Core Mechanics: Time • Routine • Tactical Hub • Engagements • Actions • Glossary
Actions |
How to Play |
| Design Notes: Most Actions follow the same core logic. We use Action Slots to allow for a stronger sense of Action Economy for every play style. As our Characters increase in potential compound actions seen in other games leave those with more simple actions in the dust both mechanically and thematically. While this system is complex and has the potential for power gaps in every direction, we strive to maintain an environment where Characters feel they are in fact among the Ulm. |
Action Economy
Action Slots and Reserved Slots
Agility: Our main Attribute influencing Action Slots is Agility. The base number of Action Slots a Character gains when their Active Phase begins is (5 +/- Agility).
Enhanced Alacrity: A Character or Unit may only benefit from one source of Enhanced Alacrity, when multiple instances of Enhanced Alacrity are present, the Strongest Source (The one which gives the most Enhanced Alacrity) is used to determine total Enhanced Alacrity.
Bonus Action Slots: At any given time a Character may only benefit from one source of Bonus Action Slots. Additional Sources simply fail to add more Bonus Action Slots.
Any time during a single Full Round a Character or Unit gains Bonus Action Slots multiple times, such as using all the Bonus Slots and then taking on another Enhancement with a ‘regular’ Action Slot, they gain 1 Physical Stress for every single additional Bonus Action Slot used during second and all later instances of Bonus Action Slots.
Time Dilation: Effects which give Characters or Units additional Action Slots from Time Dilation may be stacked indefinitely. As Temporal Sickness applied by these effects also stack, and Desynchrony is usually Fatal.
Activating, Executing, and Resolving Actions
All Actions have three basic phases; Activation, Execution, and Resolution. Not all Actions will detail each of these phases, usually only showing Cost & Function, it is important to know the basic phases implied in every Action.
Activation: During Phase 1: Activation, we pay all the up front costs associated with the Action and ensure we meet the requirements to Activate the Action.
Celerity: All Actions have Celerity, this is the default total Time, Action Slots, or Reserved Slots the Action requires to Activate.
Stress: Stronger and Complex Actions often take a toll on our Characters in one way or another. The Stress of an Effect is also applied during Activation.
General: Additional Prerequisites that are part of Activation. This includes determining Range, Area of Effect, and any Conditional Statements, such as choosing multiple Targets, Subjects, or Victims. During this phase of an Action, any Interrupts or Interjections must be declared and resolved.
Notes: Speeding through Activation to prevent Interrupts is generally in bad taste, likewise, waiting until the end of the Activation Phase 1 to state an Interrupt is also considered to be in bad taste.
Execution: During Phase 2: Execution, once we begin this phase, our Action may no longer be Interrupted. During Execution we pay any additional cost associated with description. This may be sacrificing Hit Points, consuming an item, or other components. Then we apply the effects of our Action to its Targets, Subjects, or Victims.
Resolution: In an Actions’ 3rd and Final Phase, we handle Resolution. While in Execution we see what total damage or effects are applied, during Resolution Mitigation and Responsive Actions are handled.
Responsive Actions: There are multiple Action Types which are reactive to specific triggers and also process through Activation, Execution, and Resolution mechanics. To Activate an Action as a Responsive Action, it must have a Reserved Slot cost, and the Activator must have the Reserved Slots needed to Activate it.
Triggered Actions: Triggered Actions always pause the ongoing process of an Action, such as movement triggering a trap, and all their effects are resolved before the Triggering Action continues.
Space |
How to Play |
| Design Notes: The distance Actions are effective is a major factor of potential. With Vitual Table Tops making incredible distances manageable, we are quite liberal with the realms of Reach and Range. When the best tactic is to be farther than the enemy can shoot, we should take advantage of every Tile. |
Tiles
Space at the Table may be tightly confined to the grid. Knowing how far we can move, the distance our effects may travel, and the area they affect gives us constraints for our imagination.
A Tile refers to the squares, hexagons, or other strange shapes we find on the grid of a playing mat.
A Tile is between 1 Meter to 5 Feet and is descriptively interchangeable. Mechanically a Tile is a uniform amount of distance.
Many Tables may use and often switch between described distances in the theater of the mind, positioning on a grid, crafted setting, or through the use of a virtual table top (vtt). The better the representation of distance, the more tactically the game may be played, and well played may take down even tougher enemies.
Tile Center and Tile Lines
Tile Center
Normally we only occupy the Tile Center.
The Center of a Tile may only be occupied by one unit.
Targeted effects will always use the Tile Center to determine whether or not the target is in range.
Tile Line
The Tile Line is the border between Tiles.
Standing on the Tile Line occupies both Tiles
Actions with an Area of Effect affect victims as normal when they hit their occupied Tile Center even if they're on a Tile Line partially outside the effect.
Many Effect Trees, Boons, and Situational Variables may influence how the above rules function.
