Simple Actions

Simple Actions are one step more complicated than Free Actions, and require a bit more concentration to attempt. Only a few require Success Tests to accomplish, however.
Characters may take up to two Simple Actions on their Combat Phase, or opt to use a Free Action in place of a Simple Action (but not the other way around).

Change Gun Mode
A character holding a Ready Firearm can change its fire mode via a Simple Action. Assuming the weapon is capable, it can be set to Single Shot, Semi-Automatic, Burst Fire and/or Full Auto.

Change Position
Using a Simple Action, a character may either stand up or lie down. If the character is suffering Wound Penalties they need to make a Willpower (2) Test (with modifiers for Wound levels) to stand up. Failure indicates the pain is too much and the character collapses back down to their knees.

Command a Spirit
It takes a Simple Action for a Magician to issue a command to an Elemental or Nature Spirit under his control.

Fire Weapon
A character may fire a ready Firearm in Single-Shot, Semi-Automatic or Burst Fire modes with a Simple Action. Single Shot weapons may only be fired once per Combat Phase. Semi Automatic Weapons and Burst Fire weapons can be fired twice (using a Simple Action for each shot). Fire Weapon is also the action required to fire a ‘Ready’ Bow or Crossbow (see Ready Weapon, below)

Insert Clip
A character may insert a fresh (or spent, if so desired) clip into a ready Firearm by taking a Simple Action. The weapon must already have had the previous clip removed (see Remove Clip, below).

Observe in Detail
A character can make a detailed Observation (and thus make a Perception Test) with this Simple Action.

Pick Up/Put Down Object
To safely pick up or put down an object you are already holding, requires this action. However, see Drop Item.

Quick Draw
A character may attempt to draw and fire a pistol or pistol sized weapon (Concealability 4 or higher) in the same action with Quick Draw. For this to succeed, the character needs to succeed in a Reaction (4) Test. If the weapon is not carried in an appropriate manner (in a Quickdraw Holster, for example), add a +2 to the Target Number. No Aim Actions can be taken before a Quick Draw attack.
Only weapons that can be ‘Fired’ with a Simple Action can be Quick Drawn.

Ready Weapon
A character may make a weapon ready with this Simple Action. The weapon may be a Firearm, Melee Weapon, Thrown Weapon, Ranged Weapon, Mounted Weapon, or any other weapon type that needs to be made ready to use. Readying entails drawing a Firearm from a holster, drawing Throwing or Melee Weapons from sheathes, picking up a weapon, priming a Grenade, nicking an arrow, or any other kind of preparation that would be necessary.
A character can Ready a number of small throwing weapons (knives/shuriken) equal to one half the characters Quickness (rounded down) with a single Ready action.

Remove Clip
A character may remove a clip from a ready Firearm using this Simple Action. It takes another Simple Action to grab a fresh clip and slam it into the weapon (see Insert Clip, above).

Shift Perception
A Simple Action allows a Magician (or Adept with access Astral Sight) to shift their perception to or from Astral Space. Astral Projection is a Complex Action

Take Aim
A character may take aim with a ready ranged weapon (Firearm, Bow, Crossbow, or Throwing Weapon). Take Aim actions are cumulative, but the benefits are lost if the character any other kind of action (including a Free Action other than Speak a Word). Take Aim actions can be extended over multiple Combat Phases and Combat Turns. The maximum number of sequential Take Aim actions a character can make is equal to one-half the characters natural skill with the weapon type, rounded down. Each Take Aim action reduces the base Target Number of an attack by 1 for the attack immediately following the Aiming.
Characters who are Aiming over several Combat Phases may NOT use Dice Pools for any reason without losing the benefits of Take Aim.

Throw Weapon
A character may throw a ‘ready’ throwing weapon by taking a Simple Action.

Use Simple Object
A character may use a simple object by taking a Simple Action to do so. In this case, ‘simple’ is defined as being able to operate the device via a simple activity (pushing a button, turning a knob, pulling a level, and so on). The GM might have to rule on which devices class as simple for these purposes.

Simple Actions

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