Basic Actions: Difference between revisions
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The following actions are | The following actions are available to all people, regardless of training. | ||
== Movement Actions == | |||
{{Action|Name=Move|Description=Your movement is reset to full.|AP=1}} | |||
{{Action|Name=Sneaky Movement|Description=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.|AP=1|Requirement=Hidden Condition}} | |||
{{Action|Name=Hide|Description=You gain the Hidden condition.|AP=1|Range=Adjacent Tile|Requirement=Suitable hiding place, no enemy line of sight}} | |||
{{Action|Name=Stand Up|Description=Remove the Prone condition, unless it is being actively forced by another effect.|AP=1}} | |||
{{Action | {{Action | ||
| Action = | | Name = Disengage | ||
| AP | | Description = You may move 1 tile, which does not provoke opportunity attacks. | ||
| | | AP = 1 | ||
}}{{Action | |||
| Name = Running Jump | |||
| Description = 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 | |||
| AP = 2 | |||
| Requirement = Spend at least 2 movements towards the gap you try to cross. | |||
| Roll = Athletics | |||
| Rolltable = {{Rolltable|rows= | |||
{{Rolltable/row|4 and under|You are not able to jump, and fall at the first tile of the gap.}} | |||
{{Rolltable/row|5-10|You leap a distance of half your maximum movement.}} | |||
{{Rolltable/row|11-15|You leap a distance of your maximum movement.}} | |||
{{Rolltable/row|16-20|You leap a distance of 1.5x your maximum movement.}} | |||
{{Rolltable/row|20 and up|You leap a distance of 2x your maximum movement.}} | |||
}} | |||
}} | |||
{{Action | |||
| Name = Climb Terrain | |||
| Description = 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. | |||
| AP = 2 | |||
| Requirement = | |||
| Range = Adjacent Tile | | Range = Adjacent Tile | ||
| Roll = Melee | | Roll = Athletics | ||
| DC = Defense DC | | Rolltable = {{Rolltable|rows= | ||
| Description = Choose a target body area to attack | {{Rolltable/row|5 and below and under|You lose your grip, and tumble down, Take 1 damage and go Prone}} | ||
{{Rolltable/row|6-10 |You gain the Slowed condition until you reach flat ground.}} | |||
{{Rolltable/row|11 - 15|Your climb is successful.}} | |||
{{Rolltable/row|20 and above |You may use the Move Action for 0AP.}} | |||
}} | |||
}}{{Action|Name=Drop Prone|Description=Gain the Prone condition.|AP=0}} | |||
== Melee Actions == | |||
{{Action|Name=Unarmed Attack|Description=Choose a body area on a target within range to attack.|AP=1|Range=Adjacent Tile|Uses=Empty Hands|Roll=Melee|DC=Target Defense DC|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.}} | |||
{{Action|Name=Basic Melee Attack|Description=Choose a body area on a target within range to attack.|AP=1|Range=Adjacent Tile|Uses=Melee Weapon|Roll=Melee|DC=Target Defense DC|Success=Deal 1 Damage|Strong Success=Strong Attack Table (Weapon Dmg.)|Failure=Attack Misses|Strong Failure=You gain 1 Stress.}} | |||
{{Action|Name=Push|Description=Attempt to push a target away from you.|AP=1|Range=Adjacent Tile|Roll=Athletics|DC=Target Defense DC (Torso)|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.}} | |||
{{Action|Name=Grapple|Description=Attempt to grapple a target.|AP=2|Range=Adjacent Tile|Uses=Empty Hands|Roll=Athletics|DC=Target Defense DC (Torso)|Success=You grapple the Target.|Strong Success=The Target takes 1 Damage.|Failure=/|Strong Failure=You take 1 Stress.}} | |||
{{Action|Name=Escape Grapple|Description=Attempt to escape a grapple.|AP=2|Roll=Reflex or Melee|DC=Grapple DC|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 == | |||
{{Action|Name=Basic Thrown Attack|Description=Choose a body area on a target within range to attack.|AP=1|Range=3+Physique|Uses=Thrown Weapon|Roll=Aiming|DC=Target Defense DC|Success=Deal 1 Damage|Strong Success=Strong Attack Table (Weapon Dmg.)|Failure=Attack Misses|Strong Failure=You gain 1 Stress.}} | |||
{{Action | |||
| Name = Throw Object | |||
| Description = Throw a lightweight item at a target point. | |||
| AP = 1 | |||
| Range = 15+Athletics | |||
| Uses = Lightweight Item | |||
| Roll = Aiming | |||
| Rolltable = {{Rolltable | |||
|rows= | |||
{{Rolltable/row|4 and under|Object lands 5 tiles off target.<br />Strong Failure if Item calls for it.}} | |||
{{Rolltable/row|5-9|Object lands 3 tiles off target.}} | |||
{{Rolltable/row|10-15|Object lands 2 tiles off target.}} | |||
{{Rolltable/row|16-19|Object lands on target.}} | |||
{{Rolltable/row|20 and up|Object lands on target.<br />Strong Success if Item calls for it.}} | |||
}} | |||
}} | |||
=== Firearm Actions === | |||
{{Action | |||
| Name = Single Action Shot | |||
