Basic Actions: Difference between revisions
From The Undead Archive
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The following actions are | The following actions are available to all people, regardless of training. | ||
== Movement Actions == | |||
{{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. | |||
If your turn ends out of enemy line of sight, you keep the Hidden condition.|AP=1|Requirement=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=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}} | |||
== 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: | ||
* 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=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.}} | |||
== 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=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}} | |||
=== 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|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=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=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.}} | ||
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{{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=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. | {{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}} | 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 == | |||
{{Action|Name=Equip Item|Description=Equip an Item|AP=1|Range=Main inventory or Adjacent Tile}} | {{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=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=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=Drop Item|Description=Drop an item to the floor.|AP=0|Uses=Equipped Item}} | ||
== 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.}} | |||
== Misc Actions == | |||
{{Action|Name=Sense Area|Description=You attempt to use your senses to gain more knowledge of your surroundings. | {{Action|Name=Sense Area|Description=You attempt to use your senses to gain more knowledge of your surroundings. | ||
Awareness Result: | Awareness Result: | ||
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Examples of information include people in range, smells, sounds, and patterns.|AP=2|Range=10+5*Awareness|Roll=Awareness}} | Examples of information include people in range, smells, sounds, and patterns.|AP=2|Range=10+5*Awareness|Roll=Awareness}} | ||
{{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=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|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. | {{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}} | When the trigger goes off, you may do the Action if you still meet the requirements and have the AP.|AP=1}} | ||
== Reactions == | == Reactions == | ||
Revision as of 10:08, 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. 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.
Range:
15+Athletics
Uses:
Lightweight Item
Roll:
Aiming
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. Awareness 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.
Range:
10+5*Awareness
Roll:
Awareness
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.
