Actions
Texto
Actions are the main way that characters interact with others and the environment during a conflict, and each represents a distinct effort, usually involving a check.
Many things a player might want to accomplish fit into the listed actions for each conflict type. A player can also describe just their intention to the GM, who can propose a suitable listed action or decide upon the checks, requirements, and outcomes on a case-by-case basis.
Performing an Action
A character performs an action as follows:
Step 1: Declare Action
The character declares that they are performing the action, and what they intend to accomplish with it. If the action lists one or more targets, the character chooses those targets. Any target of an action is also a target of checks associated with that action.
To declare an action that stipulates a specific ring for its check, the character must be in the matching stance (e.g. an action with a “Martial Arts [Air] check” requires the character to be in an Air stance to declare it).
Step 2: Make Check
If the action includes a check, the character makes that check. The character must use the ring matching their current stance for the check. If the GM decided the action’s details, the GM determines its effects based on the check’s outcome and the player’s intent.
Step 3: Resolve Effects
Then, the character resolves the effects of the action. Each paragraph in the “effects” section of the action denotes a single, distinct effect. An action’s effects resolve in the order they appear in that action. Some effects are conditional, as described below:
If an effect begins with “If you succeed,” resolve it only if the character succeeded on the check.
If an effect begins with “If you fail,” resolve it only if the character failed on the check.
If an effect lists any other requirements, those requirements must be met for it to resolve.
Step 4: End Action
Any effects that occur “after a character performs an action” resolve.
Action Types
Most actions have one or more types ascribed to it or assigned by the GM. Common types are listed below:
Attack (Action Type)
Attack actions are actions that a character can use to inflict harm on another character. An Attack action usually specifies at least one target, who suffers any relevant effects.
To affect another character with an Attack action, a character must generally have line of sight and an unobstructed path to that target.
Movement (Action Type)
Movement actions are actions that allow a character to reposition in their environment.
To perform a Movement action, a character must usually have a path to the point they are trying to reach. Characters who can fly or scale sheer surfaces (via invocations or other supernatural abilities) are naturally more able to reach places earthbound characters cannot.
Scheme (Action Type)
Scheme actions allow a character to attempt to influence targets with whom they can communicate— manipulating them, wearing them down, or bringing them around to a different point of view. A Scheme action usually specifies at least one target who suffers any relevant effects.
To affect another character with a Scheme action, a character must generally be able to communicate with that character, verbally or otherwise.
Support (Action Type)
Support actions build up the character’s position or help others, protecting them or aiding them to set up for their own actions.
To affect another character with a Support action, a character must generally be able to communicate with that character, verbally or otherwise.
Texto do livro
Core Rulebook · Chapter 6: Scenes and Conflicts › Conflict Scenes › Actions · p. 249 p. 252 p. 253
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Actions are the main way that characters interact with others and the environment during a conflict, and each represents a distinct effort, usually involving a check.
Many things a player might want to accomplish fit into the listed actions for each conflict type. A player can also describe just their intention to the GM, who can propose a suitable listed action or decide upon the checks, requirements, and outcomes on a case-by-case basis.
Performing an Action
A character performs an action as follows:
Step 1: Declare Action
The character declares that they are performing the action, and what they intend to accomplish with it. If the action lists one or more targets, the character chooses those targets. Any target of an action is also a target of checks associated with that action.
To declare an action that stipulates a specific ring for its check, the character must be in the matching stance (e.g. an action with a “Martial Arts [Air] check” requires the character to be in an Air stance to declare it).
Step 2: Make Check
If the action includes a check, the character makes that check. The character must use the ring matching their current stance for the check. If the GM decided the action’s details, the GM determines its effects based on the check’s outcome and the player’s intent.
Step 3: Resolve Effects
Then, the character resolves the effects of the action. Each paragraph in the “effects” section of the action denotes a single, distinct effect. An action’s effects resolve in the order they appear in that action. Some effects are conditional, as described below:
If an effect begins with “If you succeed,” resolve it only if the character succeeded on the check.
If an effect begins with “If you fail,” resolve it only if the character failed on the check.
If an effect lists any other requirements, those requirements must be met for it to resolve.
Step 4: End Action
Any effects that occur “after a character performs an action” resolve.
Action Types
Most actions have one or more types ascribed to it or assigned by the GM. Common types are listed below:
Attack (Action Type)
Attack actions are actions that a character can use to inflict harm on another character. An Attack action usually specifies at least one target, who suffers any relevant effects.
To affect another character with an Attack action, a character must generally have line of sight and an unobstructed path to that target.
Movement (Action Type)
Movement actions are actions that allow a character to reposition in their environment.
To perform a Movement action, a character must usually have a path to the point they are trying to reach. Characters who can fly or scale sheer surfaces (via invocations or other supernatural abilities) are naturally more able to reach places earthbound characters cannot.
Scheme (Action Type)
Scheme actions allow a character to attempt to influence targets with whom they can communicate— manipulating them, wearing them down, or bringing them around to a different point of view. A Scheme action usually specifies at least one target who suffers any relevant effects.
To affect another character with a Scheme action, a character must generally be able to communicate with that character, verbally or otherwise.
Support (Action Type)
Support actions build up the character’s position or help others, protecting them or aiding them to set up for their own actions.
To affect another character with a Support action, a character must generally be able to communicate with that character, verbally or otherwise.
