You gain the Slowed condition until the end of your turn.
If your turn ends out of enemy line of sight, you keep the Hidden condition.
Hide, 1 AP
Requirement:
Suitable hiding place, no enemy line of sight
Range:
Adjacent Tile
You gain the Hidden condition.
Stand Up, 1 AP
Remove the Prone condition, unless it is being actively forced by another effect.
Disengage, 1 AP
You may move 1 tile, which does not provoke opportunity attacks.
Running Jump, 2 AP
Requirement:
Spend at least 2 movements towards the gap you try to cross.
Leap across a gap.
If your jump distance clears the gap, you may land on any valid tile within your jump distance.
If it does not clear the gap, you must take the Fall Reaction
Roll:
Athletics
Roll
Result
4 and under
You are not able to jump, and fall at the first tile of the gap.
5-10
You leap a distance of half your maximum movement.
11-15
You leap a distance of your maximum movement.
16-20
You leap a distance of 1.5x your maximum movement.
20 and up
You leap a distance of 2x your maximum movement.
Climb Terrain, 2 AP
Range:
Adjacent Tile
Until the end of your turn, you may spend movement to climb up vertical surfaces..
If you try to climb more than 5ft vertical, you must make a roll.
Roll:
Athletics
Roll
Result
5 and below and under
You lose your grip, and tumble down, Take 1 damage and go Prone
6-10
You gain the Slowed condition until you reach flat ground.
11 - 15
Your climb is successful.
20 and above
You may use the Move Action for 0AP.
Drop Prone, 0 AP
Gain the Prone condition.
Melee Actions
Unarmed Attack, 1 AP
Range:
Adjacent Tile
Uses:
Empty Hands
Choose a body area on a target within range to attack.
Roll:
Melee vs Target Defense DC
Outcome:
Success
Deal 1 Damage
Strong Success
Choose one:
Strong Attack Table (Blunt)
Use the Grapple Action for 0 AP.
Failure
Attack Misses
Strong Failure
You take 1 Stress and 1 Damage.
Basic Melee Attack, 1 AP
Range:
Adjacent Tile
Uses:
Melee Weapon
Choose a body area on a target within range to attack.
Roll:
Melee vs Target Defense DC
Outcome:
Success
Deal 1 Damage
Strong Success
Strong Attack Table (Weapon Dmg.)
Failure
Attack Misses
Strong Failure
You gain 1 Stress.
Push, 1 AP
Range:
Adjacent Tile
Attempt to push a target away from you.
Roll:
Athletics vs Target Defense DC (Torso)
Outcome:
Success
The Target is moved away from you equal to 1+Athletics tiles.
Strong Success
The target falls prone.
Failure
/
Strong Failure
You take 1 Stress.
Grapple, 2 AP
Range:
Adjacent Tile
Uses:
Empty Hands
Attempt to grapple a target.
Roll:
Athletics vs Target Defense DC (Torso)
Outcome:
Success
You grapple the Target.
Strong Success
The Target takes 1 Damage.
Failure
/
Strong Failure
You take 1 Stress.
Escape Grapple, 2 AP
Attempt to escape a grapple.
Roll:
Reflex or Melee vs Grapple DC
Outcome:
Success
Lose the Grappled condition. The target loses the Grappling condition.
Strong Success
Can move half your movement.
Failure
No Effect
Strong Failure
Gain 1 Stress.
Ranged Actions
Basic Thrown Attack, 1 AP
Range:
3+Physique
Uses:
Thrown Weapon
Choose a body area on a target within range to attack.
Roll:
Aiming vs Target Defense DC
Outcome:
Success
Deal 1 Damage
Strong Success
Strong Attack Table (Weapon Dmg.)
Failure
Attack Misses
Strong Failure
You gain 1 Stress.
Throw Object, 1 AP
Range:
15+Athletics
Uses:
Lightweight Item
Throw a lightweight item at a target point.
Roll:
Aiming
Roll
Result
4 and under
Object lands 5 tiles off target. Strong Failure if Item calls for it.
5-9
Object lands 3 tiles off target.
10-15
Object lands 2 tiles off target.
16-19
Object lands on target.
20 and up
Object lands on target. Strong Success if Item calls for it.
Firearm Actions
Single Action Shot, 2 AP
Range:
10+Aiming
Uses:
Equipped single-action firearm, 1 ammo
Choose a body area on a target within range to attack.
