Special Actions
Special Actions are actions and reactions you may perform with special effects. They are available to you regardless of your species, class, quirk, or specialisation.
Drop Awareness
You may spend 2 AP at any time to perform the Drop Awareness action. When you drop awareness, all targets who cannot perceive you become unaware of your presence. They may become aware of you again on their next turn, but dropping awareness may temporarily save you from harm or stop someone from focusing on you.
Guard
You may spend 1 AP whenever you’re about to take damage to perform the Guard reaction. Guarding allows you to protect yourself from a single non-magical attack or hostile action. You can still receive damage from periodic damage and other internal threats.
The Guard reaction can be used to simulate cover in combat encounters.
Heal
You may spend 2 AP at any time to perform the Heal action to remove an Injury from yourself or a target. This is most commonly a Logic action which requires material components to perform.
Help
You may spend 2 AP at any time to assist another player character with their intended actions. You must explain how you Help your ally and roll the dice pool appropriate for the corresponding action. Passives, statuses, skills, stems, cyberware, and Intel apply as normal. You cannot perform a feat as part of your Help Action unless it modifies the Help Action in some way.
If you get a mixed success, complete success, or critical success, add a die to your ally’s dice pool for when they roll for their intended action. You then wait to resolve the scene with your ally once they’ve resolved their own roll. You do not get Drawbacks on a mixed success, but you do get Boons on a critical success. Instead of getting Complications when you fail, you simply don’t add a die to your ally’s dice pool.
Regardless of whether you succeed on your roll, you share in any Complications your ally receives if they fail their roll. Your ally does not share Drawbacks or Boons with you, or vice versa. You must also wait until your ally completes their intended action before you perform any other actions yourself.
You can only receive Help from one ally at a time. Similarly, you cannot perform the Help action if your Help target is already receiving Help from another one of your allies.
Loot
You may spend 2 AP at any time to perform the Loot action. The purpose of this action is to allow you to acquire items, cyberware, and credits from rooms, fallen enemies, or containers in the world. Loot is not guaranteed in Immortal Freedom: The Roleplaying Game—you have to roll to see if you get anything worthwhile from your search. If you are successful at looting, the game master (GM) may then have you roll a loot table to see what you get. They may also just tell you what to get based on what your character would most likely look for while looting.
Protect
You may spend 1 AP whenever a target nearby is about to take damage to perform the Protect reaction. You jump into the way of an enemy’s attack or some other danger so that any Injuries or negative statuses are transferred from the target to you. You must realistically be able to intercept the attack.