Actions: H

8 actions, from Harvest Heartsliver to Hustle.

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Harvest Heartsliver · Haul Supplies · Hide · High Jump · Host Event · Hunt Prey · Hunt the Animals · Hustle

Harvest Heartsliver [R]

rare manipulate 

Requirements You're inside Kraekhofair's body.

You attempt to steal a section of Kraekhofair's heart. Attempt an attack roll or a DC 40 Acrobatics, Athletics, Medicine, Nature, Occultism, or Religion check.

Critical Success You steal a small disharmonic heartsliver, stow it on your person, and can exit Kraekhofair's body.Success As critical success, but you can't exit.Failure You take Kraekhofair's Swallow Whole damage.Critical Failure You take double Kraekhofair's Swallow Whole damage and are deafened by its heartbeat for 1 minute.

LOMM, page 53.

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Haul Supplies

exploration move 

You pack up as many supplies as you can carry and make your way back to Bazal's Basin with food and water. Attempt a DC 34 Athletics check to determine the amount and quality of the food you manage to haul and keep safe from being damaged in the storm. A character who uses powerful magic (such as teleport) to aid in transporting the food automatically achieves a result one category higher than they roll.

Critical Success You return with 15 Bulk of supplies.Success You return with 10 Bulk of supplies.Failure Some of the food was damaged in transport, and you return with only 5 Bulk of supplies.Critical Failure All of the supplies you attempted to transport are ruined.

Age of Ashes #5: Against the Scarlet Triad, page 13.

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Hide [>]

secret 

Skill Stealth (untrained)

You huddle behind cover or greater cover or deeper into concealment to become hidden, rather than observed. The GM rolls your Stealth check in secret and compares the result to the Perception DC of each creature you're observed by but that you have cover or greater cover against or are concealed from. You gain the circumstance bonus from cover or greater cover to your check.

Success If the creature could see you, you're now hidden from it instead of observed. If you were hidden from or undetected by the creature, you retain that condition.If you successfully become hidden to a creature but then cease to have cover or greater cover against it or be concealed from it, you become observed again. You cease being hidden if you do anything except Hide, Sneak, or Step. If you attempt to Strike a creature, the creature remains flat-footed against that attack, and you then become observed. If you do anything else, you become observed just before you act unless the GM determines otherwise. The GM might allow you to perform a particularly unobtrusive action without being noticed, possibly requiring another Stealth check.If a creature uses Seek to make you observed by it, you must successfully Hide to become hidden from it again.

Core Rulebook, page 251.

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High Jump [>>]

Skill Athletics (untrained)

You Stride, then make a vertical Leap and attempt a DC 30 Athletics check to increase the height of your jump. If you didn't Stride at least 10 feet, you automatically fail your check. This DC might be increased or decreased due to the situation, as determined by the GM.

Critical Success Increase the maximum vertical distance to 8 feet, or increase the maximum vertical distance to 5 feet and maximum horizontal distance to 10 feet.Success Increase the maximum vertical distance to 5 feet.Failure You Leap normally.Critical Failure You don't Leap at all, and instead you fall prone in your space.

Core Rulebook, page 242.

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Host Event

downtime 

You dedicate a day to planning and hosting a special event, such as a feast, a small festival, or a public performance. Doing so requires an expenditure of 250 gp. Attempt a DC 36 Diplomacy, Performance, Society, or appropriate Lore check. The result determines the impact of your efforts. You gain a cumulative +1 circumstance bonus to this check (maximum +4) for each additional 250 gp you spend on the event.

Critical Success Each PC gains a +2 circumstance bonus to skill checks to perform downtime activities for the next 3 days. Also, reduce the Support Points of two different guilds of your choice by 1 (see Influence Guild).Success Each PC gains a +1 circumstance bonus to skill checks to perform downtime activities the following day. In addition, reduce the Support Points of one guild of your choice by 1 (see Influence Guild).Critical Failure The party is a disaster. Each PC takes a –2 circumstance penalty to skill checks to perform downtime activities the following day.

Age of Ashes #5: Against the Scarlet Triad, page 18.

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Hunt Prey [>]

concentrate ranger 

Class Ranger

You designate a single creature as your prey and focus your attacks against that creature. You must be able to see or hear the prey, or you must be tracking the prey during exploration.

You gain a +2 circumstance bonus to Perception checks when you Seek your prey and a +2 circumstance bonus to Survival checks when you Track your prey. You also ignore the penalty for making ranged attacks within your second range increment against the prey you're hunting.

You can have only one creature designated as your prey at a time. If you use Hunt Prey against a creature when you already have a creature designated, the prior creature loses the designation and the new prey gains the designation. Your designation lasts until your next daily preparations.

Core Rulebook, page 168.

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Hunt the Animals

exploration 

When the hunt begins, the Treikril elves and the PCs work together to bring down the game. Against an impressive find, each PC actively participating (and not just Aiding) attempts a DC 25 Survival check. Against standard game, the DC is 20. No check is needed to hunt river turtles or bats—hunting such game is automatically successful (but can never be a critical success).

Critical Success You help take down the animals quickly and relatively painlessly, showing them mercy.Success Your participation in the hunt helps the hunting party take down the animals quickly.Failure Your involvement complicates the hunt—one or two animals even escape uninjured. Each PC takes 2d6 damage from animal attacks (or 4d6 if the animals were an impressive find).Critical Failure Several of the animals die poorly, and many escape with mortal wounds. Barely enough animals are caught for the feast, but the fact that they died in pain or escaped with injuries shames the Treikril— the party loses 2 IP. Each PC takes 2d6+6 damage from animal attacks (or 4d6+12 if the animals were an impressive find).

Age of Ashes #2: Cult of Cinders, page 20.

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Hustle

exploration move 

You strain yourself to move at double your travel speed. You can Hustle only for a number of minutes equal to your Constitution modifier × 10 (minimum 10 minutes). If you are in a group that is Hustling, use the lowest Constitution modifier among everyone to determine how fast the group can Hustle together.

Core Rulebook, page 480.

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