Routine
Logic Index • Aps Combat • Actions • Routine • Rest & Recovery
Routines are our most effective preparations for all sorts of issues. The Daily lives of our Characters include several Routines and are among the prime sources of the power and potential. While most Routines simply cover the grind for power, this is our opportunity to set up for things we know might be coming. Routines are vital for the Power Scale of our Characters and are performed at the beginning of each session.
Mechanical Overview
Timing
Every Single Session
At the beginning of every Session when you sit down to play, the Story Guide should run Routines before getting started. Even if the party is in the middle of a big fight or social situation, Routines should happen.
The Story Guide may restrict what Routines are being performed based on the situation. For instance, Domicile Routines paid for by the Player’s Routine Path uses the mechanics in place, suggesting Supporting Characters performed the crafts, and those items become available through Summoner’s Keys, Vidien Flasks, or other Domicile Inventory Systems.
The Story Guide may also call for Routines any time during the Sessions, especially during a Slumber or Repose.
Routine Path
Routine Paths are the main activation resource for Routines, some Routines have additional requirements.
Unlike Celerity which is a division or statement of time, Routine Paths are adjustments to continuity or events which have transpired. Routine Paths account for the actions of our characters when we are not in the driver’s seat during their time throughout the days which are normally unaccounted.
At the beginning of a session, the Routine Paths a character took also fuels roleplay, and may give our characters more to talk about.
Balance
At the beginning of every session, our players get 4 Routine Paths to spend.
During a Slumber, our characters should get 2 Routine Paths to spend.
During a Repose, our characters should get 1 Routine Path to spend.
Limitations
There are Routines which grant significant power or have other dependencies. Session Routines allow for continuity adjustments unless there are extreme implications, such as being locked in a prison cell, or having no access to the parties’ Domicile in the last 24 hours due to declared reasons. While Session Routine Paths generally ignore the current situation, Slumber and Repose granted Routine Paths are always subject to the following restrictions.
If a Routine requires a character to be at a work station and they are not, then they are not able to perform the Routine.
If a Routine requires certain tools or materials to perform, they may not be activated without them.
If a Routine has non material requirements which can not be met, they may not be activated without them.
Your Story Guide may impose additional restrictions, or offer only a few options intentionally due to the nature of the moment.
Story Guide’s Notes
The game design is balanced for these Routine Actions. Per Session Actions should never be put to the chopping block or disregarded. Removing or blocking elements such as the Routine System burns a mechanical design which promotes Roleplaying. Especially in pre-written materials which are by design meant for multiple sessions, your player’s characters will be severely handicapped without their additional routine moments.
General Types of Routines
Crafting
Itemization is paramount to survival and problem solving. Having the right consumable or reusable in a situation is often the line between life and death. From Arcane Vials of Alchemy to specialized ammunition, having the right itemization may be all anyone needs to push through the next challenging engagement.
Gathering
The simplest version of Gathering is Foraging, a Common Skill and method for handling a groups general acquisition of Nourishment Characters rely on. Outside of The Foraging, there are a few Common Skills such as Fishing, Harvesting, Hunting, Logging, and Mining. While Gathering the character is assumed to be in a third place, which is not necessarily safe. Social Encounters and Combat Engagements are possible during these Routines.
Maintenance
Equipment Durability is the main resource for Assaults and Mitigations. Properly caring for weapons, shields, and armor is a life skill martial characters rely on to maintain their faith in their equipment from one battle to the next.
Practices
Maintaining the body, cooking up delicious food, tending to wounds, getting proper rest, and taking the time to pray, commune, or meditate are all Practices which keep our Characters ready to go at a moments notice. Practices are often in third places where Social Encounters and Combat Engagements may take place during the Routine.
Preparations
Most Actions which require time to set up such as traps, coating poisons, keening an edge, composing spells, and rigging drones take small bits of routine time to keep ready.
Studies
Learning is a major cornerstone of Roleplaying Mechanics. We build knowledge as a resource to reach academic, lore, and acquisition goals. Most Studies bridge the gap between being lost and found.