Actions on the Grid
Distance
If an Action has Distance, it typically has an effect which originates from or applies specifically to a chosen Tile within the Tile Distance measured from the Action’s Activator.
Range
If an Action has Range, it travels from the Action’s Activator to the Subject, Target, or Victim.
Reach
If an Action has Reach, the Action’s Activator does not disconnect from the properties of the Action, such as swinging a sword or stabbing with a spear.
Movement |
How to Play |
| Design Notes: Taking steps, jogging, building up momentum for sprinting. Climbing, jumping, and swimming. Movement is a major mechanic which shouldn't be ignored in Action Economy. Some of our favorite Actions include a pinch of bonus movement. Here we will disclose the basic Movement Actions. |
Basic Movement Actions
As we transition from Tile to Tile, the amount of Action Slots committed to the movement determine the total distance we may travel.
Line Step
Celerity: (0|1)
Moving between the Tile Center to the Tile Line during the Active Phase is considered to have a null Celerity cost. While in the Reserve Phase, it will consume 1 Reserved Slot.
Careful Step
Celerity: (1|2)
When using a Careful Step, we move from one Tile Center to an Adjacent Tile Center. Due to the caution a Character has during this step, they may avoid obvious hazards, that is hazards which they are aware of without chance for triggering those hazards’ effects.
Rush
Celerity: (2|3)
A Rush allows us to quickly move 3 Tiles. This may trigger obvious hazards and hazards the Character is unaware of in those Tiles.
Jog
Celerity: (4|5)
A quick Jog lets us move a significant distance across the battlefield, moving 8 Tiles, and also grants us Momentum in the Resolve Phase.
Momentum
Celerity: (1|-)
For as long as we have Momentum, we may move 3 Tiles for every 1 Action Slot spent. If we end our Active Phase by spending our last available Action Slot on either Jog, or Momentum, we begin our next Active Phase with Momentum. Momentum is an Active Phase Only effect.
Climbing
Ascending and descending obstacles presents a challenge that requires physical effort and time. Different surfaces present different difficulties for movement. Unless an Action states otherwise, Climbing is only possible on surfaces that offer hand and footholds.
Rope, Chain, or Ladder: Easiest to grip, minimal difficulty.
Rough Masonry or Rock: Easily grasped, moderate difficulty.
Smooth Brick or Wood: Requires careful grip, difficult.
Sheer Ice, Glass, or Stone: Extremely difficult, requires specialized equipment or magical assistance.
Ascend/Descend Scramble
Celerity: (2|3)
Move up, down, or sideways 3 Tiles over Minimal Difficulty surfaces. Requires both hands and legs free or appropriate equipment.
Ascend/Descend Free Climb
Celerity: (2|3)
Move up, down, or sideways 2 Tiles over Moderate Difficulty surfaces. Requires both hands and legs free or appropriate equipment.
Ascend/Descend Careful Grip
Celerity: (2|3)
Move up, down, or sideways 1 Tile over Difficult surfaces. Requires both hands and legs free or appropriate equipment.
Ascend/Descend Sheer Surfaces
Normally Ascending or Descending Sheer Surfaces is impossible. They require specialized gear or effects.
Jumping
Jumping allows a Character to bypass small obstacles or cross gaps. All Jumps require an Accuracy Check to successfully land on the target Tile. Failure to land results in the Character falling or ending movement before the target Tile.
Jump
Celerity: (2|3)
Jump 2 Tiles horizontally or vertically from a standstill.
Requires an Accuracy Check (v:20 + Accuracy =/+ 6), Failure results in only 1 Tile of Movement.
Leap
Celerity: (1|-)
Jump up to 4 Tiles horizontally with 2 Tile vertical height from a jog or sprint. This clears 1 Tile height obstacles.
Requires Momentum and an Accuracy Check (v:20 + Accuracy =/+ 9), Failure results in only (v:4-1) Tiles of Movement.
Falling
When falling is measured, each Full Round of falling is 100 Tiles of movement.
For the sake of brevity, each 10 Tiles a Character falls consumes 1 Action Slot.
Falling farther than the Character has Action Slots for does not generate Action Debt.
Characters do not begin falling until they gain their Action Slots.
Units fall cinematically as determined by the Story Guide, we recommend incrementally during the usual Mobilize Period between Active Phases.
Falls Shorter than 10 Tiles and taller than 3 Tiles still consume 1 Action Slot.
A 2 Tile Drop is generally ignored in Action Economy.
When a fall is measured, the Tile the Character begins the fall from is included.
Calculating Fall Damage
In applied mathematics, when falling terminal velocity is reached in around 5-10 Seconds of falling. In this sense, 100 Tiles of falling brings us to the maximum damage we can take from falling. Falling anywhere between 3 Tiles and 100 Tiles uses this formula.
T = Tiles Fallen, T has a maximum Value of 100.
