| Action | Shot Cost | Description |
| Attack | 4 | A regular attack can be a physical attack with either a melee weapon or a ranged weapon. The player rolls the dice and adds it to the appropriate action value, Martial Arts or Weapon Focus for melee weapons, Guns or Weapon Focus for ranged attacks. The attack succeeds if it equals or exceeds the target's Dodge rating. Critical failures include anything from hitting a friend to dropping a weapon, to breaking a cruicial bit of equipment. | Cast Spell | 4 | Any spell being cast from a Spell Matrix counts under this type of action. If the target is willing, in the case of a healing spell, for instance, the caster simply needs to get any positive result, after rolling. Even a 1 succeeds. On unwilling targets, as is the case with most damage and status spells, the caster has to roll equal to or higher than the target's Magic Evade attribute. Critical failures usualy explode in the caster's face in a particularly unpleasant way. Spells can only be cast on targets that the caster has a line of sight with, transparant walls can be cast through, opaque ones cannot. Fogs and blinding effects do not prevent someone from casting, only solid AND opaque barriers do so. A mage can hit any target within his Sorcery AV x 3, measured in yards. So a caster with a Sorcery AV of 15 can hit targets within 45 yards. |
| Draw Spellshards | 4 | To draw a Spellshard, the player rolls and adds the result to the character's Sorcery action value. In order to successfuly draw a Shard, the final result must equal or exceed the target's Spirit or Magic Evade, whichever is higher. Success means that the character has drawn the targeted Spellshard into his Spell Matrix. Failure simply means that he must try again, if he really wants that shard. Critical failures prevent the character from ever drawing from that particular monster again. |
| Sense Spellshards | 2 | To sense the presence of Spellshards, and determine what they are, the player rolls and adds the result to the character's Awareness action value. The difficulty is the target's Magic Evade attribute. Success means that the character can identify all the draw-capable spellshards that the target has. Failure means the character must try again. On a critical failure, the character will be unable to sense anything meaningful about that particular monster for a full moon cycle. |
| Reloading a Gun | 1-5 | Reloading a Pistol takes 1 shot, reloading an automatic rifle or SMG takes 3 shots, and Reloading a Shotgun, Rifle, or Revolver takes 5 shots. |
| Using an Item | 3 | To use an item, such as a healing potion or some other such useful thing, the character simply spends three shots, and declares an intention to use the item. Potions and other "normal" items can be used automaticaly. Targeting an unwilling recipient of an item requires the Guns, Weapon Focus, or Martial Arts skill, whichever the player wishes to use. The difficulty is the Dodge rating of the unwilling target, and success means the item was used correctly. On a failure, or critical failure, the item is usualy just lost. However, some items that mimic spells or destructive effects can be dangerous on a critical failure. |
| Summon GF | 10 + Variable | Summoning a Guardian Force is one of the most time consuming things a character can do. Each Guardian Force has a shot cost of up to 10 just to summon it, and then the actual Guardian Force ability has a Shot Cost as well. It's not impossible for a character to spend an entire combat round or even part of a second round just to summon a GF. However, the increadible power of these spirits often makes it worth it. More information on Guardian Forces will be avaliable in the section devoted to them. The compatability of a character with his GF is always subtracted from the shot cost to summon, but not from the shot cost to use the actual ability. |