Basic Actions and Interactions
What we are capable of begins with the Basic Actions. All Player Characters may perform Basic Actions if their physical prerequisites are met, such as holding the appropriate weapon, or having the appropriate piece of gear. There are no xps costs or effect requirements to perform these actions.
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 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.
Damaging Action Interactions
We'll go over the basic key elements of how Hit Points and Damage interact.
There are a lot of mechanics surrounding damage, status, and triggering effects.
The following will give the basic rundown, and then we'll get into the Basic Actions anyone can use.
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 wounds.
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 Maimed or Knocked Out Character or Unit may recover Hit Points or gain Barriers, but they will remain in Shock for 1 hour.
Shock: The number of Action Slots you gain in each Active Phase is reduced to 1.

Maim

   Epilogue
Celerity: (1|1) Basic Action
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
Celerity: (1|1) Basic Action
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
Celerity: (1|1) Basic Action
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 or Unit is currently suffering.
Buff Panel
We use the Buff Panel to keep track of any effect that has a duration which the Character or Unit 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, Divine, and Demonic.
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 and Injuries.
  • 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.
Weapon Types & Weights
Weapons enable us to execute various Basic Attack Types as well as Specialized Action Types granted by Effect Trees.
Weapon Types include: Bladed, Blunt, Chopping, Tipped, and Trigger. Additional Weapon Actions include Archery, Hand to Hand Combat, Lobbing Grenades, and Throwing Weapons.
Weapon Weight
Featherlight: Allows the use of Basic and Special Action Types and replaces Unarmed Raw Damage for Unarmed Actions made with it.
Light: May be wielded in one hand and easily concealed.
Standard: The standard weapon class.
Heavy: For a slower, stronger attack.
Massive: Occupies both hands without significant training.
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Core Mechanics

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Hit & Area