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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 Result:
| Name = Throw Object
* 4 and under: Object lands 5 tiles off target. Strong Failure if Item calls for it.
| Description = Throw a lightweight item at a target point.
* 5-9: Object lands 3 tiles off target.
| AP = 1
* 10-14: Object lands 2 tiles off target.
| Range = 15+Athletics
* 16-19: Object lands on target.
| Uses = Lightweight Item
* 20 and up: Object lands on target. Strong Success if Item calls for it.|AP=1|Range=15+Athletics|Uses=Lightweight Item|Roll=Aiming}}
| 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 Result:
| Name = Sense Area
* 0-10: No info is gained.
| Description = You attempt to use your senses to gain more knowledge of your surroundings.
* 11-15: Reveal basic information if available.
| AP = 2
* 16-20: Reveal decent information if available.
| Range = 10+5*Awareness
* 21+: Reveal all information if available.
| Roll = Awareness
  Examples of information include people in range, smells, sounds, and patterns.|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.