Actions
Interacting with the world at large is built into the mechanical systems available for both the Story Guide and Players. While we may cover many different events, and will continue to expand what are functionally mini-game engagements, many of these skills are the core of Effect Trees.
Actions fall into multiple categories: Routines which include Crafting, Gathering, Maintenance, Practices, Preparations, and Studies. Martial Arts which cover Assault and Mitigation Actions and their many subcategories. And then Social Skills which harbor the tools and designs for Roleplaying in a dynamic and complex environment.
Routines
The Daily lives of our Characters include several Routines and are among the prime sources of the power and potential.
Crafting: Itemization is paramount to survival and problem solving. Having the right consumable or reusable in a situation is often the line between life and death. From Arcane Vials of Alchemy to specialized ammunition, having the right itemization may be all anyone needs to push through the next challenging engagement.
Gathering: The simplest version of Gathering is The Shop List, a Common Skill and method for handling a groups general acquisition of items Characters rely on. Outside of The Shop List, there are a few Common Skills such as Fishing, Foraging, Hunting, Logging, and Mining.
Maintenance: Equipment Durability is the main resource for Assaults and Mitigations. Properly caring for weapons, shields, and armor is a life skill martial characters rely on to maintain their faith in their equipment from one battle to the next.
Practices: Maintaining the body, cooking up delicious food, tending to wounds, getting proper rest, and taking the time to pray, commune, or meditate are all Practices which keep our Characters ready to go at a moments notice.
Preperations: Most Actions which require time to set up such as traps, coating poisons, keening an edge, composing spells, and rigging drones take small bits of routine time to keep ready.
Studies: Learning is a major cornerstone of Roleplaying Mechanics. We build knowledge as a resource to reach academic, lore, and acquisition goals. Most Studies bridge the gap between being lost and found.
For mechanical reasons, we use the Metric 10 Hour days. This gives us 3 hours a day for our Routine Slots during regular adventuring. A total of 12 fifteen minute blocks to fill in for our Routine Effects. Any additional Routine effects packed into the day applies 1 to 4 (v:4) Stress to the character.
Martial Arts
Combat is a cornerstone of Table Top Roleplaying Games. Martial Arts, for the most part, are Actions which need little to no preparations and may be executed as long as we have the resources available. The Durability of our equipment, Ammunition, and monitoring of our Stress levels are the keys to being effective in violent engagements.
Assaults: Our offensive capabilities are a mix of combination attacks, on the fly spellcasting, item usage, environmental hazards and control, and social tactical dominance.
Mitigations: Contrary to our Assaults, Mitigations are for the protectors, defensive Archetypes, and in many cases, needed for survival on the battlefield.
Social Skills
Social Effects make up most of our games. In combat excellent social skills can end engagements and save lives. Better yet, we may avoid combat altogether with these effects. Social Skills have a profound influence on our game time, and the goal with them is to bring not only our Characters alive, but to make our interactions with the world have much deeper meaning.