THAUMWORLD

actions

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.


use

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:


attack

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:


help

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


defend

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


grapple

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:


inspect

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:


communicate

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:


dodge

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


craft

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:


sleep

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


repair

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


move

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


work

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:


guard

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:


hold

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