how characters do things
ACTIONS represent anything that a CHARACTER can do. Every ACTION fits into an ACTION TYPE. ACTION TYPES define cost, rolls, and outcomes.
Some ACTIONS have RESULT ROLLS.
things that are easy enough to do that you wont fail at them dont need rolls
Some ACTIONS have POTENCY ROLLS.
things that have stable outcomes dont need rolls
FULL and PARTIAL ACTIONS can be done within TIMED EVENTS each TURN. EXTENDED ACTIONS take around 2 hours.
FULL ACTIONS use normal equations for ROLLs. PARTIAL ACTIONS only use negative changes to ROLLs. ACTIONS coming from an CHARACTER using a PARTIAL ACTION cannot contribute any modifiers, and use only NAT ROLLS for derriving roll outcomes. this applies to RESULT and POTENCY ROLLs.
A CHARACTER does something minimal to a TARGET.
pressing a button, lighting a fuse
cost: PARTIAL
valid targets:
CHARACTER, BODY SLOT, ITEM, TILE
result roll (challenge rating):
varies per TARGET
potency roll:
ITEM’s POTENCY ROLL
peak:
–
blunder:
–
notes:
–
A CHARACTER inflicts a TARGET with harm.
stabbing, punching, fireballing, magically melting someone
cost: FULL / PARTIAL
valid targets:
CHARACTER, BODY SLOT, ITEM, TILE
result roll (challenge rating):
TARGET’s EVASION
potency roll:
TOOL’s POTENCY ROLL
peak:
–
blunder:
your TOOL is damaged by 1 MAG
notes:
–
A CHARACTER assists another ACTION by contributing POTENCY.
helping someone do any ACTION, getting weird with it
cost: FULL / PARTIAL
valid targets:
CHARACTER (not yourself)
result roll (challenge rating):
–
potency roll:
relevant PROF ROLL
peak:
one extra POTENCY ROLL can be made
blunder:
–
notes:
you can help with either the RESULT or the POTENCY roll
A CHARACTER increases the EVASION of a TARGET.
shielding yourself, guarding an ally
cost: FULL / PARTIAL
valid targets:
CHARACTER
result roll (challenge rating):
–
potency roll:
relevant PROF ROLL
peak:
–
blunder:
–
notes:
adds +POTENCY to EVASION for 1 TURN
A CHARACTER restrains or controls a TARGET physically.
restraining, wrestling, holding someone back, pushing a guy a little
cost: FULL / PARTIAL
valid targets:
CHARACTER
result roll (challenge rating):
10 + TARGET’s STR BONUS + BRAWN MAG − size delta
potency roll:
–
peak:
add another stack of GRAPPLED to the TARGET
blunder:
the GRAPPLED STATUS is cleared from the TARGET
notes:
–
A CHARACTER studies a TARGET using a PROFICIENCY.
looking for clues, reading an enemy, studying a spell
cost: FULL / PARTIAL
valid targets:
CHARACTER, BODY SLOT, ITEM, TILE, REGION TILE, WORLD TILE
result roll (challenge rating):
varies for TARGETs trying to hide
potency roll:
relevant PROF ROLL
peak:
–
blunder:
–
notes:
–
A CHARACTER communicates information or intent.
giving directions in battle, taunting, bartering
cost: FULL / PARTIAL
valid targets:
CHARACTER, REGION TILE
result roll (challenge rating):
–
potency roll:
relevant PROF ROLL
peak:
–
blunder:
–
notes:
–
A CHARACTER focuses on avoiding danger.
quick footwork, evasive movement
cost: FULL / PARTIAL
valid targets:
CHARACTER (self)
result roll (challenge rating):
–
potency roll:
relevant PROF ROLL
peak:
–
blunder:
–
notes:
adds SPEED MAG ROLL to EVASION for 1 TURN
A CHARACTER creates an ITEM from materials.
making potions, weapons, armor, decor, small scale items
cost: EXTENDED + ITEM(s)
valid targets:
ITEM (crafted item)
result roll (challenge rating):
varies per recipe
potency roll:
relevant PROF ROLL
peak:
increase the MAG of the CRAFTED ITEM by 1
blunder:
an additional EXTENDED ACTION is consumed
notes:
–
An organic CHARACTER rests to recover.
sleeping, hibernation, stasis states
cost: EXTENDED + 1 optional VIGOR
valid targets:
CHARACTER (self)
result roll (challenge rating):
– (varies when diseased)
potency roll:
VIGOR MAG ROLL + CON BONUS
peak:
–
blunder:
–
notes:
gains 1 VIGOR
procs HEAL if VIGOR is expended
A mechanical CHARACTER restores function.
repairing limbs, tuning, cleaning mechanical parts
cost: EXTENDED + 1 optional VIGOR
valid targets:
CHARACTER (self), BODY SLOT
result roll (challenge rating):
– (varies for broken parts)
potency roll:
VIGOR MAG ROLL + CON BONUS
peak:
–
blunder:
–
notes:
gains 1 VIGOR
procs HEAL if VIGOR is expended
A CHARACTER spends time changing position.
traveling on tiles, world travel, sprinting in battle
cost: none / FULL / EXTENDED
valid targets:
TILE (TIMED EVENT), REGION TILE or WORLD TILE (EXTENDED)
result roll (challenge rating):
–
potency roll:
–
peak:
–
blunder:
–
notes:
1 ACTION may be spent to reset movement speeds in battle
A CHARACTER performs general labor.
service jobs, large scale crafting, researching, updating spell slots
cost: EXTENDED
valid targets:
ITEM, TILE, REGION TILE
result roll (challenge rating):
varies per job
potency roll:
relevant PROF ROLL (if it matters)
peak:
increase payout by 50% for this ACTION
blunder:
decrease payout by 50% for this ACTION
notes:
–
A CHARACTER secures and watches an AREA.
standing watch, protecting, alerting allies
cost: EXTENDED
valid targets:
TILE, REGION TILE, WORLD TILE
result roll (challenge rating):
–
potency roll:
relevant PROF ROLL
peak:
–
blunder:
–
notes:
–
A CHARACTER delays an ACTION until a CONDITION occurs.
“my CHARACTER HOLDS a FULL ATTACK on the DRAGON’s MOUTH until it opens again.”
cost: FULL / PARTIAL
valid targets:
inherits from the held ACTION
result roll (challenge rating):
–
potency roll:
–
peak:
inherits from ACTION
blunder:
inherits from ACTION
notes:
you can HOLD an ACTION up until you take any kind of DAMAGE
you can cancel a HOLD at any time
—