Basic Actions: Difference between revisions
From The Undead Archive
| Line 7: | Line 7: | ||
{{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=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=Stand Up|Description=Remove the Prone condition, unless it is being actively forced by another effect.|AP=1}} | ||
{{Action|Name= | {{Action | ||
{{Action|Name= | | 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 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=Drop Prone|Description=Gain the 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: | ||
| Line 213: | Line 230: | ||
| 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 = 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 | |||
}} | }} | ||
Revision as of 13:18, 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
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.
Disengage, 1 AP
You may move 1 tile, which does not provoke opportunity attacks.
Running Jump, 2 AP
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 ReactionRequirement:
Spend at least 2 movements towards the gap you try to cross.
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. |
Drop Prone, 0 AP
Gain the Prone condition.
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.
Advantage on the roll, when Bandage is usedRange:
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.
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 still have an AP cost!
Reaction: Dodge, 1 AP
Your Defense DC becomes 10 + Agility + Reflex until the end of the turn.
Requirement:
Not Slowed, Not Firearm Attack
Trigger:
You are targeted by an attack or grapple.
Reaction: Parry, 1 AP
Your Defense DC becomes 10 + Physique + Melee until the end of the turn.
Requirement:
Not Weakened
Trigger:
You are targeted by a melee attack or grapple.
Reaction: Opportunity Attack, 1 AP
Make an Unarmed Attack or Basic Melee attack the against triggering creature for 0AP.
Trigger:
A creature you see willingly moves out of your reach.
Reaction: Fall, 0 AP
You fall, and may attempt to safely land.
Trigger:
You fall at least 2 tiles
Roll:
Reflex vs DC 7 + twice tiles fallen
Outcome
- 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
