I just found out about the shaken errata that our Game Master did not knew about and we didn't use. Our GM is kinda strict; if it is not in the rules, it basically does not work. Under the Shaken condition a character can move and make free actions – but I wasn't able to figure out which actions are actually free ones, by the rules. What I'm interested in is:
- Which actions are free? Either list, or better rules that allows to distinguish without a doubt.
- Where this rule can be found, when I'll bring that up? Book, chapter?
If it is there and I'm just missing a chapter from the rulebook, I'm sorry. I only have unlimited access to Polish rulebook, probably outdated. I have read English Savage Worlds Deluxe: Explorer's Edition, but it was not my copy and whilst I can get a peek, I can't borrow it to re-read it all over again now.
Best Answer
The main definition and list can be found in the section on Actions.
Other free actions include:
This list is not meant to be complete, as the rules cannot hope to cover all situations that might come up in a game. The expectation when an unclear situation comes up is that the GM will compare what the PC is doing to the examples in the book, and make a judgement.
As per VahallaGH's excellent comment, free actions are still limited by the "you can't repeat an action" rule. So moving Pace may be a free action, but you can't repeat that action without some special ability or other cost.
Another situation that can come up is when a player attempts a sequence that includes actions that would individually be counted as free. It can get to the point where the player is trying to cram so many free actions into a single turn of combat, that the GM has to make a call. Again, in these circumstances, the actual call is left up to the GM, and may depend on a variety of aspects. For example, I'd probably allow more flexibility in a pulpy pirates game than I would in a gritty, post-apocalyptic zombie campaign.