Activation
When reading an action, all of it’s activation requirements must be met to activate. There are a few term mechanics we use often in our activation requirements. Celerity, Response, Trigger, Action Rider, Stress, Durability, or Named Resources.
Celerity
Celerity: 1 Action Slot
Celerity is the total Action Slot cost of an Action and is paid first when activating an action.
In the event of an interruption which would prevent an action from taking place, all action slots spent on the action are still lost, though any parts of the action already resolved still happen.
For instance, a melee attack requires moving 2 Tiles before hitting, and the hit takes place (Both Accuracy and Damage were resolved) then the character moves an additional Tile and triggers a trap which causes the action to end, all resolved portions are still applied. Any Action Riders which might have been applied past the resolved mechanics are no longer applicable.
Response
Response: (Activation Conditions)
A Response may be activated after an action which meets the conditions for activation. A Response happens after the action which caused the qualifying conditions.
Trigger
Trigger: (Activation Conditions)
A Trigger may be activated during another action which meets the conditions to activate. Trigger Actions pause the action and conclude prior to the triggering action. Trigger actions may end or change elements of the action, such as forcing a new target for the action in question or cancelling it entirely.
Action Rider
Action Rider: (Activation Conditions)
An Action Rider may be activated during another action which meets the conditions to activate. Action Rider’s may only be applied to actions initiated by a character in response to their own action.
To activate an Action Rider, all conditions must be met including any additional Celerity or Resource costs.
Resources
Stress
If an action has a stress requirement, it causes the character to accumulate the stress regardless of the outcome of the action.
Stress may be a straight value 1 to 10, or may be only on a Nat Min of a variable check.
Mental Stress: (v:4)
A stress statement like this requires a (v:4) check, and if it is Nat Min (or 1) the character accumulates 1 Mental Stress.
Durability
Durability: 15
If an action has a Durability Requirement, when the action is activated the durability is removed from the item or equipment used as part of the action. This is removed regardless of the outcome of the action, even if it doesn’t make sense such as missing the attack with a sword.
Destroyed: If the item or equipment being used is destroyed by the activation of the action, for example if activation cost 15 durability and the item only has 9 durability left, the full effects of the action are performed before the item is destroyed. The item is destroyed in the process regardless of the outcome of the action.
Whether or not a Destroyed item or piece of equipment is salvageable is up to the Story Guide. When we play, it’s gone for good.
Unique Costs
Named: (x)
There are many resources which are unique to actions, action sets, and entire effect trees and copse clusters. Those mechanics are only added to our character sheets if we have them unlocked and they function as described in the action.