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Actions

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An Action is any discrete thing undertaken by a character or Faction. Actions can be long or short-term; they may involve a chance of failure (and if they do, probably invoke a Save). They may involve movement, thinking, combat, or long-term labor.

Actions may be instant or extended.

  • An instant Action resolves in a single Turn (a period of a few seconds) or less; such Actions are usually a combat maneuver, a spell, or a social gambit.
  • An extended Action has a Duration set some period into the future, often days or months out; until that Duration’s end is reached, the character is dedicating all their time to continuing the Action and isn’t able to perform other extended Actions.

Characters who lead Factions may orchestrate a Faction Action instead of acting personally.

What if there's no Action for what we want to do?

You can think up and execute on actions for which there are no predefined rules. This is okay; it’s the GM’s job to determine reasonable outcomes in the absence of formal Actions.

If it turns out to be something that keeps coming up, you can also construct new Actions as necessary.