Action!/System/Actions
Action Value(AV)[edit | edit source]
An Action Value is generated when an Action is important, using a [ Skill ] rolling a positive and a negative d10 and adding the results.
Defense[edit | edit source]
The value compared to the Action Value. The GM decides which Defense is applicable at which time.
Passive Defense[edit | edit source]
The normal Defense, without any modification to either Defense or Shot Count. Skill. Normally, the same Skill as the one used to create the Action Value, and often Dodge, Guile, or Willpower may be used to perform a Passive Defense.
Active Defense[edit | edit source]
When you really, really want to get out of the way. Lower your Shot Count by 1 (The Active Defense costs 1 Shot) and use any applicable Skill Value+5 as your Defense until your next Action. Applicable Skills include any Skill you can get the GM to accept.
Outcome[edit | edit source]
The Action Value is compared to a Defense (or Difficulty when no opposing force is present). Any margin is called Outcome.
Action Value - Defense = Outcome
Effect Value (EV)[edit | edit source]
If the Attack is a hit with at least Outcome 0, calculate your Offensive EV by adding an Attribute+modifiers to the Skill roll.
Defensive EV is calculated by adding an Attribute+modifiers to the Defense used.
Subtract the Defensive EV from the Offensive EV. This is the Payoff.
Payoff (PV)[edit | edit source]
Result often provides a minor bonus per point of Payoff Value (PV), but it also provides Success levels when a Threshold is reached (often called Wound Threshold or Success Threshold, normally 5). There are eight degrees of success:
- Fumble. This occurs if the AV of an Action drops below 0, or a double-0 is rolled, followed by a Failure or worse.
- Total Failure. AV is Defense-5 or lower. The Action now counts as Hazardous.
- Failure. This occurs if an Action's AV is strictly lower than the Defense, but higher than Defense-5. The Action fails, but does not cause any problems, and becomes One-Shot.
- Success. Less than Threshold PV. Allows the player to continue the same Action Inspired.
- Major Success. Threshold PV but less than Threshold x 2. One short-term gain (Player is Inspired on her next Action as standard), and opponent loses a Pool point (Shot or Shock as standard).
- Negotiated Victory. Threshold x 2 PV but less than Threshold x 3. One long-term gain (Player is Inspired this Encounter as standard), and opponent loses two Pool points (Shot or Shock as standard).
- Victory. Threshold x 3 but less than Threshold x 4 PV. As Negotiated Victory, and opponent loses three Pool points.
- Total Victory: Threshold x 4+ PV or double-0 followed by any positive degree of success: Opponent loses all Pool points of a single kind.
These are not absolute rules, but are often tweaked depending on the situation.
Types of Actions[edit | edit source]
Boosted[edit | edit source]
If this Action is successful, it gains +Threshold EV. This is not cumulative with Promising.
Experimental[edit | edit source]
This Action causes a Critical effect on all doubles.
Hazardous[edit | edit source]
This Action causes a Fumble on a Failure.
Hindered[edit | edit source]
If this Action is successful, it gains -Threshold EV. This is not cumulative with Promising.
Inspired[edit | edit source]
This Action is rolled with an extra positive die.
One-Shot[edit | edit source]
This Action may not be retried.
Promising[edit | edit source]
If this Action is successful, it gains double Outcome.
Routine[edit | edit source]
This Action always get at least +1 on the AV roll.
Static[edit | edit source]
This Action uses Static Skill Value as AV.
Stymied[edit | edit source]
This Action causes positive d10's to be closed. The first extra positive die is ignored, and all d10's are opened. This effect persists until target gains a positive d10, or scene ends.
Wild[edit | edit source]
Add an extra positive and negative die to the Action.
Examples of Actions[edit | edit source]
Action | Action Cost | Notes |
Reload | Action or Move | Reload an item |
Active Defense | Active Defense | You may Defend with any Combat Skill against any Attack. This also allows you to Move 1. |
Move | Free Action | Move Move meters twice per round whenever you take an Action. This may not be combined with Full Move. |
Full Move | Action | You move up to twice your Move score. This may be combined with an Active Defense. |
Aim | Action | +2 to Hit on next Action. Does not stack with itself. |
Setup | 10 times normal | +1 die on next Action which may not be One-Shot. |
Three round burst | Action | +3 Damage |
Burst Fire | Action | Augment 1, Ammo ends on double roll. |
Full-Auto Fire | Action | +d10 AV, Augment 1. Ammo ends unless a double is rolled. |
Support | Action | any Proficiency+Attribute/opponent. 5 EV provides ally with a positive d10 on same type of Action. |
Leadership | Action | Leadership+Charisma/opponent, 5 EV provides 1 Soul point to all allies. |
Maneuver | Action | Stunt+[Strength or Agility]/opponent, EV causes shockpoints, and -1 impairment/Threshold EV during EV/Threshold Sequences. |
Trick | Action | EV <Threshold nothing, EV<Threshold x 2 one +die, EV< Threshold x 3 permanent effect (Setback, permanent +die), EV<Threshold x 4 Negotiated win, Threshold x 4+, Total success, Lose all Shots, and all Actions until Trick+Wits/Trick+Wits roll EV Outcome is made. |
Bluff | Action | EV <Threshold nothing, EV<Threshold x 2 one +die or successful Bluff EV rounds. EV<Threshold x 3 Gain Outcome points of AV and a +die, Bluff holds EV minutes, EV<Threshold x 4 Will not see through Bluff as long as character is present and not challenged. EV Threshold x 4+ My friend! |
Effect | Attack Skill | Attack Value | Defense Skill | Defense Value |
Attack Action | Attack Skill | Damage Value of Attack | Defense Skill | Toughness+Armor |
Social Humiliation | Social | Charisma | Social/Willpower | Empathy |
Running | Athletics | Move | Athletics | Move |
Fast-Talk & Persuasion | Bluff | Manipulation | Bluff/Willpower | Empathy |
Throwing | Throwing | Strength | Defense (Throwing/Dodge) | Object's Weight Value+5 |
Dogfight | Pilot/Captain | Wits+Maneuver or Speed | Pilot/Captain | Wits+Maneuver or Speed |
Car Chase | Drive | Wits+Maneuver or Speed | Drive | Wits+Maneuver or Speed |
Information on Subject | Academics/Appropriate skill | Intelligence | 0 (or Deceit) | Obscurity of Subject |
Siege Warfare | Tactics | Intelligence | Tactics | Intelligence |
Holding someone down | Martial Arts | Strength | Martial Arts | Strength or Agility |
Gambling | Gambling | Luck, Wits or Intelligence | Gambling | Luck, Wits or Intelligence |
Battle of Wits | Performance | Charisma or Manipulation | Performance | Charisma or Manipulation |