(3v:6+T) Damage, Minimum T% Hit Points.
If a Character Becomes Vulnerable due to damage from Falling, they die.
Damaging Action Interactions |
How to Play |
| Design Notes: The Hit Points and Damage System are relatively complex. We like it gritty.In a way, we can track every scar to the hit which caused them. In playtesting adopting the Injury Card system took less than four Full Rounds, but created such a wonderful mechanical structure for our dedicated healers. This system creates dynamic storytelling opportunity for Injuries even if it is a bit extra to chew on. |
Damaging Action Interactions
Hit Points
The Hit Point pool of a Character is a static value based on their total Strength and Vitality. Hit Points represent a Character or Unit’s ability to fend off damage in general and continue to engage in a situation in spite of Injuries.
Damage
Each time a Character or Unit takes damage, an Injury card is made. If the total Damage on Injury Cards exceeds Hit Points, the Character or Unit becomes Vulnerable.
Vulnerable
When a Character or Unit is Vulnerable, a Character or Unit who has an Action Slot or Reserved Slot may spend 1 Slot to activate an Epilogue such as Maim, Knockout, or Execute. This interaction may be descriptively up to the Character or Unit activating the Action.
A Character or Unit may only activate an Epilogue if their currently equipped equipment is able to Reach the Victim or they have an Epilogue Effect and the Victim is within Range.
A Vulnerable Character or Unit which is healed or otherwise granted Hit Points or a Barrier will no longer be considered Vulnerable.
A Vulnerable Character may continue to perform as normal until healed or an Epilogue is Activated.
A Maimed or Knocked Out Character or Unit may recover Hit Points or gain Barriers, but they will remain in Shock for 1 hour.
Some Actions have Execution, which causes the Vulnerable Stage to be skipped, and Epilogue being applied during the Actions Resolution.
Shock: The number of Action Slots you gain in each Active Phase is reduced to 1.
Epilogues
Maim
Epilogue • Basic Action
Celerity: (1|1)
You Break, Sever, or otherwise semi-permanently destroy one of the Victim's limbs or black out one of their eyes. The Agony caused by this effect is disabling. They will remain in shock for 1 hour. Specialized healing or items may reverse the effect of a Maim only if performed within 10 Hours. Receiving the proper healing and removing Shock will allow them to return to combat.
Knockout
Epilogue • Basic Action
Celerity: (1|1)
You apply the Knocked Out status to your Victim. They remain Knocked Out for 3 Full Rounds. Shock is applied to them for 1 hour.
Execute
Epilogue • Basic Action
Celerity: (1|1)
The Victim Dies, the description of which is narrated by the Executioner.
Dealing Damage
When an Action deals damage, all variables and bonuses are figured during Execution unless otherwise stated. Once the Total Potency is determined, the Action moves into the Resolution Phase.
Mitigation
After the Potency of an Action is determined in Execution, during Resolution, all sources of Mitigation, Amplifications, and Weaknesses are calculated and applied to the Potency of the Action. After these Calculations are completed, the remaining Potency is used to create and apply an Injury Card.
Injury Panel
We use the Injury Panel to keep track of our Injury Cards. The panel should include all Injury Cards, and a running total of damage from those cards.
Injury Card
Each time a Character or Unit takes damage, an Injury card is made. The information contained on the Injury Card includes wound information; Damage Source, Damage Type, and Total Damage.
Status Panel
We use the Status Panel to keep track of any effect that has a duration which the Character is currently suffering.
Buff Panel
We use the Buff Panel to keep track of any effect that has a duration which the Character is currently benefitting.
Damage Types
What type of damage plays a role in Effect Interactions, Mitigation, and Healing. There are three major categories of damage; Physical, Elemental, and Divine.
Physical Damage
Physical Damage Types cause different kinds of Injuries
Contusion: Blunt-Force Trauma Injury Card. Contusions deal heavy damage.
Incision: Sharp-Force Trauma Injury Card. Incisions typically apply Bleeding Counters.
Puncture: Penetration Trauma Injury Card. Punctures typically apply Hemorrhaging Counters.
Raw Damage: Raw Trauma Injury Card. Raw Damage deals ½ damage to Armor and Object Durability.
Elemental Damage
Elemental Damage Types cause different Status Effects.
Fire: Burn Trauma Injury Card. Fire often causes Burning.
Ice: Frostbite Trauma Injury Card. Ice often causes Rigidity.
Shock: Shock Trauma Injury Card. Shock often causes Stun.
Divine & Demonic Damage
Divine & Demonic Damage Types cause Divine or Demonic Trauma.
Holy: Divine Trauma Injury Card. Divine Damage can not be healed by normal means, and fades at the rate of 1 damage per day.
Spite: Demonic Trauma Injury Card. Demonic Damage can not be healed by normal means, and fades at the rate of 1 damage per day.