Action Scenes


At the start of every scene, the GM calls for an initiative roll. This is typically an Alacrity roll but can be Deception if it occurs during a social scene. You act in initiative order with the highest going first, second highest going second, etc. just like any other turn-based game. Any time an effect adjusts your initiative, the creator of the effect can allow you (or force you) to reroll your initiative.


ACTING IN INITIATIVE
Every round on your turn you can take 1 action during your turn.

If you attempt to take a 2nd or even a 3rd action but you take a cumulative -1 penalty to all dice pools on all actions taken after the first (-1 for the 2nd and -3 for the 3rd). You also suffer this penalty to all defense ranks. This penalty drops by 1 at the start of your turn every round (minimum 0).

If you take an action outside your turn to interrupt someone else's action, it's called a reaction. You take double this penalty for each reaction (-2 the 2nd reaction, -4 the 3rd).

You do not take this penalty if you take only 1 action and 1 reaction every round.


ATTACK
You choose a power and a feasible course of action you use that power to make an attack. Make a dice roll with your power and count up your successes. The GM reduces your total number of successes by half the target's defense rank (rounded down) and you deal a random negative condition to the target with a rating equal to the number of remaining successes.

Called Shot: You can choose to take a -2 penalty to your dice pool when you attack so that you can can choose which condition you afflict on the creature.


EFFORT
You declare a specific course of action you plan to take on your next turn. You gain a +4 bonus to rolls you make as part of this action until the end of your next turn.


INTERRUPTION
However, you can spend AP at any time to attempt to interrupt someone else's action if you're aware of it. The AP cost is equal to the ability cost of the ability you're using to interrupt + the ability cost of the ability they're using to do so. You then roll initiative against them to see if you succeed. If you fail, their action finishes but your action does interrupt the rest of their turn.


RESIST
You can block an attack with a shield, dodge out of the way of a fireball, push back against forced movement, steel your resolve against a mental assault, and otherwise actively resist attack. You get +4 bonus to your effective defense rank until you make an attack or the start of your next turn, whichever happens first.



EFFECT
Whenever you attempt to do something, you're taking one of the following possible types of actions.

PracticeDescription
CreationCreate things
DestructionDamage, debuff, and destroy
EminenceCommand/control troops
KnowledgeDiscover and memorize key knowledge
MobilityRanged combat and impossible accuracy
RestorationBuff, heal, and repair
SubterfugeDeception, disguise, espionage, secrets, skullduggery
TacticsControl/manipulate battlefield/terrain

Creation: You attempt to create something. You roll a power most appropriate to create something + your Creation stat. Depending on the object you want to create, a certain number of successes are needed, with each attempt taking roughly 1 day. You can take a penalty to your roll per time scale you want to reduce this time: 6 hours for -1, 2 hours for -2, 30 minutes for -3, 10 minutes for -4, 3 minutes for -5, 1 minute for -6, 3 rounds for -7 and 1 round for -8.

For a simple object you need 1 + size + Resources cost successes. For a complex object, you need +4 more successes.




ASPECTS
When you create any effect, you must devote your successes to the aspects of effect you want to create. All aspects of an effect you create start at 1 before you invest dice in the effect. You can split your effect between multiple things. For example if you have 5 dice in something and you wanted to create a ranged area attack. You could devote 2 dice to the area (1 + 2 = 32 = 9 yards/meters) and 3 dice to damage.

Powers that can use normal tools without magic, which extend your limitations by whatever the normal tool provides. For example, Bows domain at rank 1 is limited to Area 5 feet and Range 50 feet. However, when using a shortbow, the range is already 50 feet. So by wielding a bow, a character could use a rank 1 Bows domain out to 100 feet of range. Weapons and other tools have their own stats, so assume the following limitations unless noted otherwise:


Area: (1 + Dice)2 yards/meters
Damage/healing: 1 + 1 dice
Duration: (2 + dice - target's resistance rank, minimum 1). 1 = 1 round, 2 = 3 rounds, 3 = 1 minute, 4, = 3 minutes, 5 = 10 minutes, 6 = 30 minutes, 7 = 2 hours, 8 = 6 hours, 9 = 24 hours, 10 = 1 week, 11 = month, 12 = year, 13 = decade, 14 = century, 15 = millennia, 16+ = permanent.
Number of targets: (1 + Dice)2 (if affecting specific targets instead of area)
Range: Area x 10 x dice
Virility: 1 + dice is the number of successes needed to resist to end the effect. Only one resistance roll can be attempted every interval. An interval is 1 round if the duration is 3 minutes or less or 1 minute if its 10 minutes or 30 minutes. If the duration is longer, the interval is always 1 time size smaller: permanent-->millennia-->century-->decade-->year-->month-->week-->day-->hour-->minute.
Weight Created: Rank2 x 2 lbs./1 kg for rare/precious substance, x10 for uncommon, x100 for common
Weight Moved: Rank2 x 20 lbs./10 kg for anything, x10 for uncommon, x100 for rare


Shortbow: +1 range
Longbow: +2 range
Battleaxe: +1 damage
Shortsword: +1 attack
Longsword: +1 attack, +1 damage

success.