A character can perform any of the following Deeds when they Act. Some Deeds cost more than 1 Deed to accomplish, and some are limited in how many times they can be done in the current Act.
Melee with an Engaged Foe, or a Foe within Reach. A Character that Assaults this Act may not Fire. May be repeated if Engaged at the start of the Deed.
Ends Act. +1 Ward until this Character’s next Act.
Hide
1
1
Requires being behind cover and out of Line of Sight from a Foe. Applies Hidden status.
Move
1
–
First Deed: 3” + Pace. Further Deeds same Act: 3”. Floor 0”. Hurdle obstacles; cross gaps. 3” drop safe.
Stand
1
–
Stand up from Knocked Down. Required before any other Deed while Knocked Down; permitted while Engaged.
Use
1
–
Use a carried item or interact with a world object.
Terms on this page
Act
A character's activation: up to 3 Deeds in any order; the character is then marked Tired. (→ Deployment & Turn Structure)
Advantage
Roll two D12 and take the higher / the lower; both at once cancel. (→ Core Concepts)
Aid
A Deed (cost 1) that lets a Knocked Down ally within 1" Stand at once, out of turn and even if Tired, at no cost to them; not while Engaged. It never appears in the Shadow's action flow. (→ Deeds)
Aim
[0] Bonus to Fire Deeds. (Also a Deed, cost 2, granting Advantage on a Fire Deed.) (→ Recruitment; Deeds)
Assault
Close combat within 1". Both roll D12 + Might; the winner deals damage equal to the margin (less the loser's Ward), then may push 2" to break off or remain Engaged. (→ Close Combat)
Character
Any miniature in the game, whichever side; a basic character costs 50 Supplies. (→ Core Concepts; Recruitment)
Climb
A Deed (cost 2) that moves a character 3" vertically. (→ Deeds)
Deed
One action within an Act. Standard Deeds: Move, Assault, Fire, Aid, Aim, Climb, Guard, Hide, Stand, Use. Some cost more than one Deed. (→ Deeds)
Engaged
Within 1" of a Foe. An Engaged Character may take no Deed but Assault or Stand, and leaves only by winning an Assault and pushing 2", or when a Foe is taken Out of Action. An Engaged Character may repeat the Assault Deed within an Act. (→ Close Combat)
Fire
Ranged attack: attacker rolls D12 + Aim, defender D12 + Might; the attacker deals the margin as damage if they win. (→ Ranged Combat)
Foe
An opponent character. (→ Core Concepts)
Guard
A Deed that ends the Act and grants +1 Ward until the character's next Act. (→ Deeds)
Hidden
Gained by the Hide Deed (behind cover, out of the Foe's line of sight); cannot be targeted by Fire from behind that cover, and grants +1 Might and +1 Aim on the Deed that reveals them, which then ends Hidden. Also ends on receiving an Assault or Fire. (→ Effects)
Knocked Down
From taking 4 or more Harm from one attack: must spend a Stand Deed before acting, and −1 Might while down. (→ Effects)
Pace
[0] Adds +1" per point to the first Move Deed of an Act only. (→ Recruitment; Deeds)
Reach
A weapon trait allowing Assault from beyond 1" without becoming Engaged; full rule in Lore Definitions. (→ Lore Definitions)
Sight
Not a character stat: the distance characters can see in a Trial, set by the season / light / weather tables (0"–24"). A character beyond another's Sight is Shrouded. (→ Sight, Shroud & Light)
Tired
Marks a character that has completed its Act this Turn; it cannot Act again until every character is Tired and a new Turn begins. (→ Deployment & Turn Structure; Effects)
Ward
[0] Damage reduction, subtracted from incoming damage; raised by armour and some Lore. (→ Recruitment)