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	<title>Unknown Armies:Non-Combat Actions - Revision history</title>
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	<updated>2026-05-03T06:14:14Z</updated>
	<subtitle>Revision history for this page on the wiki</subtitle>
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	<entry>
		<id>https://www.lapsedatheist.com/wiki/index.php?title=Unknown_Armies:Non-Combat_Actions&amp;diff=2278&amp;oldid=prev</id>
		<title>Admin at 02:30, 12 September 2006</title>
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		<updated>2006-09-12T02:30:31Z</updated>

		<summary type="html">&lt;p&gt;&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;If you’re fighting someone, there’s an excellent chance it isn’t just because you’re a&lt;br /&gt;
psycho. You want something. The two of you are fighting because the Maltese Falcon is&lt;br /&gt;
on the table or because you’re trying to get out the door to your car or whatever. Trying&lt;br /&gt;
to accomplish goals like these in the middle of a fight means you’re using non-combat&lt;br /&gt;
actions. These are any actions you take that are not directly related to injury.&lt;br /&gt;
The tactical use of magick qualifies as a combat action, such as using magick to&lt;br /&gt;
whack somebody, or confuse them, or control them. But if you try to divine what you’re&lt;br /&gt;
having for lunch tomorrow in the middle of a fight, that’s a non-combat action.&lt;br /&gt;
&lt;br /&gt;
==Short Actions==&lt;br /&gt;
Any non-combat action takes at least two rounds. The first round, you declare your&lt;br /&gt;
action but you still get to attack or dodge that round as normal. The second round, you&lt;br /&gt;
can neither attack nor dodge—you just perform your action. Non-combat actions work&lt;br /&gt;
this way because it requires presence of mind to do anything in a fight other than fight.&lt;br /&gt;
Once you declare your action in the first round, you cannot change it in the second&lt;br /&gt;
round. You can modulate it slightly if the GM allows it. If you declared that you were&lt;br /&gt;
going to get in a car, you could change that to getting under the car instead.&lt;br /&gt;
&lt;br /&gt;
==Long Actions==&lt;br /&gt;
The GM may rule that some non-combat actions take longer than two rounds.&lt;br /&gt;
Remember that a round is roughly three seconds and plan accordingly. These longer&lt;br /&gt;
actions work the same way as two-round actions: declare the first round, then spend the&lt;br /&gt;
other rounds taking the action.&lt;br /&gt;
&lt;br /&gt;
You have more freedom to modulate your actions when they’re stretched across a&lt;br /&gt;
longer span of time. If you’re running for the door and it takes you four rounds, on&lt;br /&gt;
round three or four you could decide to change direction and run in a different&lt;br /&gt;
direction. But if you want to cancel a longer action and go back to fighting, you have to&lt;br /&gt;
announce this during your turn one round and can then attack or dodge the next round.&lt;br /&gt;
&lt;br /&gt;
==Drawing Actions==&lt;br /&gt;
It takes one round to draw a weapon, not two. When you declare you’re going to draw,&lt;br /&gt;
you do it right away instead of making an attack or dodge. It’s ready for use next round.&lt;br /&gt;
You have to draw a weapon before you can use it, of course—so you cannot shoot your&lt;br /&gt;
gun on the first round of combat unless you were walking around with it in your hand&lt;br /&gt;
before the combat began.&lt;br /&gt;
&lt;br /&gt;
==Simultaneous Actions==&lt;br /&gt;
If your attack skill is 85% or higher and the GM approves, you can attack and either&lt;br /&gt;
dodge or perform another action at the same time. Similarly, if your Dodge skill is&lt;br /&gt;
85%+, you can dodge and either attack or perform another action at the same time. If&lt;br /&gt;
you’re such a lightning-quick bad mofo that your attack skill and Dodge skill are both&lt;br /&gt;
85% or higher, you can attack, dodge, and perform a non-combat action in the same&lt;br /&gt;
round.&lt;/div&gt;</summary>
		<author><name>Admin</name></author>
	</entry>
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