You attack all nearby adversaries. Make a melee Strike against each enemy within your melee reach. Each attack counts toward your multiple attack penalty, but do not increase your penalty until you have made all your attacks.
You fire a volley at all foes in an area. Make one Strike with a –2 penalty against each enemy within a 10-foot-radius burst centered at or beyond your weapon’s volley range. Roll the damage only once for all targets.
Each attack counts toward your multiple attack penalty, but do not increase your penalty until you have made all your attacks.
You forgo precision to attack at an impossible speed. Make three melee Strikes with each of the required weapons. All of these Strikes take the maximum multiple attack penalty, as if you had already made two or more attacks this turn.
After watching the motions of combat with incredible intensity and precision, you fire at your prey at the perfect moment to deliver maximum pain. Make a ranged Strike with the required weapon against your hunted prey. If you hit, the Strike deals maximum damage. After the Strike, your turn ends.
You can negotiate incredibly quickly in adverse situations. You
attempt to Make an Impression and then Request your opponent
cease their current activity and engage in negotiations. You
take a –5 penalty to your Diplomacy check. The GM sets the
DC of the Request based on the circumstances—it’s generally
at least a very hard DC of the creature’s level. Some creatures
might simply refuse, and even those who agree to parley might
ultimately find your arguments lacking and return to violence.