Choose a body area on a target within range to attack.
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
Range:
Adjacent Tile
Uses:
Melee Weapon
Choose a body area on a target within range to attack.
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
Range:
3+Physique
Uses:
Thrown Weapon
Choose a body area on a target within range to attack.
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
Range:
10+Aiming
Uses:
Equipped single-action firearm, 1 ammo
Choose a body area on a target within range to attack.
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
Range:
10+Aiming
Uses:
Equipped semi-auto firearm, 1 ammo
Choose a body area on a target within range to attack.
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
Range:
10+Aiming
Uses:
Equipped Full-auto firearm, 5 ammo
Choose a body area on a target within range to attack.
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
Uses:
Equipped full-auto firearm
Unjam the firearm, clear the barrel, and make it ready for shooting again.
Switch Firing Mode, 1 AP
Uses:
Equipped firearm with switch
Switch a gun from one mode of fire to another.
Reload Firearm, 2 AP
Uses:
Equipped Firearm
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.
Equip Item, 1 AP
Range:
Main inventory or Adjacent Tile
Equip an Item
Unequip Item, 1 AP
Uses:
Equipped item
Put an item into your main inventory.
Place Item, 1 AP
Range:
Adjacent Tile
Uses:
Equipped item or Main inventory Item
Transfer an item to a surface or container.
Drop Item, 0 AP
Uses:
Equipped Item
Drop an item to the floor.
Sense Area, 2 AP
Range:
10+5*Awareness
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.
Roll:
Awareness
Inspect Area, 2 AP
Range:
5+Awareness
Inspect the area for hidden items, creatures, or things within range.
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
Requirement:
Hidden Condition
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.
Hide, 1 AP
Requirement:
Suitable hiding place, no enemy line of sight
Range:
Adjacent Tile
You gain the Hidden condition.
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
Range:
Adjacent Tile
Attempt to push a target away from you.
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
Range:
Adjacent Tile
Uses:
Empty Hands
Attempt to grapple a target.
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
Range:
Adjacent Tile
Uses:
Bleeding wound, Bandage*
Attempt to stop a bleeding wound from dealing damage next turn.
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
Range:
15+Athletics
Uses:
Lightweight Item
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.
Roll:
Aiming
Dodge, 1 AP
Requirement:
Not Slowed
Trigger:
You are targeted by an attack or grapple.
Your Defense DC becomes 10 + Agility + Reflex until the end of this turn.
Parry, 1 AP
Requirement:
Not Weakened
Trigger:
You are targeted by a melee attack or grapple.
Your Defense DC becomes 10 + Physique + Melee until the end of this turn.
Opportunity Attack, 1 AP
Trigger:
A creature you see willingly moves out of your reach.
Make an Unarmed Attack or Basic Melee attack against triggering creature.