5 actions, from Obstructed Route to Overdrive.
Obstructed Route · One Shot, One Kill · Opportune Riposte · Organize Labor · Overdrive
Obstructed Route
Overcome 2 successes; DC 33 Acrobatics, DC 33 Architecture Lore, DC 37 Athletics, DC 35 Perception
The PCs' intended route is utterly impassible, perhaps due to witnesses, magical barriers, or collateral damage. The PCs squeeze through tight spaces, push aside the obstruction, or identify a quick alternate route.
Class Gunslinger; Subclass Sniper
Trigger You roll Stealth for Initiative.
Your first shot is the deadliest. Interact to draw a firearm or crossbow. On your first turn, your first Strike with that weapon deals an additional 1d6 precision damage. This precision damage increases to 2d6 at 9th level and 3d6 at 15th level.
Guns & Gears, page 110.
Class Swashbuckler
Trigger A foe within your reach critically fails a Strike against you.
You take advantage of an opening from your enemy's fumbled attack. You either make a melee Strike against the triggering foe or attempt to Disarm it of the weapon it used for the Strike.
Advanced Player’s Guide, page 86.
Organize Labor
You spend a day in Reisuk recruiting workers to aid in a repair or an upgrade at Trairaes. Attempt a DC 13 Deception, Diplomacy, or Intimidation check to Organize Labor to organize workers, or a DC 18 check for specialists.
If you use Deception or Intimidation for this check, you gain a +2 circumstance bonus, but failure comes with extra risks, as detailed below. Using Diplomacy grants no bonus to the check, but comes without added risk. When you Organize Labor, you must specify one repair or upgrade activity to be undertaken; once you successfully Organize Labor, you must begin that activity within a week.
A force of organized workers costs 1 gp per day, while a force of organized specialists costs 5 gp per day.
Critical Success You organize labor for the full duration of the repair or upgrade activity, and the cost to pay the workers is halved for the duration.Success You organize labor for the full duration of a repair or upgrade activity.Failure You organize labor for a single day of a repair or upgrade activity. Unless you used Diplomacy, word of your deceptive or intimidating nature spreads, and you take a –1 circumstance penalty to all future checks to organize labor. This penalty increases with each subsequent failure, to a maximum penalty of –4.Critical Failure You completely fail to organize labor. If you used Deception or Intimidation, word of your untrustworthiness or cruelty spreads, and you can no longer use that skill to Organize Labor.Age of Ashes #2: Cult of Cinders, page 72.
Class Inventor
Frequency once per round
Temporarily cranking the gizmos on your body into overdrive, you try to add greater power to your attacks. Attempt a Crafting check that has a standard DC for your level.
Critical Success Your gizmos go into a state of incredible efficiency called critical overdrive, adding great power to your attacks. Your Strikes deal additional damage equal to your Intelligence modifier for 1 minute. After the Overdrive ends, your gizmos become unusable as they cool down or reset, and you can't use Overdrive for 1 minute.Success Your gizmos go into overdrive, adding power to your attacks. As critical success, except the additional damage is equal to half your Intelligence modifier.Failure You make a miscalculation and nothing happens.Critical Failure Whoops! Something explodes. You take fire damage equal to your level, and you can't use Overdrive again for 1 minute as your gizmos cool down and reset.Special When under the effects of Overdrive, you can still use the Overdrive action. You can't extend your Overdrive's duration this way, but you can turn an overdrive into a critical overdrive if you critically succeed. A failure has no effect on your current Overdrive, and you end your Overdrive on a critical failure.
Guns & Gears, page 16.