Automatic Feats

Automatic feats require the character to take an action, but don't involve a die roll under most circumstances. The following are common automatic feats; Storytellers may decide that other feats are automatic, at their discretion.
Getting to Feet
Characters may rise from the ground in one turn without making a roll. If a character wishes to get to her feet while doing something else in the same turn, she must take a multiple action (see 'Multiple Actions') with a Dexterity + Athletics roll (difficulty 4) to rise successfully.
Movement
Characters may choose to walk, jog or run. If walking, a character moves at seven yards per turn. If jogging, a character moves at (12 + Dexterity) yards per turn. If all-out running, a character moves at (20 + [3 x Dexterity]) yards per turn. Characters may move up to half maximum running speed, then subsequently attack or perform another action. Characters may also wish to move while taking another action. This is possible, but each yard moved subtracts one from the other action's dice pool. Note that injured characters cannot move at maximum speed.
Readying Weapon
This can involving drawing a weapon or reloading a gun with a prepared clip. In most cases, no roll is required, so long as the character takes no other action that turn. If the character wishes to ready a weapon while doing something else in the same turn, the player must reduce his dice pool and roll Dexterity + Melee or Firearms (difficulty 4) for the readying attempt.
Starting Car
This takes an action, but requires no roll.
Yielding
The character allows the character with the next-highest initiative to act. She may still act at the end of the turn. If all characters (player and Storyteller) yield during a turn, no one does anything that turn.
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