Actions

Characters can declare actions any time using any skill, aspect, compel, or items they currently possess. Actions almost always require an action roll on a certain opposition. Passive opposition have a default value that must be overcome. Active opposition performs a dice roll, can invoke, compel, or use aspects to increase or decrease the value of a dice roll.

Types of Actions
There are four types of actions a player can make based on different skills. There are skills that don't have certain actions.

Overcome
True to its name, you tackle some kind of challenge, engaging task, or hindrance related to your skill. There are actions that are by default can be done easily without the need to do an overcome action.

Create an Advantage
Whether you’re discovering something that already exists about an opponent or creating a situation that helps you succeed, creating advantages allows you to discover and create aspects, and lets you get free invocations of them.

Attack
You try to harm someone in a conflict. That harm may be physical, mental, emotional, or social in nature.

Defend
You try to keep someone from harming you, getting past you, or creating an advantage to use against you.

The Ladder
The ladder provides a scale of comparison for action results.

Combat
Combat is initiated when two opposing parties meet on a certain area of the map. Combat can be a melee, ranged, or large-scale battles. Combat results are dictated by dice rolls, skill used, aspects, invokes, and compels.

Melee
Melee combats are the most common form of combat. It uses a Fight roll to determine the outcome of the melee. You can also use weapon or instance-specific invokes during this action. All hand-to-hand combat is considered melee.

Ranged
Ranged combat uses projectiles to damage the opposition. This uses the Shoot roll to determine the outcome of the melee. You can also use weapon or instance-specific invokes during this action. Ranged combat's defense is Athletics, which is the opposition's ability to move fast enough to avoid the projectile.

Large-scale Battles
Large-scale combat consist of groups of people performing the same combat. On this type of combat, the map is divided into zones, each with its own aspect. Units can enact the same skills during the battle. Melee combat uses Fight roll; ranged combat uses Shoot roll. Each unit controlled has their own aspect that can be invoked. Units with leaders on them can invoke their aspects as well. Units can perform the same action as if they were a character (overcome, create an advantage, etc.). However, units cannot use Provoke to attack, only to create an advantage.