Actions


Actions give our characters the ability to interact with their environment and supporting characters mechanically. While an attempt may be made to do practically anything, the actions which we have unlocked make for easy determinations of outcomes.



Proactive Vs. Reactive

There are two major categories of Actions. Proactive and Reactive.

Proactive Actions: These Actions may only be activated during your Active Phase. They do not inherently have a Trigger Condition. Though some specific effects or unlocked upgrades may change this element for a particular action or set of actions.

Reactive Actions: These Actions have at least one Trigger Condition and may be activated anytime a Trigger Condition is present and all other Activation Requirements are met.


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: We ensure we meet all the requirements to activate the action then we pay all up front costs for the action.

    • Celerity: All Actions have Celerity. This is the base Time or Action Slots we spend to activate the action.

    • Resources: Stress Accumulation, Resource Consumption, etc.

    • Declarations: Determine Targets, Subjects, or Victims.

  • Execution: During Execution we pay any additional resource cost associated with the Effect Description.

    • Variable Determination: Any Variables are checked and totaled.

    • Additional Effects: Any additional effects are enacted.

  • Resolution: The Final Phase is where apply results and handle any Mitigation.

Reactive Action Conditions

If any part of a action creates a Trigger Condition, the Reactive Action pauses the ongoing action and is resolved first.

Story Guide’s Notes: Layered triggers may get confusing if several people jump in at once. Possibly with the exception of Combination Actions. As a Story Guide taking notes on what actions are being used may be an easy way to keep things sorted. Once we have released the Lordock Applications, these things will be tracked automatically if all the players are using it.


The Developer

If you stumbled here by accident, that’s all gravy. We use these pages in our archives as templates, style guides, reference content, and reusable assets. I’m also getting to write the FAQ, which is fun.

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Aps Combat