Basic Actions: Difference between revisions
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== Movement Actions == | == Movement Actions == | ||
{{Action|Name=Move|Description=Your movement is reset to full.|AP=1}} | {{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. | {{Action | ||
| Name = Sneaky Movement | |||
{{Action|Name=Hide|Description=You gain the Hidden condition.|AP=1|Range=Adjacent Tile|Requirement=Suitable hiding place, no enemy line of sight}} | | Description = You gain the [[Conditions#Slowed|{{Tooltip|Slowed|{{:Conditions/Slowed}}}}]] condition until the end of your turn. | ||
{{Action|Name=Stand Up|Description=Remove the Prone condition, unless it is being actively forced by another effect.|AP=1}} | As long as you do not cross Enemy Line of Sight, for this turn you can use movement and keep the [[Conditions#Hidden|{{Tooltip|Hidden|{{:Conditions/Hidden}}}}]] condition. | ||
{{Action|Name= | | AP = 1 | ||
{{Action|Name= | | Requirement = [[Conditions#Hidden|{{Tooltip|Hidden|{{:Conditions/Hidden}}}}]] Condition | ||
}} | |||
{{Action | |||
| Name = Hide | |||
| Description = You gain the [[Conditions#Hidden|{{Tooltip|Hidden|{{:Conditions/Hidden}}}}]] condition. | |||
| AP = 1 | |||
| Range = Adjacent Tile | |||
| Requirement = Suitable hiding place, no enemy line of sight | |||
}} | |||
{{Action | |||
| Name = Stand Up | |||
| Description = Remove the [[Conditions#Prone|{{Tooltip|Prone|{{:Conditions/Prone}}}}]] condition, unless it is being actively forced by another effect. | |||
| AP = 1 | |||
}} | |||
{{Action | |||
| Name = Disengage | |||
| 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 movement 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 | |||
| Roll = Athletics | |||
| Rolltable = {{Rolltable|rows= | |||
{{Rolltable/row|5 and below and under|You lose your grip, and tumble down, Take 1 damage and go [[Conditions#Prone|{{Tooltip|Prone|{{:Conditions/Prone}}}}]]}} | |||
{{Rolltable/row|6-10 |You gain the [[Conditions#Slowed|{{Tooltip|Slowed|{{:Conditions/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 [[Conditions#Prone|{{Tooltip|Prone|{{:Conditions/Prone}}}}]] condition. | |||
| AP = 0 | |||
}} | |||
== Melee Actions == | == 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: | {{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) | * Strong Attack Table (Blunt) | ||
* Use the Grapple Action for 0 AP.|Failure=Attack Misses|Strong Failure=You take 1 Stress and 1 Damage.}} | * Use the Grapple Action for 0 AP. | ||
{{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.}} | | Failure = Attack Misses | ||
{{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 | | Strong Failure = You take 1 Stress and 1 Damage. | ||
{{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.}} | {{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 [[Conditions#Prone|{{Tooltip|Prone|{{:Conditions/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 [[Conditions#Grappled|{{Tooltip|Grappled|{{:Conditions/Grappled}}}}]] condition. The target loses the [[Conditions#Grappling|{{Tooltip|Grappling|{{:Conditions/Grappling}}}}]] condition. | |||
| Strong Success = Can move half your movement. | |||
| Failure = No Effect | |||
| Strong Failure = Gain 1 Stress. | |||
}} | |||
== Ranged Actions == | == 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 = 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 | {{Action | ||
| Name = Throw Object | | Name = Throw Object | ||
| Line 37: | Line 158: | ||
}} | }} | ||
}} | }} | ||
{{Action | {{Action | ||
| Name = Crossbow Shot | |||
| Description = Choose a body area on a target within range to attack. | |||
The crossbow always counts as having a suppressor installed. | |||
| AP = 2 | |||
| Range = 10+Aiming | |||
| Uses = Equipped Crossbow, <u>1 bolt</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. | |||
}}{{Action | |||
| Name = Single Action Shot | | Name = Single Action Shot | ||
| Description = Choose a body area on a target within range to attack. | | Description = Choose a body area on a target within range to attack. | ||
| AP = 2 | | AP = 2 | ||
| Range = | | Range = 15+Aiming | ||
| Uses = Equipped single-action firearm, <u>1 ammo</u> | | Uses = Equipped single-action firearm, <u>1 ammo</u> | ||
| Roll = Aiming | | Roll = Aiming | ||
| Line 131: | Line 263: | ||
| AP = 1 | | AP = 1 | ||
| Roll = Intimidation | | Roll = Intimidation | ||
| DC = Target | | DC = Target Morale Roll | ||
| Success = Target gains 1 | | Success = Target gains Stress equal to 1 + half your Intimidation level. (rounded down) | ||
| Strong Success = Target gains the Horrified | | Strong Success = Target gains the [[Conditions#Horrified|{{Tooltip|Horrified|{{:Conditions/Horrified}}}}]] condition until the end of their next turn. | ||
| Failure = No Effect | | Failure = No Effect | ||
| Strong Failure = You gain 1 Stress. | | 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 [[Conditions#Blurred Vision|{{Tooltip|Blurred Vision|{{:Conditions/Blurred Vision}}}}]] condition when trying to target anyone but you. | |||
| Strong Success = Until the end of their turn, target gains the [[Conditions#Blinded|{{Tooltip|Blinded|{{:Conditions/Blinded}}}}]] condition when trying to target anyone but you. | |||
| Failure = No effect. | |||
