Aps Combat
Logic Index • Aps Combat • Actions • Routine • Every Day Carry • Rest & Recovery • Threat Heat
Developer Notes: The Apex Combat System is of the college of table wide strategic gameplay. The system is designed to burn up Action Economy all across the table as quickly as possible to keep the cycle turning. While our players are in the Active Phase Cycle, our Story Guide is in Cinematic Execution.
Active Phase System
Instigation • Active Phase Cycle • Active Phase • Dormancy
Instigation
The Active Phase Cycle begins with the Instigate Action.
During Instigation our Characters determine the Active Phase Order by checking Reaction Time.
The Active Phase Order is determined by the Awareness multiplied by Agility of each Character and Unit.
The Highest Reaction Time begins their Active Phase first. The Lowest Reaction Time is last.
Reaction Time: (Awareness x Agility)
Instigate
Celerity: None
Instigate is the will of entering a combat engagement. It is a small action which has no mechanical weight beyond starting the Active Phase System. This could be drawing a weapon, an assassin leaping out of the shadows to strike, a Havoc Bonded unleashing an elemental. These actions do not resolve, they only reveal the tension of the moment starting the combat engagement.
In many cases character and unit Reaction Time will allow them to act before the catalyzing Instigate Action. This may lead to any number of possible outcomes, including stopping the fight before it ever happens, or outright preventing the assassin from getting his blade into a king’s backside.
Canon moments may or may not Instigate at the discretion of the Story Guide. The assassin getting the assassination completed on the king before the table can react is a possibility, if for the story. When it comes to player actions and actions targeting the player’s characters, however, Instigate should always apply.
Initialization
During this phase each character’s Initialization Actions are activated and resolved.
Initialization Actions do not follow the normal celerity rules and simply take place during Initialization.
Initialization uses the Reaction Time Active Phase Cycle to determine the order these actions take place.
Only one Initialization Action may be activated per character and unit.
At the end of Initialization, all characters and units gain their Action Slots.
Active Phase Cycle
The Active Phase Cycle is a count of Full Rounds.
The Active Phase Cycle begins when the Instigator begins their Active Phase.
The Active Phase Cycle lasts until the Instigator ends their Dormancy.
A Full Round is 5 seconds.
There are 12 Full Rounds per minute.
Active Phase
The Active Phase is your Character’s time to shine.
During this time you may activate proactive actions and effects during your Active Phase.
Proactive Actions and Effects include any Action or Effect without a Trigger Condition.
During your Active Phase, your Character must use all their remaining Action Slots, or discard them and begin Dormancy.
If you have no Action Slots when you begin your Active Phase, your Active Phase ends, starting your Dormancy.
Dormancy
At the beginning of Dormancy, your character performs all their re:Cycle Effects and gains all of their Action Slots.
All of your bonds also regain their Action Slot.
You may use your Action Slots for triggered Actions or hold on to them until your Active Phase.
Dormancy ends when your character begins their next Active Phase.