Basic Actions
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.
As long as you do not cross Enemy Line of Sight, for this turn you can use movement and 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)
