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core:actions [2026/01/18 00:40] jobcore:actions [2026/01/18 02:02] (current) – removed job
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-====== Automatic Actions ====== 
-The term Automatic Actions refers to Actions that are resolved quickly without having to start a Hand and play cards. Sometimes during the game an Actor will state some simple intent, like, "I jump across the creek," or "I throw my grappling hook and climb up the wall." Keeping the game pace fast is most important, and unless the GM has some surprise planned that would warrant a Conflict, it is best to resolve these a Automatic Actions 
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-===== Unopposed Requirement ===== 
-For an Action to be resolved automatically, there must not be an opposing Actor who is trying to  make the Action fail: dodging an attack, trying to hide, hacking the terminal, whatever. In both of the examples above, there are implicit Environmental Actors involved (the creek, and the wall), and their Actor Attributes set how difficult an Action involving them is to accomplish, but they are not sentient beings, and therefore have no Mind or Spirit Aspects, and therefore no thoughts or desires that could oppose the Actor, and therefore the Action to jump or climb is "Unopposed". 
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-===== Automatic Actions and Scenes ===== 
-A mini-Scene encompasses every Automatic Action, which means that when the Action concludes, successfully or not, the [[time#scenes|Scene]] is over and any Attribute Points bid on an Action immediately refresh. For this reason, all Actors involved in Automatic Action resolution are assumed to **bid maximum** (their TS) for the Action they are attempting, since there is no reason to budget AV points that will immediately refresh afterward. 
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-===== Resolution ===== 
-Resolve Automatic Actions just like Action Cards played during a [[.:conflicts:actions|Hand]], and compare one Actor's Bid to the other Actor's bid normally, but never actually play the cards and tokens on the table, instead, just say what your Actor does.  
- 
-  - A PC Actor takes an Action, the Player says what they intend to do 
-  - The GM evaluates that Action and decides that it is Unopposed 
-  - The GM decides what Actor to use to set success difficulty. Usually the Target of the Action, like a creek or a wall in our above examples. 
-  - The GM consults the [[:core:actors:start#record_keeping|Stat Block]] of the other involved Actor (creek, wall, etc.), and picks the Attribute that best matches the difficulty of accomplishing whatever Action the PC Actor is taking, and informs the Player something like, "it's Difficulty 2." See [[.:actors:start#attributes|Attributes]] for a description of which Attributes to go with what type of Actions.  
-  - The Player responds with their Action and AV like, "my Agility is 3" (jumping the creek) 
-  - The GM confirms degree of success, like "great, you made it across, now what?" (Difficulty 2 < Agility 3 = Success) 
-<WRAP center round info 100%> 
-//**Example 1: Jumping the Creek**// 
-  - __Player__ --"I jump across" 
-  -  __GM__ -- silently determines the Action is unopposed (knows there is nothing to oppose the Actor, like a monster about to jump out and attack) 
-  - __GM__ -- consults the Actors of the [[content-packs:core-rules:actors|Core Rules Content Pack]] and finds the "Small Creek" Environmental Actor. 
-  - __GM__ -- decides that the width of the creek is the most important measure of difficulty. The [[.:actors:start#attributes|Fitness Attribute]] governs size of objects, and the Small Creek has FIT 2, so he says, "it's Difficulty 2." 
-  - __Player__ -- says "I've got Agility 3," since both are experienced enough to know that Agility governs Action Tags involving physical movement.  
-  - __GM__ -- great, you made it across, now what?" (Difficulty 2 < Agility 3 = Success) 
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-//**Example 2: Climbing the Wall**// 
-Work in progress... (split this into two action examples: throwing the hook and climbing) 
- 
-</WRAP> 
- 
- 
-===== Degrees of Success ===== 
-Just like playing a Hand, the Margin between what one Actor bid, and what another Actor bid determines the degree of Success or Failure of an Action. Unsuccessful Actions result in Damage to the Actor who attempted them, but sometimes, success does not result in Damage to another Actor, but rather overcoming the obstacle it represents (like our creek and wall examples above).   
- 
-When it is important to know how well an Actor succeeded in an Automatic Action, consult the table below, where Margin is the difference between the involved Actor's relevant Attribute Values.  Negative Margin values are the amount by which the opponent outbid the initiating Actor. 
-==== Outcome Table ==== 
-^ Margin  ^ Outcome                                                                                              ^ 
-| -6           | **Abject Failure:** the Action failed as much as it is possible to do so and the Actor may be seriously injured.  | 
-| -3 to -5          | **Exceptional Failure:** the Action failed spectacularly and the Actor suffered a serious concequence.  | 
-| -1  to -2        | **Failure:** the Action did not succeed and the Actor suffers a consequence (damage).  | 
-| 0 (tie)         | **Minimal Success:** the Actor succeeded by the smallest of margins.   | 
-| +1  to +2          | **Success**: the Actor achieved their objective, no more, no less | 
-| +3 to +5           | **Impressive Success:** the Action succeeded with flair.  | 
-| +6 or more           | **Masterful Success:**. only a practiced Actor could succeed so well.  | 
- 
-==== Action Difficulty==== 
-Sometimes, an Actor may not exist to represent the thing the PC Actor is interacting with, or the GM may not want to slow the game down to find one.  In these cases it is perfectly acceptable for the GM to estimate a hypothetical Actor's Attribute Value by using the guidelines in the chart below: 
- 
-^ Difficulty  ^ Example Actions                                                                                              ^ 
-| 0           | Success is assured no matter who you are and what your Stats or Abilities are, as long as you are conscious.  | 
-| 1           | A young child can complete this Action  | 
-| 2           | An adolescent human with no relevant abilities could probably complete this Action  | 
-| 3           | An average human with no relevant abilities could probably complete this Action  | 
-| 4           | Only someone with above average Stats or training in a relevant Ability could succeed.  | 
-| 5           | Only someone with unusually high Attributes or who is practiced in the Action could succeed.  | 
-| 6           | Only someone with extraordinary Attributes or who is an expert could succeed.  | 
-| 9           | Only someone at the limits of human ability could possibly succeed.  | 
-| 10+           | Only the supernaturally gifted could possibly succeed in an Action so difficult.  |