Basic Actions
From The Undead Archive
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 Morale Roll
Outcome
- 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.
Range:
Visible
Roll:
Persuasion vs Target Morale roll.
Outcome
- 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.
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 can 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
