Actions represent all interactions a character has with the environment around it.
Actions are resolved automatically without the need for dice rolls if they are unopposed. If an action is opposed by a difficulty then a contest ensues.
A contest occurs when a character wants to perform an action that is being hindered by a difficulty. The appropriate dice pool is assembled and rolled to determine whether the action resolves or fails.
When time is a factor for resolving situations the game will be broken down into a series of actions and responding actions called Turns. The length of a single turn depends on the participants and the resolution trying to be achieved. Between two nations warring a turn may take the span of days, between two people debating a turn may take a span of seconds and between two planets engaged in stellar war each turn may take years. A turn ends when all parties involved has taken an action.
Taking an Action
A character who wishes to take an action must fully describe what is being done so that difficulties and bonuses can be determined before the roll is made. This can include such things as: drawing a tool to aid the action, moving up to an opponent to attack them or dropping heavy gear to make running away easier. These descriptors can add difficulty or bonuses to the action based on feasibility and complexity.
Six sided dice are rolled. a 5-6 is counted as a success. A success cancels out a level of difficulty and vice versa. If all difficulties are cancelled out, then you succeed. If a difficulty remains then you fail.
Difficulties are obstacles that keep an action from resolving. They stem from environmental obstacles, other characters opposing the action or circumstantial hindrances. all difficulties must be cancelled out to resolve an action complicated by difficulties. Difficulties are generally able to be summarized with one word or a description of why an action would be difficult to perform. Examples of difficulties include “The ground is slippery.”, “The rope is brittle.” “You are on fire.”
There are two types of difficulties: Static and Dynamic. Static difficulties are unchanging from turn to turn and can be overcome over the course of several attempts. Each attempt that generates successes accumulate these successes onto each attempt until the difficulty is overcome. Dynamic difficulties change from turn to turn and must be overcome completely in the turn they are opposed.
How good a character is at performing actions.
Physical Mental Social
The three stats act like capacities for how many dice you can have in your pool for that stat. When you take damage you can choose to spend points of the stat being targeted to avoid being defeated. This lowers your dice pool maximum until it is restored. If you run out of stat to spend when being damage then you are defeated.
Cast Frequency: Per Round, Per 10 Rounds, Per Hour, Per 10 Hours, Per Day, Per 10 Days, Per Month, Per Year.
Spells without frequency last until dropped, canceled or depleted.
Flaws give Tech Points. Tech dice pool is the limit to how many flaws can give out Tech Points.
Each Die bought for a technique gives tech points. Each die bought gives X tech points per die.
Techniques are built like characters using tech points as character points.
Techs can be set online up to a dice pool equal to capacity.
Every 5 dice grant an automatic success.
Aid: Other characters can contribute one dice pool that makes sense to an action.
Gear: Bought like tech. Stated as tech. This rule extends to building familiars and companions.
Crafting: X successes on the roll need to be achieved in one go or the roll fails. The success of the roll converts into character points to spend on gear points. Amount of successes needed increases based on number of character points already crafted in. characters can donate points- maybe. You need the technique your crafting in or something relevant.
Entities: are tech that act independently or exist in the world once activated. They need appropriate stats relating to their existence.
Instance: are ongoing or instantaneous techniques that alter a character while active. They generally consist of just skills and do not need capacities.
Define how elements are defined.
Drop down menu effects mods. Range-touch-sh-med-long-inf. Duration-instant-overtime-forever.
Trainers have standardized power along with school options.
Multiple mutoid costs
spending one of the stats caused by damage causes a skill to go offline. Comes back through healing, overtime. Recovering a point brings skill of choice online. Random or choice. Allows for aiming. Offline skill shuts down powers or makes them harder to use.
- More negatives then successes+dice then char can never win the roll