Basic Actions

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Revision as of 15:03, 6 June 2026 by TheUnburied (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


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 Reaction
Requirement:
Spend at least 2 movement 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.


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.
Range:
Adjacent Tile
Roll:
Athletics
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.

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.


Crossbow Shot, 2 AP


Choose a body area on a target within range to attack.

The crossbow always counts as having a suppressor installed.
Range:
10+Aiming
Uses:
Equipped Crossbow, 1 bolt
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.

Single Action Shot, 2 AP


Choose a body area on a target within range to attack.
Range:
15+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 Awareness roll.
Outcome
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.
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:
10+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 used
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.

If the trigger occurs before the start of your next turn, you perform the 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:
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: 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.
Requirement:
An ally has to make a roll.
Range:
Visible, Adjacent Tile*
Roll:
Presence
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.
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 (Slowed)