| Description = Choose a body area on a target within range to attack. | |||
| AP = 2 | |||
| Range = 10+Aiming | |||
| Uses = Equipped single-action firearm, <u>1 ammo</u> | |||
| Roll = Aiming | |||
| DC = Target Defense DC | |||
| Success = Deal 1 Damage | | Success = Deal 1 Damage | ||
| Strong Success = Choose 1 | | Strong Success = Strong Attack Table (Piercing) | ||
| Failure = Attack Misses | |||
| Strong Failure = You gain 1 Stress. | |||
}} | |||
{{Action | |||
| Name = Semi Auto Shot | |||
| Description = Choose a body area on a target within range to attack. | |||
| AP = 1 | |||
| Range = 10+Aiming | |||
| Uses = Equipped semi-auto firearm, <u>1 ammo</u> | |||
| Roll = Aiming | |||
| DC = Target Defense DC | |||
| Success = Deal 1 Damage | |||
| Strong Success = Strong Attack Table (Piercing) | |||
| Failure = Attack Misses | |||
| Strong Failure = You gain 1 Stress. & The firearm jams. | |||
}} | |||
{{Action | |||
| Name = Full Auto Spray | |||
| Description = Choose a body area on a target within range to attack. | |||
| AP = 3 | |||
| Range = 10+Aiming | |||
| Uses = Equipped Full-auto firearm, <u>5 ammo</u> | |||
| Roll = Aiming | |||
| DC = Target Defense DC | |||
| Success = Deal 1 damage per point your roll beats Defense DC, up to 5. | |||
| Strong Success = Strong Attack Table (Piercing) | |||
| Failure = Attack Misses | | Failure = Attack Misses | ||
| Strong Failure = You | | Strong Failure = You gain 1 Stress. & The firearm jams. | ||
}} | |||
{{Action | |||
| Name = Unjam Firearm | |||
| Description = Unjam the firearm, clear the barrel, and make it ready for shooting again. | |||
| AP = 2 | |||
| Uses = Equipped full-auto firearm | |||
}} | |||
{{Action | |||
| Name = Switch Firing Mode | |||
| Description = Switch a gun from one mode of fire to another. | |||
| AP = 1 | |||
| Uses = Equipped firearm with switch | |||
}} | |||
{{Action | |||
| Name = Reload Firearm | |||
| Description = 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. | |||
| AP = 2 | |||
| Uses = Equipped Firearm | |||
}} | |||
== Item interactions == | |||
{{Action | |||
| Name = Equip Item | |||
| Description = Equip an Item | |||
| AP = 1 | |||
| Range = Main inventory or Adjacent Tile | |||
}} | |||
{{Action | |||
| Name = Unequip Item | |||
| Description = Put an item into your main inventory. | |||
| AP = 1 | |||
| Uses = Equipped item | |||
}} | |||
{{Action | |||
| Name = Place Item | |||
| Description = Transfer an item to a surface or container. | |||
| AP = 1 | |||
| Range = Adjacent Tile | |||
| Uses = Equipped item or Main inventory Item | |||
}} | |||
{{Action | |||
| Name = Drop Item | |||
| Description = Drop an item to the floor. | |||
| AP = 0 | |||
| Uses = Equipped Item | |||
}} | |||
== Social Actions == | |||
{{Action | |||
| Name = Intimidate | |||
| Description = Attempt to frighten or pressure a target. | |||
| AP = 1 | |||
| Roll = Intimidation | |||
| DC = Target Morale Roll | |||
| 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. | |||
}} | |||
{{Action | |||
| Name = Draw Attention | |||
| Description = You try to pull the attention to yourself, target 1+Presence people that can see you. | |||
| AP = 2 | |||
| Range = Visible | |||
| Roll = Persuasion | |||
| DC = Target Awareness roll. | |||
| 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 == | |||
{{Action | |||
| Name = Sense Area | |||
| Description = You attempt to use your senses to gain more knowledge of your surroundings. | |||
| AP = 2 | |||
| Range = 10+5*Awareness | |||
| Roll = Awareness | |||
| Rolltable = {{Rolltable | |||
|rows= | |||
{{Rolltable/row|0-10|No info is gained.}} | |||
{{Rolltable/row|11-15|Reveal basic information if available.}} | |||
{{Rolltable/row|16-20|Reveal decent information if available.}} | |||
{{Rolltable/row|21+|Reveal all information if available.}} | |||
}} | |||
}} | |||
{{Action | |||
| Name = Inspect Area | |||
| Description = Inspect the area for hidden items, creatures, or things within range. | |||
| AP = 2 | |||
| Range = 5+Awareness | |||
| Roll = Awareness | |||
| DC = Detection score of each Hidden item, creature, or thing within range | |||
| Success = Target loses Hidden Condition | |||
| Strong Success = Can move your movement towards target. | |||
| Failure = Target remains hidden | |||
| Strong Failure = Target's Detection Score +3 | |||
}} | |||
{{Action | |||
| Name = Apply Pressure | |||
| Description = Attempt to stop a bleeding wound from dealing damage next turn. | |||
Advantage on the roll, when Bandage is used | |||
| AP = 1 | |||
| Range = Adjacent Tile | |||
| Uses = Bleeding wound, <u>Bandage*</u> | |||
| Roll = Medicine | |||
