Basic Actions

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Revision as of 10:08, 31 May 2026 by Niuf (talk | contribs)

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
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.


Melee Actions

Unarmed Attack, 1 AP
Range:Adjacent Tile
Uses:Empty Hands
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.

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.


Ranged Actions

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.

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


Firearm Actions

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.


Item interactions

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.


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
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


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.


Reactions

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.