [K] or [A], and the Guard makes an Opposed Roll using their statistic, in this case [C].
Success would mean that the character sneaks past successfully.
Failure could mean they are caught.
Partial Success might let them sneak past but the Guard is aware that there is somebody sneaking around, while a Compensating Failure might mean that they are unable to sneak past, though they remain undetected.
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.
Example:
Using [K]nowledge to Confuse a guard by speaking in complicated military jargon and idioms rather than using [S]ocial to just Convince him to let you through.
The GM might allow this but with 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.
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 value of the Skill Roll, 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 Climb.
Characters may gain Advantage or Disadvantage on Skill Rolls due to their size.
Combat Actions
By default, 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 2 actions.
Combat rounds are intended to be roughly 5 or 6 seconds, so gauge appropriately whether or not something can be completed in a single turn.
Single Action Examples
Double Action Examples
Other Actions
Single Actions
Move
Move the character a distance equal to their [M]ovement characteristic. 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 Disadvantage 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 the trigger.
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 any Dodge, Block, Parry, or Resist Avoidance Rolls against attacks coming from a selected opponent. They must declare this opponent when bracing.
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.
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.
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 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 item. Certain skills or abilities may reduce this requirement.
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.
Movement
Basic Movement
Players may move a distance equal to their Movement [M] characteristic. If playing with a grid, most grids should be 2mx2m squares. By default, to move into another square, a player must use 2[M]. This might mean that a player has left-over [M] that goes unused.
If not using a grid or tactical combat, a standard Move Action will usually move a character closer to another character by one Range increment. [M] may be used to grant Advantage or Disadvantage or certain Movement actions.
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 spend additional [M] to move into a new square. Sometimes this may be avoided under the risk of falling or taking damage. If a character is Running, they must stop Running to avoid tripping or taking damage, unless they are able to Leap over the terrain.
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 a distance equal to double their [M]ovement characteristic. If they continue running, this may increase by half each turn up to three times their [M]ovement characteristic.
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.
Climb
Characters may climb up certain objects or surfaces. This counts as difficult terrain, though 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 up to 2 + [A] metres as part of a move. If a character is running, they may double this distance. Characters must make a Skill Roll using [A] if they want to keep moving after the leap, or if they want to leap further than this, adding 1 metre for each degree of success. Characters will usually add 1 metre but fall over on a Partial Success.
Jump
When jumping vertically, a character must make a Skill Roll to add height equal to half of their height or higher. Characters may jump onto a surface to begin a climb, though they run the risk of 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. Enemies with readied ranged weapons may also make a Quick Attack Action against targets that are charging them from the front, but doing so may prevent them from drawing melee weapons to defend themselves.
Walk
The default [M]ovement characteristic assumes a character is moving at a light jog, or other more active pace. If a Character is walking, they may move up to half their [M]ovement characteristic.
Crawl
A character may crawl to hide or fit in a tighter space. If a Character is crawling, they may move up to half their [M]ovement characteristic, the same speed as Walking.
They 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) attackers may also gain Disadvantage when trying to hit them.