| DC = 10 | |||
| Success = Bleeding Effect deals no damage next turn. | |||
| Strong Success = Bleeding effect duration -1 rounds. | |||
| Failure = No Effect | |||
| Strong Failure = Gain 1 Stress. | |||
}} | |||
{{Action | |||
| Name = Ready Action | |||
| Description = Set a Trigger and an Action.<br> | |||
If the trigger occurs before the start of your next turn, you perform the action. | |||
| AP = 1 | |||
}} | |||
== 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! | |||
{{Action | |||
| Name = Dodge | |||
| Description = Your Defense DC becomes 10 + Agility + Reflex until the end of the turn. | |||
| Type = Reaction | |||
| AP = 1 | |||
| Trigger = You are targeted by an attack or grapple. | |||
| Requirement = Not Slowed, Not Firearm Attack | |||
}} | |||
{{Action | |||
| Name = Parry | |||
| Description = Your Defense DC becomes 10 + Physique + Melee until the end of the turn. | |||
| Type = Reaction | |||
| AP = 1 | |||
| Trigger = You are targeted by a melee attack or grapple. | |||
| Requirement = Not Weakened | |||
}} | |||
{{Action | |||
| Name = Opportunity Attack | |||
| Description = Make an Unarmed Attack or Basic Melee attack the against triggering creature for 0AP. | |||
| Type = Reaction | |||
| AP = 1 | |||
| Trigger = A creature you see willingly moves out of your reach. | |||
}} | |||
{{Action | |||
| Name = Inspire | |||
| Description = Choose an Ally to inspire and help them succeed a roll. | |||
If you are adjacent to them, and are able to describe a physical way you can aid them, you make the roll at advantage. | |||
| Type = Reaction | |||
| AP = 1 | |||
| Requirement = An ally has to make a roll. | |||
| Range = Visible, Adjacent Tile* | |||
| Roll = Presence | |||
| Rolltable = {{Rolltable|rows= | |||
{{Rolltable/row|4 and below and under|Target gains 1 stress.}} | |||
{{Rolltable/row|5-9 |Target gains a bonus to the roll equal to 1+ your Presence.}} | |||
{{Rolltable/row|10 - 19 |Target may make the roll at advantage.}} | |||
{{Rolltable/row|20 and above |Target loses stress equal to 1+your presence.}} | |||
}} | |||
}}{{Action | |||
| Name = Fall | |||
| Description = You fall, and may attempt to safely land. | |||
| Type = Reaction | |||
| AP = 0 | |||
| Trigger = You fall at least 2 tiles | |||
| Roll = Reflex | |||
| DC = DC 7 + twice tiles fallen | |||
| Success = Take damage equal to :Tiles fallen -1, halved, rounded down. | |||
| Strong Success = Instead, you take no damage, and may freely move up to half your movement. | |||
| Failure = Take damage equal to Tiles fallen -1 | |||
| Strong Failure = Succeed a Resilience roll equal to the Fall DC or gain the Broken Leg Injury | |||
}} | }} | ||
Latest revision as of 17:28, 2 June 2026
The following actions are available to all people, regardless of training.
Movement Actions
| Move, 1 AP | |
|---|---|
| Your movement is reset to full. |
| Sneaky Movement, 1 AP | |
|---|---|
| Requirement: | Hidden Condition |
| 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 | ||||||||||||
| |||||||||||||
| 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 | ||||||||||
| |||||||||||
| 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: |
|
| 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: |
|
| Push, 1 AP | |
|---|---|
| Range: | Adjacent Tile |
| Attempt to push a target away from you. | |
| Roll: | Athletics vs Target Defense DC (Torso) |
| Outcome: |
|
| Grapple, 2 AP | |
|---|---|
| Range: | Adjacent Tile |
| Uses: | Empty Hands |
| Attempt to grapple a target. | |
| Roll: | Athletics vs Target Defense DC (Torso) |
| Outcome: |
|
| Escape Grapple, 2 AP | |
|---|---|
| Attempt to escape a grapple. | |
| Roll: | Reflex or Melee vs Grapple DC |
| Outcome: |
|
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: |
|
| Throw Object, 1 AP | |||||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Range: | 15+Athletics | ||||||||||||
| Uses: | Lightweight Item | ||||||||||||
| Throw a lightweight item at a target point. | |||||||||||||
| Roll: | Aiming | ||||||||||||
| |||||||||||||
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: |
|
| 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: |
|
| 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: |
|
| 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: |
|
| 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: |
|
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 | ||||||||||
| |||||||||||
| 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: |
|
| 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: |
|
| 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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