Currently, applications for File #4: Manhunt are open. Applications for the remaining scenarios will open at a later date.
Additionally, each scenario has a limited number of slots for each role in the party, as well as an overall participation limit. If you apply for a role/scenario that is already full, you will be asked to apply for a different role/scenario. You can view the number of slots remaining for each scenario on its respective forum post, linked above.
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Type | AP Cost | Damage Roll | Attributes | Effects | Notes |
---|---|---|---|---|---|
Shotguns | 4AP | 11D20 (Sliding Scale) | For every 3 tiles distance from your target, subtract 1D20 from your damage roll. | ||
Light (Intermediate) Rifles | 4AP | 7D20 | Varies | ||
Heavy (Full Power) Rifles | 6AP | 9D20 | |||
Automatic Rifles | 4AP | 7D20 | Armor-Piercing | ||
Submachine Guns | 6AP | 5D20 (+1 to hit) | |||
Light Pistols | 3AP | 4D20 | |||
Heavy Pistols | 3AP | 4D20 | (Chance of) STUNNED | ||
Revolvers | 3AP | 6D20 | (Chance of) STUNNED | ||
Short Crossbows | 2AP | 5D20 | Instant kills upon engagement will not alert the enemy. | ||
Crossbows | 4AP | 6D20 | Armor-Piercing | BLEEDING | Instant kills upon engagement will not alert the enemy. |
Long Crossbows | 6AP | 8D20 | Armor-Piercing | BLEEDING | Instant kills upon engagement will not alert the enemy. |
Special & Heavy Weapons | Varies | Varies | Varies | Varies | Refer to the WEAPONPEDIA for all Special & Heavy Weapon details. |
Type | AP Cost | Damage Roll | Attributes | Effects | Notes |
---|---|---|---|---|---|
Unarmed Melee | Varies | Varies | Varies | Varies | Refer to the WEAPONPEDIA for all Unarmed Melee details. |
Two-Handed Bladed Melee | 4AP | 5D20 | Armor-Piercing | BLEEDING | |
One-Handed Bladed Melee | 3AP | 4D20 | Armor-Piercing | BLEEDING | |
Two-Handed Blunt Melee | 5AP | 6D20 | (Chance of) STUNNED | ||
One-Handed Blunt Melee | 4AP | 5D20 | (Chance of) STUNNED | ||
Spears | 3AP | 5D20 | (Chance of) BLEEDING | Spears have a range of 2 tiles. | |
Improvised Melee | Varies | Varies | Varies | Varies | Refer to the WEAPONPEDIA for all Improvised Melee details. |
Name | AP Cost | Description | Notes |
---|---|---|---|
Aim | 2AP | Aim your weapon for a +2 boost on your next roll to hit. | Aiming can be done with any ranged weapon (guns, bows, etc.) |
Hunker Down | 2AP | Hunker in place for a -1 penalty against all rolls to hit you. | Hunker Down stacks with cover bonuses and ends the character's current turn. |
Overwatch | 2AP | Ready yourself for a reaction shot on anything that moves within range, with a -2 penalty to hit. | Going into Overwatch ends the character's current turn. |
Put Yourself Out | 6AP | Cures the BURNING status effect. | Requires a D20 die roll. If failed, remain BURNING. |
Escape | 6AP | Cures the BOUND status effect, or allows you to escape a trap. | Requires individual or contesting D20 die roll, depending on the situation. |
Let Them Loose | 2AP | Let your animal follower loose to assist you in combat. | See FOLLOWER SYSTEM for more details. |
Call Them Back | 2AP | Call your animal follower back from combat. | See FOLLOWER SYSTEM for more details. |
Name | AP Cost | Cooldown | Description | Notes |
---|---|---|---|---|
Movement | 1AP | Move from your current tile. | Movement costs 1AP for every 2 tiles moved, for a maximum of 16 tiles in a single turn. | |
Reload | 2AP | Reload your gun to full capacity. | Characters must have the required ammo in their inventory in order to Reload their gun. | |
Sprint | 1AP | 2-Turn Cooldown | Run from your current tile. | Sprinting costs 1AP for every 3 tiles moved, for a maximum of 24 tiles in a single turn. |
Use a Medical Item | 2AP | Restore a set amount of HP, heal a heavy or minor wound, or cure a status effect by using a medical item. | See HEALTH SYSTEM for medical item descriptions. | |
Use a Throwable | 2AP | Effects vary depending on throwable used. | See WEAPONPEDIA for throwables. | |
World Interaction | 1AP | Open a door, move an item, or do a somersault; the opportunities are endless. | World Interactions are very simple actions; what constitutes a World Interaction is up to GM discretion. |
<< i. Status Effects vi. Combat System >>