Roll:
Aiming vs Target Defense DC
Outcome:
Success
Deal 1 Damage
Strong Success
Strong Attack Table (Piercing)
Failure
Attack Misses
Strong Failure
You gain 1 Stress.
Semi Auto Shot, 1 AP
Range:
10+Aiming
Uses:
Equipped semi-auto firearm, 1 ammo
Choose a body area on a target within range to attack.
Roll:
Aiming vs Target Defense DC
Outcome:
Success
Deal 1 Damage
Strong Success
Strong Attack Table (Piercing)
Failure
Attack Misses
Strong Failure
You gain 1 Stress. & The firearm jams.
Full Auto Spray, 3 AP
Range:
10+Aiming
Uses:
Equipped Full-auto firearm, 5 ammo
Choose a body area on a target within range to attack.
Roll:
Aiming vs Target Defense DC
Outcome:
Success
Deal 1 damage per point your roll beats Defense DC, up to 5.
Strong Success
Strong Attack Table (Piercing)
Failure
Attack Misses
Strong Failure
You gain 1 Stress. & The firearm jams.
Unjam Firearm, 2 AP
Uses:
Equipped full-auto firearm
Unjam the firearm, clear the barrel, and make it ready for shooting again.
Switch Firing Mode, 1 AP
Uses:
Equipped firearm with switch
Switch a gun from one mode of fire to another.
Reload Firearm, 2 AP
Uses:
Equipped Firearm
Load a magazine or clip from your main inventory into the firearm you have equipped.
If the firearm has a magazine or clip in it already, it can be removed with this action for free as well.
Item interactions
Equip Item, 1 AP
Range:
Main inventory or Adjacent Tile
Equip an Item
Unequip Item, 1 AP
Uses:
Equipped item
Put an item into your main inventory.
Place Item, 1 AP
Range:
Adjacent Tile
Uses:
Equipped item or Main inventory Item
Transfer an item to a surface or container.
Drop Item, 0 AP
Uses:
Equipped Item
Drop an item to the floor.
Social Actions
Intimidate, 1 AP
Attempt to frighten or pressure a target.
Roll:
Intimidation vs Target Morale Roll
Outcome:
Success
Target gains Stress equal to 1 + half your Intimidation level. (rounded down)
Strong Success
Target gains the Horrified Condition until the end of their next turn.
Failure
No Effect
Strong Failure
You gain 1 Stress.
Draw Attention, 2 AP
Range:
Visible
You try to pull the attention to yourself, target 1+Presence people that can see you.
Roll:
Persuasion vs Target Awareness roll.
Outcome:
Success
Until the end of their turn, target gains the Blurred Vision condition when Acting trying to target anyone but you.
Strong Success
Until the end of their turn, target gains the Blinded condition when Acting trying to target anyone but you.
Failure
No effect.
Strong Failure
You gain 1 stress.
Misc Actions
Sense Area, 2 AP
Range:
10+5*Awareness
You attempt to use your senses to gain more knowledge of your surroundings.
Roll:
Awareness
Roll
Result
0-10
No info is gained.
11-15
Reveal basic information if available.
16-20
Reveal decent information if available.
21+
Reveal all information if available.
Inspect Area, 2 AP
Range:
5+Awareness
Inspect the area for hidden items, creatures, or things within range.
Roll:
Awareness vs Detection score of each Hidden item, creature, or thing within range
Outcome:
Success
Target loses Hidden Condition
Strong Success
Can move your movement towards target.
Failure
Target remains hidden
Strong Failure
Target's Detection Score +3
Apply Pressure, 1 AP
Range:
Adjacent Tile
Uses:
Bleeding wound, Bandage*
Attempt to stop a bleeding wound from dealing damage next turn.
Advantage on the roll, when Bandage is used
Roll:
Medicine vs 10
Outcome:
Success
Bleeding Effect deals no damage next turn.
Strong Success
Bleeding effect duration -1 rounds.
Failure
No Effect
Strong Failure
Gain 1 Stress.
Ready Action, 1 AP
Set a Trigger and an Action.
If the trigger occurs before the start of your next turn, you perform the action.
Reactions
Reactions are a special type of Action that can be taken at any time, as long as the trigger occurs.
Keep in mind that they can still have an AP cost!
Reaction: Dodge, 1 AP
Requirement:
Not Slowed, Not Firearm Attack
Trigger:
You are targeted by an attack or grapple.
Your Defense DC becomes 10 + Agility + Reflex until the end of the turn.
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