| Strong Failure = You gain 1 stress. | |||
}} | |||
== Misc Actions == | == Misc Actions == | ||
| Line 157: | Line 301: | ||
| Description = Inspect the area for hidden items, creatures, or things within range. | | Description = Inspect the area for hidden items, creatures, or things within range. | ||
| AP = 2 | | AP = 2 | ||
| Range = | | Range = 10+Awareness | ||
| Roll = Awareness | | Roll = Awareness | ||
| DC = Detection score of each Hidden item, creature, or thing within range | | DC = Detection score of each [[Conditions#Hidden|{{Tooltip|Hidden|{{:Conditions/Hidden}}}}]] item, creature, or thing within range | ||
| Success = Target loses Hidden | | Success = Target loses [[Conditions#Hidden|{{Tooltip|Hidden|{{:Conditions/Hidden}}}}]] condition | ||
| Strong Success = Can move your movement towards target. | | Strong Success = Can move your movement towards target. | ||
| Failure = Target remains hidden | | Failure = Target remains hidden | ||
| Strong Failure = Target's Detection Score +3 | | Strong Failure = Target's Detection Score +3 | ||
}} | }} | ||
{{Action | {{Action | ||
| Name = Apply Pressure | | Name = Apply Pressure | ||
| Description = Attempt to stop a bleeding wound from dealing damage next turn. | | Description = Attempt to stop a bleeding wound from dealing damage next turn. | ||
Advantage on the roll, when Bandage is used | |||
| AP = 1 | | AP = 1 | ||
| Range = Adjacent Tile | | Range = Adjacent Tile | ||
| Uses = Bleeding wound, Bandage* | | Uses = Bleeding wound, <u>Bandage*</u> | ||
| Roll = Medicine | | Roll = Medicine | ||
| DC = 10 | | DC = 10 | ||
| Line 182: | Line 325: | ||
{{Action | {{Action | ||
| Name = Ready Action | | Name = Ready Action | ||
| Description = Set a Trigger and an 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 | | AP = 1 | ||
}} | }} | ||
== Reactions == | == 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 | {{Action | ||
| Name = Dodge | | Name = Dodge | ||
| Description = Your Defense DC becomes 10 + Agility + Reflex until the end of | | Description = Your Defense DC becomes 10 + Agility + Reflex until the end of the turn. | ||
| Type = Reaction | |||
| AP = 1 | | AP = 1 | ||
| Trigger = You are targeted by an attack or grapple. | | Trigger = You are targeted by an attack or grapple. | ||
| Requirement = Not Slowed | | Requirement = Not [[Conditions#Slowed|{{Tooltip|Slowed|{{:Conditions/Slowed}}}}]], Not Firearm Attack | ||
}} | }} | ||
{{Action | {{Action | ||
| Name = Parry | | Name = Parry | ||
| Description = Your Defense DC becomes 10 + Physique + Melee until the end of | | Description = Your Defense DC becomes 10 + Physique + Melee until the end of the turn. | ||
| Type = Reaction | |||
| AP = 1 | | AP = 1 | ||
| Trigger = You are targeted by a melee attack or grapple. | | Trigger = You are targeted by a melee attack or grapple. | ||
| Requirement = Not Weakened | | Requirement = Not [[Conditions#Weakened|{{Tooltip|Weakened|{{:Conditions/Weakened}}}}]] | ||
}} | }} | ||
{{Action | {{Action | ||
| Name = Opportunity Attack | | Name = Opportunity Attack | ||
| Description = Make an Unarmed Attack or Basic Melee attack against triggering creature. | | Description = Make an Unarmed Attack or Basic Melee attack the against triggering creature for 0AP. | ||
| Type = Reaction | |||
| AP = 1 | | AP = 1 | ||
| Trigger = A creature you see willingly moves out of your reach. | | 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 [[Injuries#Broken Leg|{{Tooltip|Broken Leg|{{:Injuries/Broken Leg}}}}]] injury ([[Conditions#Slowed|{{Tooltip|Slowed|{{:Conditions/Slowed}}}}]]) | |||
}} | }} | ||
Latest revision as of 16:08, 11 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. As long as you do not cross Enemy Line of Sight, for this turn you can use movement and 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 movement 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 | ||||||||||||
| |||||||||||||
| Crossbow Shot, 2 AP | |
|---|---|
| Range: | 10+Aiming |
| Uses: | Equipped Crossbow, 1 bolt |
| Choose a body area on a target within range to attack. The crossbow always counts as having a suppressor installed. | |
| Roll: | Aiming vs Target Defense DC |
| Outcome: |
|
| Single Action Shot, 2 AP | |
|---|---|
| Range: | 15+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: | 10+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. | |
| Reaction: Parry, 1 AP | |
|---|---|
| Requirement: | Not Weakened |
| Trigger: | You are targeted by a melee attack or grapple. |
| Your Defense DC becomes 10 + Physique + Melee until the end of the turn. | |
| Reaction: Opportunity Attack, 1 AP | |
|---|---|
| Trigger: | A creature you see willingly moves out of your reach. |
| Make an Unarmed Attack or Basic Melee attack the against triggering creature for 0AP. | |
| Reaction: Inspire, 1 AP | |||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|
| Requirement: | An ally has to make a roll. | ||||||||||
| Range: | Visible, Adjacent Tile* | ||||||||||
| 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. | |||||||||||
| Roll: | Presence | ||||||||||
| |||||||||||
| Reaction: Fall, 0 AP | |
|---|---|
| Trigger: | You fall at least 2 tiles |
| You fall, and may attempt to safely land. | |
| Roll: | Reflex vs DC 7 + twice tiles fallen |
| Outcome: |
|
