Active Moves (AP is used to gain the abilities, EP or Encounter Points to use them)


Active moves can be changed out every level up

Melee Smash 1 AP (1 action, 1 EP) - Deal extra 1D8 dmg on hit

Burst of speed 1 AP (bonus action, 1 EP) - double movement speed for 1 round

Leg Sweep 1 AP (1 Action, 1 EP) - Sweep the legs of target and knock them prone

Dodge 1 AP (Defensive action, 1 EP) - Avoid damage, Half on critical

Focused 1 AP (Bonus action, 1 EP) - +5 to hit on next 2 attacks this turn

Judo throw 1 AP (1 action, 1 EP) - on successful touch attack, throw target 15 feet desired direction

Double tap 2 AP (1 action, 1 EP) - attack one target twice with -2 to both rolls

Point Blank Shot 2 AP (1 action, 1 EP) - attack 1 target within 10 feet with firearm or bow, automatic critical

Knockout Punch 2 AP (1 action, 1 EP) - on successful unarmed attack, roll 2D4 nonlethal damage

Dead Aim 2 AP (1 action, 1 EP) - +10 to hit with ranged weapon and increased critical on next attack

Cleave 2 AP (1 action, 2 EP) - Swing through multiple targets next to you, attack up to 3 targets within 5 feet of you

Second wind 3 AP (Bonus action, 2 EP) - Recover 2D4 + Wellness bonus HP

Elusive Target 3 AP (Defensive action, 1 EP) - until your next turn, +2 AC

Whirlwind 3 AP (1 Action, 2 EP) - attack each target within 5 feet of you, -2 to hit, +4 damage to each target

Heroic Surge 4 AP (Bonus Action, 4 EP) - +20 speed, +1 AC, +1 to hit for 2 turns, then must rest 1 full turn from exhaustion

Burst Shot 2 AP (1 action, 2 EP) - fire 3 bullets at the target as long as you have enough ammo, -2 to hit, on a successful hit, roll the damage dice 3 times

Spray and pray 6 AP (2 actions, 3 EP) - Fire 10 shots from your automatic rifle in a cone, 75% chance bullets hit random targets in cone