Basic Actions: Difference between revisions
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* 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.|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=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=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=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|Strong Success=Strong Attack Table (Piercing)|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|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|Strong Failure=You gain 1 Stress. & The firearm jams.}} | |||
{{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|Strong Success=Strong Attack Table (Piercing)|Failure=Attack Misses|Strong Failure=You gain 1 Stress.}} | {{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=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=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}} | |||
{{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|Strong Failure=You gain 1 Stress. & The firearm jams.}} | {{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=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=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}} | |||
{{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=Sense Area|Description=You attempt to use your senses to gain more knowledge of your surroundings. | ||
Awareness Result: | |||
{{Action|Name=Reload | * 0-10: No info is gained. | ||
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}} | * 11-15: Reveal basic information if available. | ||
* 16-20: Reveal decent information if available. | |||
{{Action|Name=Equip Item|Description=Equip an Item|AP=1|Range=Main inventory or Adjacent Tile}} | * 21+: Reveal all information if available. | ||
Examples of information include people in range, smells, sounds, and patterns.|AP=2|Range=10+5*Awareness|Roll=Awareness}} | |||
{{Action|Name=Unequip Item|Description=Put an item into your main inventory.|AP=1|Uses=Equipped item}} | {{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=Move|Description=Your movement is reset to full.|AP=1}} | |||
{{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=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=Drop Item|Description=Drop an item to the floor.|AP=0|Uses=Equipped Item}} | {{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|Name=Drop Prone|Description=Gain the Prone condition.|AP=0}} | |||
{{Action|Name=Disengage|Description=You may move 1 tile, which does not provoke opportunity attacks.|AP=1}} | |||
{{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.}} | |||
{{Action|Name=Apply Pressure|Description=Attempt to stop a bleeding wound from dealing damage next turn.|AP=1|Range=Adjacent Tile|Uses=Bleeding wound, Bandage*|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. | |||
When the trigger goes off, you may do the Action if you still meet the requirements and have the AP.|AP=1}} | |||
{{Action|Name=Intimidate|Description=Attempt to frighten or pressure a target.|AP=1|Roll=Intimidation|DC=Target's Morale Roll|Success=Target gains 1 Stress.|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=Throw Object|Description=Throw a lightweight item at a target point. | |||
Aiming 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. | |||
* 10-14: 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.|AP=1|Range=15+Athletics|Uses=Lightweight Item|Roll=Aiming}} | |||
{{Action|Name=Dodge|Description=Your Defense DC becomes 10 + Agility + Reflex until the end of this turn.|AP=1|Trigger=You are targeted by an attack or grapple.|Requirement=Not Slowed}} | |||
{{Action|Name=Parry|Description=Your Defense DC becomes 10 + Physique + Melee until the end of this turn.|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 against triggering creature.|AP=1|Trigger=A creature you see willingly moves out of your reach.}} | |||
Revision as of 05:38, 30 May 2026
The following actions are usable by everyone.
| 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: |
|
| 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: |
|
| 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. | |
| 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. | |
| Sense Area, 2 AP | |
|---|---|
| Range: | 10+5*Awareness |
| You attempt to use your senses to gain more knowledge of your surroundings.
Awareness Result:
| |
| 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: |
|
| 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. |
| Drop Prone, 0 AP | |
|---|---|
| Gain the Prone condition. |
| Disengage, 1 AP | |
|---|---|
| You may move 1 tile, which does not provoke opportunity attacks. |
| 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: |
|
| Apply Pressure, 1 AP | |
|---|---|
| Range: | Adjacent Tile |
| Uses: | Bleeding wound, Bandage* |
| Attempt to stop a bleeding wound from dealing damage next turn. | |
| Roll: | Medicine vs 10 |
| Outcome: |
|
| Ready Action, 1 AP | |
|---|---|
| Set a Trigger and an Action. When the trigger goes off, you may do the Action if you still meet the requirements and have the AP. |
| Intimidate, 1 AP | |
|---|---|
| Attempt to frighten or pressure a target. | |
| Roll: | Intimidation vs Target's Morale Roll |
| Outcome: |
|
| Throw Object, 1 AP | |
|---|---|
| Range: | 15+Athletics |
| Uses: | Lightweight Item |
| Throw a lightweight item at a target point.
Aiming Result:
| |
| Roll: | Aiming |
| Dodge, 1 AP | |
|---|---|
| Requirement: | Not Slowed |
| Trigger: | You are targeted by an attack or grapple. |
| Your Defense DC becomes 10 + Agility + Reflex until the end of this turn. | |
| 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 this turn. | |
| Opportunity Attack, 1 AP | |
|---|---|
| Trigger: | A creature you see willingly moves out of your reach. |
| Make an Unarmed Attack or Basic Melee attack against triggering creature. | |
