Basic Actions: Difference between revisions
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== 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|Name=Throw Object|Description=Throw a lightweight item at a target point. | {{Action | ||
Aiming | | 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 === | === 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|Strong Success=Strong Attack Table (Piercing)|Failure=Attack Misses|Strong Failure=You gain 1 Stress.}} | {{Action | ||
{{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.}} | | Name = Single Action Shot | ||
{{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.}} | | Description = Choose a body area on a target within range to attack. | ||
{{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}} | | AP = 2 | ||
{{Action|Name=Switch Firing Mode|Description=Switch a gun from one mode of fire to another.|AP=1|Uses=Equipped firearm with switch}} | | Range = 10+Aiming | ||
{{Action|Name=Reload Firearm|Description=Load a magazine or clip from your main inventory into the firearm you have equipped. | | Uses = Equipped single-action firearm, <u>1 ammo</u> | ||
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}} | | 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 = 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 = 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 == | == Item interactions == | ||
{{Action|Name=Equip Item|Description=Equip an Item|AP=1|Range=Main inventory or Adjacent Tile}} | {{Action | ||
{{Action|Name=Unequip Item|Description=Put an item into your main inventory.|AP=1|Uses=Equipped item}} | | Name = Equip 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}} | | Description = Equip an Item | ||
{{Action|Name=Drop Item|Description=Drop an item to the floor.|AP=0|Uses=Equipped 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 == | == Social Actions == | ||
{{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 = 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. | |||
}} | |||
== Misc Actions == | == Misc Actions == | ||
{{Action|Name=Sense Area|Description=You attempt to use your senses to gain more knowledge of your surroundings. | {{Action | ||
Awareness | | 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 | |||
{{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}} | |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.|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 | ||
{{Action|Name=Ready Action|Description=Set a Trigger and an Action. | | Name = Apply Pressure | ||
When the trigger goes off, you may do the Action if you still meet the requirements and have the AP.|AP=1}} | | 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 | |||
}} | |||
== Reactions == | == Reactions == | ||
{{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 | ||
{{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}} | | Name = Dodge | ||
{{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.}} | | 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 11:06, 31 May 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
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.Requirement:
Hidden Condition
Hide, 1 AP
You gain the Hidden condition.
Requirement:
Suitable hiding place, no enemy line of sight
Range:
Adjacent Tile
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.
Melee Actions
Unarmed Attack, 1 AP
Choose a body area on a target within range to attack.
Range:
Adjacent Tile
Uses:
Empty Hands
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
Choose a body area on a target within range to attack.
Range:
Adjacent Tile
Uses:
Melee Weapon
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
Attempt to push a target away from you.
Range:
Adjacent Tile
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
Attempt to grapple a target.
Range:
Adjacent Tile
Uses:
Empty Hands
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
Choose a body area on a target within range to attack.
Range:
3+Physique
Uses:
Thrown Weapon
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
Throw a lightweight item at a target point.
Range:
15+Athletics
Uses:
Lightweight Item
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
Choose a body area on a target within range to attack.
Range:
10+Aiming
Uses:
Equipped single-action firearm, 1 ammo
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
Choose a body area on a target within range to attack.
Range:
10+Aiming
Uses:
Equipped semi-auto firearm, 1 ammo
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
Choose a body area on a target within range to attack.
Range:
10+Aiming
Uses:
Equipped Full-auto firearm, 5 ammo
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
Unjam the firearm, clear the barrel, and make it ready for shooting again.
Uses:
Equipped full-auto firearm
Switch Firing Mode, 1 AP
Switch a gun from one mode of fire to another.
Uses:
Equipped firearm with switch
Reload Firearm, 2 AP
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.Uses:
Equipped Firearm
Item interactions
Equip Item, 1 AP
Equip an Item
Range:
Main inventory or Adjacent Tile
Unequip Item, 1 AP
Put an item into your main inventory.
Uses:
Equipped item
Place Item, 1 AP
Transfer an item to a surface or container.
Range:
Adjacent Tile
Uses:
Equipped item or Main inventory Item
Drop Item, 0 AP
Drop an item to the floor.
Uses:
Equipped Item
Social Actions
Intimidate, 1 AP
Attempt to frighten or pressure a target.
Roll:
Intimidation vs Target's Morale Roll
Outcome
- 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.
Misc Actions
Sense Area, 2 AP
You attempt to use your senses to gain more knowledge of your surroundings.
Range:
10+5*Awareness
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
Inspect the area for hidden items, creatures, or things within range.
Range:
5+Awareness
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
Attempt to stop a bleeding wound from dealing damage next turn.
Range:
Adjacent Tile
Uses:
Bleeding wound, Bandage*
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.
When the trigger goes off, you may do the Action if you still meet the requirements and have the AP.
Reactions
Dodge, 1 AP
Your Defense DC becomes 10 + Agility + Reflex until the end of this turn.
Requirement:
Not Slowed
Trigger:
You are targeted by an attack or grapple.
Parry, 1 AP
Your Defense DC becomes 10 + Physique + Melee until the end of this turn.
Requirement:
Not Weakened
Trigger:
You are targeted by a melee attack or grapple.
Opportunity Attack, 1 AP
Make an Unarmed Attack or Basic Melee attack against triggering creature.
Trigger:
A creature you see willingly moves out of your reach.
