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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," | ||
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| - | ===== Unopposed Requirement ===== | ||
| - | For an Action to be resolved automatically, | ||
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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# | ||
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| - | ===== Resolution ===== | ||
| - | Resolve Automatic Actions just like Action Cards played during a [[.: | ||
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| - | - 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 [[: | ||
| - | - The Player responds with their Action and AV like, "my Agility is 3" (jumping the creek) | ||
| - | - The GM confirms degree of success, like " | ||
| - | <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: | ||
| - | - __GM__ -- decides that the width of the creek is the most important measure of difficulty. The [[.: | ||
| - | - __Player__ -- says " | ||
| - | - __GM__ -- great, you made it across, now what?" (Difficulty 2 < Agility 3 = Success) | ||
| - | |||
| - | //**Example 2: Climbing the Wall**// | ||
| - | - __Player__ -- “I throw my grappling hook and climb up the wall.” | ||
| - | - __GM__ -- " | ||
| - | - __GM__ -- doesn' | ||
| - | - __GM__ -- "It is Difficulty 3 to attach your hook in one throw, and the wall is only three meters high, so also Difficulty 3. An average human can climb a rope that high." | ||
| - | - __Player__ --" | ||
| - | - __GM__ --" | ||
| - | </ | ||
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| - | ===== 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). | ||
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| - | 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' | ||
| - | ==== Outcome Table ==== | ||
| - | ^ Margin | ||
| - | | -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: | ||
| - | | 0 (tie) | **Minimal Success:** the Actor succeeded by the smallest of margins. | ||
| - | | +1 to +2 | **Success**: | ||
| - | | +3 to +5 | **Impressive Success:** the Action succeeded with flair. | ||
| - | | +6 or more | **Masterful Success:**. only a practiced Actor could succeed so well. | | ||
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| - | ==== 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' | ||
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| - | ^ Difficulty | ||
| - | | 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. | ||
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| - | ==== Failure Consequences (Damage) ==== | ||
| - | Attempting Actions is never without risk, and when an Actor fails at an Automatic Action, they take Damage, just like in a Conflict. But it is important that the way the Damage is described by the GM makes sense with the story. | ||
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| - | ^ Failed Action | ||
| - | | Jump Creek | **Mind:** "you look at it for a while and don't think you can jump that far. You really should exercise more." | ||
| - | | Jump Creek | **Body:** "you fall in and nearly drown with all your equipment. It was deeper than you expected." | ||
| - | | Jump Creek | **Spirit:** "after a few failed runs at it you lose your nerve, convinced you're going to fall in if you try." | | ||
| - | | Throw Hook | **Mind:** "that wall is too high, I can't throw that far." | ||
| - | | Throw Hook | **Body:** "you pull a muscle throwing the hook." | ||
| - | | Throw Hook | **Spirit:** "after a few failed attempts you get annoyed and stop trying." | ||
| - | | Climb Wall | **Mind:** "that wall is way too high for you to climb with your gear." | ||
| - | | Climb Wall | **Body:** "you make it up about half way, but lose your grip and fall." | ||
| - | | Climb Wall | **Spirit:** "you keep slipping and feel that there must be a better way" | | ||
