A Dragon in AMBer
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.
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.
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)
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.
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.
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.
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).
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
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.
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.