Activation
Logic Index • Aps Combat • Actions • Routine • Rest & Recovery
When reading an action, all of it’s activation requirements must be met to activate. There are a few term mechanics we use often in our activation requirements. Celerity, Response, Trigger, Action Rider, Stress, Durability, or Named Resources.
Celerity
Celerity: 1 Action Slot
Celerity is the total Time or Action Slot cost of an Action and is paid first when activating an action.
In the event of an interruption which would prevent an action from taking place, all action slots spent on the action are still lost, though any parts of the action already resolved still happen.
For instance, a melee attack requires moving 2 Tiles before hitting, and the hit takes place (Both Accuracy and Damage were resolved) then the character moves an additional Tile and triggers a trap which causes the action to end, all resolved portions are still applied.
Proactive Action
Activation
Celerity: 2
Type Stress: 1
Movement: 2 Tiles
Reach: 1 Tile
Effect:
Resources
Stress Accumulation
If an action has a stress requirement, it causes the character to accumulate the stress regardless of the outcome of the action.
Stress is usually straight value 1 to 10
Stress may also accumulate only on a Nat Min of a variable check.
Mental Stress: (v:4)
A stress statement like this requires a (v:4) check, and if it is Nat Min (or 1) the character accumulates 1 Mental Stress.
Unique Costs
Named: (x)
There are many resources which are unique to actions, action sets, and entire effect trees and origin cores. Those mechanics are only added to our character sheets if we have them unlocked and they function as described in the action.
Durability Cost
Durability: 15
If an action has a Durability Requirement, when the action is activated the durability is removed from the item or equipment used as part of the action. This is removed regardless of the outcome of the action, even if it doesn’t make sense such as missing the attack with a sword.
Destroyed: If the item or equipment being used is destroyed by the activation of the action, for example if activation cost 15 durability and the item only has 9 durability left, the full effects of the action are performed before the item is destroyed. The item is destroyed in the process regardless of the outcome of the action.
Whether or not a Destroyed item or piece of equipment is salvageable is usually up to the Story Guide, but some Descriptions will declare the proper scenario. A destroyed object is gone for good.
Reach & Range
Reach typically requires connection to the activator while Range typically separates from the activator. These distinctions are important when working with Action Riders, Passive Effects, and other mechanics which may apply to only one or the other.
Reach and Range are defined by the number of Tiles, as Tiles can be 5ft Squares or 1 Meter Hexagons or anything else your table uses as conversion. While this does mechanically suggest variability by definition, it is defined by your Story Guide.
Reactive Actions
There are three main subtypes of Reactive Actions; Response, Trigger, and Action Rider.
Response
Response: (Activation Conditions)
A Response may be activated after an action which meets the conditions for activation and happens after the action which caused the qualifying conditions. Response Actions are typically Culmination, Healing, and Combination (Combo) actions.
Response Action
Activation
Response: (Activation Conditions)
Celerity: 2
Type Stress: 1
Movement: 2 Tiles
Reach: 1 Tile
Effect:
Trigger
Trigger: (Activation Conditions)
A Trigger may be activated during another action which meets the conditions to activate. Trigger Actions pause the action and resolve prior to the triggering action or as a modification to the ongoing progress of the action. Trigger actions may end or change elements of the action, such as forcing a new target for the action, reducing the action’s effectiveness, or cancelling it entirely.
Trigger Action
Activation
Trigger: (Activation Conditions)
Celerity: 2
Type Stress: 1
Movement: 0 Tiles
Range: 5 Tiles
Effect:
Action Rider
Action Rider: (Activation Conditions)
An Action Rider may be activated during another action when it meets the conditions to activate.
Action Riders may only be applied to actions initiated by your character in response to your own action.
To activate an Action Rider, all conditions must be met including any additional Celerity or Resource costs.
If an action using an Action Rider is interrupted prior to the application of the Action Rider, the resource costs of the Action Rider are not paid. Moving two Tiles then getting stopped before making an attack Variable Check after declaring an Action Rider which requires the attack Variable Check refunds any costs associated with the prevented action which you may have spent by phrasing your intentions.
Action Rider
Activation
Action Rider: (Activation Conditions)
Celerity: 2
Type Stress: 1
Movement: 1 Tile
Reach: 1 Tile
Effect:
Movement
Movement during actions is how we move around the map. The amount of movement granted by an action is stated between resources and reach/range. If specific movement is a requirement for the action to function, it will be included in the effect description.
Once we have resolved the main portion of the action, we may use any left over Movement which is part of the action.
If an action has Movement: Restricted, they can not move during that action. If an action has Movement: 0 Tiles, effects which add movement may still apply as normal.
Forced Movement: Many effects have Forced Movement. This may override Movement: Restricted. If it does so, the action is interrupted at the point the Forced Movement is applied.
Movement Action
Activation
Celerity: 2
Type Stress: 1
Movement: 4 Tiles
Reach: 1 Tile
Effect: After moving at least 2 Tiles in a straight line, (v:2)
Your attack misses.
Your attack hits and deals X% damage.