TEXT: Artesia: Adventures in the Known World Action Table
  Action:
  Type
  Combinable?
  Step?
  Abort
  Special
  No
  No
  Aim
  Full Phase
  No
  No
  Draw
  Phase
  Yes
  Yes
  Get Up
  Phase
  Yes
  Yes
  Move
  Phase
  Yes
  No
  Mount (Dismount)
  Full Phase
  No
  No
  Other Action
  Varies
  Varies
  Varies
  Recover
  Round
  No
  No
  Reload
  Phase
  Yes
  Yes
  Run
  Full Phase
  No
  No
  Sprint
  Full Phase
  No
  No
  Use Gift
  Phase
  Yes
  Yes
  Wait
  Phase
  No
  No
  Standard Attack
  Phase
  Yes
  Yes
  Aimed Attack
  Phase
  No
  No
  Skilled Maneuver
  Phase
  Varies
  Varies
  All-Out Attack
  Full Phase
  Yes, Move only
  Yes
  Knock Back
  Phase
  Yes
  Yes
  Two-Weapon Attack
  Phase
  Yes, Regular only
  Yes
  Escape Attempt
  Full-Phase
  No
  No
  Regular Actions
  Attack Actions
  You may abort to a specific defense if you are Waiting and have not taken an action.
  Each Full-Phase spent aiming add +1 to your attack roll, max of three phases. 
  While in combat, you must succeed at a DEX/Athletics DR 14 test at a -3 penalty.
  (BODY + Athletics – ENC – Wounds) in feet. x 1/2 in Rough terrain, x 1/4 in Very Rough terrain.
  Remove one level of Fatigue Binding every round (four phases) up to your STAM rating. 
  (BODY + Athletics + Run – ENC – Wounds) x 2 in feet. Duration = MOVE + Run Specialty in minutes. Standard 
  Defense roll.
  (BODY + Athletics + Run – ENC – Wounds) x 3 in feet. Duration = MOVE + Run Specialty in phases. No Standard 
  Defense roll. 
  d10 + STR + Athletics or Hand-to-Hand + Contortionist +/- Mods Vs. d10 + STR + Athletics or Hand-to-Hand +/- 
  Mods of Opponent.
  Specify condition being waited for; then interrupt when condition met.
  d10 + DEX + Skill + Specialty (if any) +/- Modifiers
  d10 + PER + Skill + Specialty – Hit Location Aimed Blow penalty +/- Mods. Each point of Initiative that you delay 
  add +1 to your Attack roll, to a max of your combat skill.
  d10 + TECH + Skill + Specialty +/- Mods. Includes Disarm, Trip, Grab. Aimed Grab, Throw, and Tackle.
  Notes:
  Attack at 1/2 Initiative. May be a Standard or Aimed Attack: adds STR to Damage roll. 
  d10 + STR + Hand-to-Hand or Shield +/- Mods Knocks back Defender one step/5 points of success.
  d10 + DEX + Skill + Two-Weapon Fighting –2 +/- Mods Second attack at 1/2 Initiative and -4 Damage. No Specific 
  Defense.
  This document is Copyright (C) 2007 Archaia Studios Press. Permission is granted to reproduce for personal use only. 
  
  Artesia: Adventures in the Known World Action Table
  Action:
  Type
  Combinable?
  Step? Notes:
  Standard Defense
  Special 
  Special
  N/A
  Weapon Parry
  Phase
  Yes
  Yes
  Block
  Phase
  Yes
  Yes
  Sidestep
  Phase
  Yes
  Yes
  Skilled Maneuver
  Phase
  Yes
  Yes
  All-Out Dodge
  Full-Phase
  Yes, Move only
  Yes
  Cast
  Phase
  Yes
  Yes
  Perform Ritual
  Round
  No
  No
  Use Charm
  Phase
  Yes
  Yes
  Read Spell
  Full Phase
  No
  No
  Drink Potion
  Full Phase
  No
  No
  Other Magical Action
  Varies
  Varies
  Varies
  Magic Actions
  d10 + Appropriate Characteristic + Lore +/- Modifiers 
  d10 + Appropriate Characteristic + Lore +/- Modifiers
  d10 + Appropriate Characteristic + Lore +/- Modifiers
  d10 + Appropriate Characteristic + Lore +/- Modifiers
  Defense Actions
  d10 + TECH + Skill + Specialty +/- Mods. Includes Disarm, Trip, Grab. Aimed Grab, Throw, and Tackle.
  d10 + DEX + Evade + 3 +/- Mods Substitutes for all Standard Defense Rolls against all incoming attacks for entire 
  phase.
  d10 + DEX + Evade +/- Modifiers Technically, not an action. You may always roll this as long as you have not 
  chosen an action that prevents it being used. 
  d10 + DEX + Skill + Specialty (if any) +/- Modifiers A Parry Roll of 10 points > the Attack Roll is a Critical Success: 
  Defender scores a Riposte and may make a free Attack Roll against the Attacker’s Standard Defense Roll.
  d10 + STR + Skill + Specialty (if any) + Armor rating of blocking object +/- Modifiers An unsuccessful defense 
  means you take damage as normal plus the blocking object loses 1 AP.
  d10 + PER + Evade + 3 +/- Modifiers You must move one Step left, right, or back as part of this defensive Action.
  This document is Copyright (C) 2007 Archaia Studios Press. Permission is granted to reproduce for personal use only. 
  
SOURCE: textdata/thevault/Artesia/Artesia Action Table.pdf