Actions

From The Hidden Room

Template:Apparatus Rules

Movement Actions

Each turn you generate Movement equal to your Speed. You can spend Movement on the following actions at any time during your turn, until you do not have Movement remaining. You do not need to spend all of your Movement, but unspent Movement is lost at the end of your turn.

Run

  • Cost: 1 Movement
  • Effect: Run a distance of 1m.

Climb

  • Cost: 2 Movement, or 1 Movement if you have the Natural Climber Feat
  • Effect: Climb a distance of 1m. This distance is affected by your Size Modifier.

Swim

  • Cost: 2 Movement, or 1 Movement if you have the Natural Swimmer Feat
  • Effect: Swim a distance of 1m. This distance is affected by your Size Modifier.

Drop Prone

  • Cost: 0 Movement
  • Effect: Fall prone.

Crawl

  • Cost: 2 Movement
  • Effect: Crawl a distance of 1m. This distance is affected by your Size Modifier.

Stand Up

  • Cost: ½ Speed
  • Effect: Stand up from prone.

High Jump

  • Cost: 2 Movement
  • Effect: Jump 1m straight up air, plus 1m if your Might or Agility is 6 or higher, minus 1m if your Might or Agility is 2 or lower.
    • The jump includes an optional horizontal equal to the height of the jump if starting with a run of 2m of more.
    • The run distance and jump height are both modified by Size Multiplier.
    • A creature that can jump at all is always able to jump as high as ¼ their height.
    • Examples are in Tables 1 and 2, below.
Table 1. High Jump Distances
Start Might/Agility Tiny Height Small Height Medium Height Large Height Huge Height Gargantuan Height
0m (Standing) < 2 0m 0m 0m 1m 2m 4m
0m (Standing) Normal 0m 1m 1m 2m 4m 8m
0m (Standing) > 6 1m 1m 2m 4m 8m 16m
2m (Running) < 2 0m 0m 0m 1m / 1m 2m / 2m 4m / 4m
2m (Running) Normal 0m 1m / 1m 1m / 1m 2m / 2m 4m / 4m 8m / 8m
2m (Running) > 6 1m / 1m 1m / 1m 2m / 2m 4m / 4m 8m / 8m 16m / 16m
Table 2. High Jump Diagrams
Start Score < 2 Score Normal Score > 6
Standing
High stand weak.png
High stand normal.png
High stand athlete.png
2m Run
High jog weak.png
High jog normal.png
High jog athlete.png

Long Jump

  • Cost: 4 Movement
  • Effect: Jump 2m horizontally, plus 1m if your Might or Agility is 6 or higher, minus 1m if your Might or Agility is 2 or lower.
    • The distance is doubled if you run 2m before jumping.
    • The distance is tripled if you run 4m before jumping.
    • Movement is reduced to zero for the current turn when after landing a running long jump.
    • Landing on rough or slippery terrain may require an Agility check to avoid falling prone.
    • The jump includes clearing a maximum height of ¼ the jump distance.
    • The running distance and jump distance are both modified by Size Multiplier.
    • Examples are in Tables 3 and 4, below.
Table 3. Long Jumping Distances
Start Score Tiny Distance Small Distance Medium Distance Large Distance Huge Distance Gargantuan Distance
0m (Standing) < 2 0m 1m 1m 2m 4m 8m
0m (Standing) Normal 1m 1m 2m 4m 8m 16m
0m (Standing) > 6 1m 2m 3m 6m 12m 24m
2m (Running) < 2 1m 1m 2m 4m 8m 16m
2m (Running) Normal 1m 2m 4m 8m 16m 32m
2m (Running) > 6 2m 3m 6m 12m 24m 48m
4m (Running) < 2 1m 2m 3m 6m 12m 24m
4m (Running) Normal 2m 3m 6m 12m 24m 48m
4m (Running) > 6 2m 5m 9m 18m 36m 72m
Table 4. Long Jump Diagrams (Medium Size)
Start Score < 2 Score Normal Score > 6
Standing
Long stand weak.png
Long stand normal.png
Long stand athlete.png
2m Run
Long jog weak.png
Long jog normal.png
Long jog athlete.png
4m Run
Long run weak.png
Long run normal.png
Long run athlete.png

Difficult Terrain

  • Cost: +1 Movement per Difficulty Rating
  • Effect: Move a distance of 1m. Only affects Run, Swim, Climb, or Crawl movement through difficult terrain. If Movement cost exceeds base Speed, the terrain is impassable.

Grappled Move

  • Cost: Special
  • Effect: While grappling a creature, the grappler's Speed is halved.

Standard Actions

Each turn you get a single Standard Action that defines most of what you can do in a turn of combat.

Attack

A single Attack action usually involves making a single Attack roll with a wielded weapon.

Template:Apparatus AttackRoll

Some common things that can affect the Attack action:

Advantage

Critical Hits

  • Rolling equal to or greater than the Critical Threshold on the Attack roll results in a critical hit.
    • A critical hit deals additional damage equal to the maximum value of the largest damage die used in the Attack.
    • If the Attack roll for a critical hit would normally miss the target, the attack still hits but deals normal damage instead.
  • Attacks against Incapacitated targets are automatically Critical Hits.

Barred Attacks

  • Attacking an Unseen target is not possible without some clue to the target's location. Getting a sense of the target's location makes the target Obscured instead of Unseen.
  • Creatures subject to Charm cannot attack the source of the Charm effect.
  • Attacks are not possible while Incapacitated.

Grapple

Shove

Dash

Disengage

Evade

Escape

Hide

Prepare

Bonus Actions

Use Readied Item

Reactions

Opportunity Attack

Readied Action

Special Actions

Class Features, Spells, Items

Stunts