Basic Actions

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Revision as of 05:38, 30 May 2026 by Niuf (talk | contribs)

The following actions are usable by everyone.


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.


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.


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


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


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.
Examples of information include people in range, smells, sounds, and patterns.
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


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.


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.


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.


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.


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


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.