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|Description=You gain the [[Conditions#Slowed|{{Tooltip|Slowed|{{:Conditions/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}} | If your turn ends out of enemy line of sight, you keep the [[Conditions#Hidden|{{Tooltip|Hidden|{{:Conditions/Hidden}}}}]] condition.|AP=1|Requirement=[[Conditions#Hidden|{{Tooltip|Hidden|{{:Conditions/Hidden}}}}]] Condition}} | ||
{{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 [[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 Prone condition, unless it is being actively forced by another effect.|AP=1}} | {{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 | {{Action | ||
| Name = Disengage | | Name = Disengage | ||
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If it does not clear the gap, you must take the Fall Reaction | If it does not clear the gap, you must take the Fall Reaction | ||
| AP = 2 | | AP = 2 | ||
| Requirement = Spend at least 2 | | Requirement = Spend at least 2 movement towards the gap you try to cross. | ||
| Roll = Athletics | | Roll = Athletics | ||
| Rolltable = {{Rolltable|rows= | | Rolltable = {{Rolltable|rows= | ||
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{{Action | {{Action | ||
| Name = Climb Terrain | | Name = Climb Terrain | ||
| Description = Until the end of your turn, you may spend movement to climb up vertical surfaces | | 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. | If you try to climb more than 5ft vertical, you must make a roll. | ||
| AP = 2 | | AP = 2 | ||
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| Roll = Athletics | | Roll = Athletics | ||
| Rolltable = {{Rolltable|rows= | | Rolltable = {{Rolltable|rows= | ||
{{Rolltable/row|5 and below and under|You lose your grip, and tumble down, Take 1 damage and go Prone}} | {{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 Slowed condition until you reach flat ground.}} | {{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|11 - 15|Your climb is successful.}} | ||
{{Rolltable/row|20 and above |You may use the Move Action for 0AP.}} | {{Rolltable/row|20 and above |You may use the Move Action for 0AP.}} | ||
}} | }} | ||
}}{{Action|Name=Drop Prone|Description=Gain the Prone condition.|AP=0}} | }}{{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: | ||
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* 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=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 | {{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=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=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 == | ||
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| DC = Target Morale Roll | | DC = Target Morale Roll | ||
| Success = Target gains Stress equal to 1 + half your Intimidation level. (rounded down) | | 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. | ||
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{{Action | {{Action | ||
| Name = Draw Attention | | Name = Draw Attention | ||
| Description = You try to pull the attention to yourself, target 1+Presence people that can see you. | | Description = You try to pull the attention to yourself, target 1 + Presence people that can see you. | ||
| AP = 2 | | AP = 2 | ||
| Range = Visible | | Range = Visible | ||
| Roll = Persuasion | | Roll = Persuasion | ||
| DC = Target Awareness roll. | | DC = Target Awareness roll. | ||
| Success = Until the end of their turn, target gains the Blurred Vision condition when | | 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 Blinded condition when | | 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. | | Failure = No effect. | ||
| Strong Failure = You gain 1 stress. | | Strong Failure = You gain 1 stress. | ||
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| Range = 10+Awareness | | 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 | ||
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| 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, Not Firearm Attack | | Requirement = Not [[Conditions#Slowed|{{Tooltip|Slowed|{{:Conditions/Slowed}}}}]], Not Firearm Attack | ||
}} | }} | ||
{{Action | {{Action | ||
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| 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 | ||
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| Strong Success = Instead, you take no damage, and may freely move up to half your movement. | | Strong Success = Instead, you take no damage, and may freely move up to half your movement. | ||
| Failure = Take damage equal to Tiles fallen -1 | | Failure = Take damage equal to Tiles fallen -1 | ||
| Strong Failure = Succeed a Resilience roll equal to the Fall DC or gain the Broken Leg | | 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}}}}]]) | ||
}} | }} | ||
Revision as of 15:03, 6 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.
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. |
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.
- 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 trying to target anyone but you.
- Strong Success
- Until the end of their turn, target gains the Blinded condition when 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 (Slowed)
