Actions

Standard Actions
A character is allowed one automatic action, one movement action, and one dice action per turn.

There are three types of actions: Automatic, Movement, and Dice.

Automatic Action
An automatic action is one that does not require a FEAT roll. It is the opposite of a dice action, which does require a FEAT roll.

If the character forgoes her dice and/or her movement actions for the turn, she can perform additional automatic actions. This way, a character can perform up to three automatic actions in a single turn. Automatic actions include such things as such things as opening doors, activating a defensive power such as Force Field, standing up after being knocked down, picking up something off the floor, and so on. Some adjudication is necessary. For example, picking up a dropped weapon while villains are firing is not necessarily an automatic action.

Movement Action
A movement action is obviously moving from point A to point B. This can be simply walking, running, swimming or the use of powers.

The character's movement action can occur either before or after her dice action for the round. A character cannot normally, therefore, move into range, attack, and then duck back out of sight all in a single turn.

Dice Action
A Dice Action is typically an action that requires the rolling of dice. Typically these are Combat Actions but can be other actions depending the opinion of the Judge.

If the character is attempting multiple actions using the rules above, all of the attempted actions constitute the character's one dice action for the turn (even if the actions do not require a FEAT roll).

Multiple Actions
Occasionally heroes may make more than one attack or action in the same round, attacking the same target or different targets, attacking and defending ect. Any character can make multiple actions, provided that character makes a Fighting FEAT roll in the Pre-Action roll. The intensity of the FEAT depends on the number of attacks desired: All multiple actions are made at - 1 CS. If the Fighting FEAT fails, only one action is made at -3CS. Example: ''Captain America decides he wants to punch the Red Skull while throwing his shield to knock the gun out of a hydra soldier hand (2 Actions). Before Captain American can perform both actions, he must make a Fighting FEAT roll to determine if he is able to perform both actions. Because Captain America has a Fighting of Amazing (50), which is higher than the Remarkable (30) Intensity FEAT required to perform 2 actions - Captain America only needs to make a green or higher result in order to do the two actions. If Captain America is successful, he can make both attacks at a -1cs. If Captain America is unsuccessful, then he is only able to perform one action (his choice) at a -3cs.'' Note: Certain Powers allow for multiple actions and as such is not subject to this rule. Example: Extra Arms allows one extra attack. Where as Hyper-speed can allow many multiple actions depending on the character speed. (example: The Flash (Barry Allen) can perform 9 actions per turn without penalty.)
 * Making 2 attacks in the same round - Remarkable (30) intensity FEAT
 * Making 3 attacks in the same round - Amazing (50) Intensity FEAT

Changing Actions
After making an initiative roll, an action that sounded so good a moment ago sounds like not such a great idea afterwards. (Example: Both you and an opponent dive for a gun kicked across the floor. You roll a 1 for initiative. It may be time to re-examine your options.)

Changing an action requires a Yellow Agility FEAT, and any FEATs made after changing are at a penalty of one column shift to the left ( -1 CS). The roll for changing actions takes place in the pre-action phase of the turn.