DraftThese rules are a draft from the Roll Combat Core Rules System Player’s Guide. Numbers and wording can change before release.

Core Actions

The 22 actions every Persona can take, with Stamina cost and when each can be used.

Every Persona can take these 22 Core Actions. Most cost Stamina Points (SP). A “+” means you can spend more SP for a bigger effect. Usage says when the action can be taken.

Core Actions
ActionSPUsageTraitWhat it does
Assist1AnytimeGrant Prowess when a visible ally within 5 ft makes a Trait check you are Adept in.
Attack1+TurnStrike your chosen Target(s). Each Attack or Ability details the Range and SP cost.
Break1TurnMightBreak free from a hold or binds (Pinned). Might vs Might or Agility, or against an Object’s Threshold.
Defend1+TurnGain 5 Guard per SP spent (max = EXP) until the start of your next turn.
Deflect1Reaction (Retaliate)Negate an enemy’s Retaliate. You may also Redirect for additional SP.
Disarm1+TurnMightDisarm a visible Foe within 5 ft with a contested Might check. Add SP to improve the result (+1 per SP).
Disrupt1+Reaction (Ranged Attack)When a visible target makes a ranged attack within 5 ft, spend SP to reduce damage (EXP × 2 per SP, max = EXP).
Flank1TurnWhen directly behind your target and within 5 ft, give another ally within 5 ft of it Prowess on their next melee attack against the Flanked target.
Flee1AnytimeMotion is doubled and used to escape. Foes attack with Stagger. You cannot attack or use offensive Abilities, or return to the Skirmish.
Heal1+TurnStudyAdminister first aid to yourself or anyone within 5 ft (see Healing).
Hide1TurnSneakSneak vs Study. Cover is required. In social settings, Control vs Insight (no cover needed). Both grant Hidden.
Influence1TurnControlContested Control check to alter a Foe’s behaviour towards you or encourage them to follow orders.
Investigate1TurnInsightInsight vs Control to learn about an opponent, or a Study check against a Threshold to learn about the environment.
Negate1+Reaction (Lethal Blow)Interrupt a Lethal Blow. Spend half the original SP cost to halve the extra damage, or match it to negate it.
Pin1TurnMightMight vs Might or Agility. On success the target is Pinned. You can only pin one target at a time.
Prepare1+TurnHold your action, ability or attack (1 SP) or entire turn (2 SP) for a trigger. You cannot act offensively out of turn until it resolves.
Ram1TurnMightPush an object or target horizontally. On success: knock back 5 ft, Pin, or Collapse. Extra SP pushes 5 ft more (max = EXP).
Redirect1+Reaction (Deflect)Force an attacker to hit another target within 5 ft. Spend SP equal to the attack’s cost to halve damage, or double to redirect all of it.
Retreat1Reaction (Motion)Withdraw from a Foe’s melee range without incurring Retaliate.
Retaliate1+Reaction (Motion)Attack or Pin an enemy that moves out of your melee range.
Sprint1TurnGain 10 ft extra Motion per SP spent (max = EXP) until the start of your next turn.
Vault1+TurnJump a 10 ft gap with a 10 ft straight-line run-up. Gain 10 ft per SP spent (max = EXP).