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.
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.
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
Range:
10+Aiming
Uses:
Equipped Crossbow, 1 bolt
Choose a body area on a target within range to attack.
The crossbow always counts as having a suppressor installed.
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
Range:
15+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 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
Range:
Visible
You try to pull the attention to yourself, target 1 + Presence people that can see you.
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
Range:
10+5*Awareness
You attempt to use your senses to gain more knowledge of your surroundings.
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
Range:
10+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
Your Defense DC becomes 10 + Physique + Melee until the end of the turn.
Reaction: Opportunity Attack, 1 AP
Trigger:
A creature you see willingly moves out of your reach.
Make an Unarmed Attack or Basic Melee attack the against triggering creature for 0AP.
Reaction: Inspire, 1 AP
Requirement:
An ally has to make a roll.
Range:
Visible, Adjacent Tile*
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:
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
Trigger:
You fall at least 2 tiles
You fall, and may attempt to safely land.
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)