≫ WHAT WE BECOME: SURVIVOR STORIES APPLICATIONS ≪

  • Applications for What We Become: Survivor Stories are currently on hold while we work on creating our second wave of combat tests.

    What We Become: Survivor Stories is a series of bite-sized scenarios meant to test our new and improved combat system in action! Our first wave contained 5 different scenarios, all taking place within the What We Become universe. Our second wave will contain 5 more scenarios. If you've been waiting to play on the server, now's your chance!

    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 the current scenario on its respective forum post, linked above.

    Make sure to check out our latest newsletter if you haven't yet! It has lots of information about our upcoming lore, among other things.

j. Turn Actions

Turn Actions

Turn Actions

This is a complete list of all actions that a character may take during their turn.

Click on a weapon or action to copy the info to your clipboard.

Sort a list alphabetically or numerically by clicking on one of the headers.

To search for a specific action, use CTRL+F.




Ranged Weapon Attack Actions

  • Ranged Weapon attack actions are sorted by weapon type.
  • Unique weapons may have their own stats; these will be noted on the items themselves.
  • For a more comprehensive list, refer to the WEAPONPEDIA.



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.



Melee Weapon Attack Actions

  • Melee Weapon attack actions are sorted by weapon type.
  • All Melee Weapons have a range of 1 tile unless otherwise specified.
  • Unique weapons may have their own stats; these will be noted on the items themselves.
  • For a more comprehensive list, refer to the WEAPONPEDIA.



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.



Universal Combat Actions

  • Universal Combat Actions are actions that can be utilized by all characters in combat scenarios.
  • Characters may have their own unique abilities in addition to this list.



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.



Miscellaneous Actions

  • Miscellaneous Actions are minor actions that can be performed alone or in addition to a normal action.
  • Characters with the Dextrous trait receive one free Miscellaneous Actions per combat scenario.



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 >>




Last Updated: December 13, 2023

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