Basic Actions: Difference between revisions
No edit summary |
|||
| Line 69: | Line 69: | ||
}} | }} | ||
}} | }} | ||
{{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 | ||
Revision as of 13:30, 4 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.
Hide, 1 AP
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
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 | 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. |
Climb Terrain, 2 AP
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 | Result |
|---|---|
| 5 and below and under | You lose your grip, and tumble down, Take 1 damage and go Prone |
| 6-10 | You gain the Slowed condition until you reach flat ground. |
| 11 - 15 | Your climb is successful. |
| 20 and above | You may use the Move Action for 0AP. |
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.
- 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.
- 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.
- 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.
- 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.
- 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.
- 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.
| 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. |
Crossbow Shot, 2 AP
Choose a body area on a target within range to attack.
The crossbow always counts as having a suppressor installed.- Success
- Deal 1 Damage
- Strong Success
- Strong Attack Table (Piercing)
- Failure
- Attack Misses
- Strong Failure
- You gain 1 Stress.
Single Action Shot, 2 AP
Choose a body area on a target within range to attack.
- 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.
- 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.
- 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.
Switch Firing Mode, 1 AP
Switch a gun from one mode of fire to another.
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.
Item interactions
Equip Item, 1 AP
Equip an Item
Unequip Item, 1 AP
Put an item into your main inventory.
Place Item, 1 AP
Transfer an item to a surface or container.
Drop Item, 0 AP
Drop an item to the floor.
Social Actions
Intimidate, 1 AP
Attempt to frighten or pressure a target.
- 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.
Draw Attention, 2 AP
You try to pull the attention to yourself, target 1+Presence people that can see you.
- 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
Sense Area, 2 AP
You attempt to use your senses to gain more knowledge of your surroundings.
| 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.
- 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 used- 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 can still have an AP cost!
Reaction: Dodge, 1 AP
Your Defense DC becomes 10 + Agility + Reflex until the end of the turn.
Reaction: Parry, 1 AP
Your Defense DC becomes 10 + Physique + Melee until the end of the turn.
Reaction: Opportunity Attack, 1 AP
Make an Unarmed Attack or Basic Melee attack the against triggering creature for 0AP.
Reaction: Inspire, 1 AP
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 | Result |
|---|---|
| 4 and below and under | Target gains 1 stress. |
| 5-9 | Target gains a bonus to the roll equal to 1+ your Presence. |
| 10 - 19 | Target may make the roll at advantage. |
| 20 and above | Target loses stress equal to 1+your presence. |
Reaction: Fall, 0 AP
You fall, and may attempt to safely land.
- 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
