Player's Guide

How to Perform Actions in Game

In order for a character to have a notable impact in the game this often involves rolling some dice. In most cases this will be during sessions where people will be able to help you out should you be confused on what you need to roll. However there are times when you need to roll some dice for a goal you are doing in a solo scene, or it just came up in casual, some crafting, or just for giggles.

This should hopefully provide an idea on to help determine on what to roll when needed.

Above the dice roller for your character under the post boxes, are images that you can click to preload some of the more commonly rolled actions for the game.

Related Resources: Terminology Reference ; Stats


General Rules

These are basic rules of which you are familiar with you should be able to have a good idea what to roll and when, especially once you are familiar with the Stats

Most actions will use two traits/stats, 1 dice roll for each.

END, STR, DEX are considered physical stats. They are used to perform physical tasks/actions by the character.
Examples: punching, kicking, pushing a heavy object, Taking a punch, performing a backflip, running.

INT, SPIR, CHA are considered mental stats. They are used to perform mental tasks as well as cast spells.
Examples: Negotiating, solving a puzzle, casting a spell, persuade someone, command.


The Basics of Rolling for Actions

Which stats used will depend on the type of action being performed. Additionally for nearly every action there is a non magical and magical way to do those actions. So there is no advantage in doing it one way or another, this is to allow any theme of character to be able to thrive and perform well in the game. See the very end of this page for a chart with some of the most commonly used actions and their associated stats.

Actions have what is called a difficulty, which is a value that determines how hard (or difficult) it is to pull that action off. The most basic actions will start with a difficult of 25, however obstacles, environmental factors, or trying to achieve a more complex action will result in raising the difficulty making it harder to over come.

  • A difficulty of 25: actions/obstacles that are average, the basics, normal, baseline.
  • A difficulty of 40: actions/obstacles that are more complicated, above average, professional, skilled.
  • A difficulty of 70: actions/obstacles that require a high mastery, extremely complex.

When trying to do an action against something that has mights then those mights become the difficulty for the action.

The character's stats and skills create a value which determines how good of chance they have of overcoming a difficulty. This chance is translated into a percent on how well they might succeed at a task. Since the game uses a 100 sided dice this chance directly translate into what the character needs to roll to succeed.

  • If your character's might is equal to the difficulty, you have a 50% chance to succeed. Meaning you have to roll a 51 or higher in order to succeed.
  • If your character's might is double the difficulty, you have an 80% chance to succeed. Meaning you have to roll a 21 or higher to succeed.
  • If your character's might is half the difficulty, you have a 17% chance to succeed. Meaning you have to roll a 83 or higher to succeed.

You may not always know what kind of difficulty you may be up against so look for clues in the narration and perform actions or coordinate with other player characters to help increase your character's chances of success.

It is possible to also perform Multiple Actions in a single turn, however you receive a penalty when you do. It reduces your mights making it harder to succeed and it increases for each additional action attempted as well. So be careful you don't try too much and get into trouble.

  • 2 actions in a turn is a -20 to the character's mights
  • 3 actions in a turn is a -40 to the character's mights
  • 4 actions in a turn is a -60 to the character's mights

To perform an action with rolls is simple. First determine what action you want your character to do. Then in your post you describe the basics of what your character is going to be doing to achieve this action. Be sure though to make the intended action clear for the SH. Then you select the associated stats and any skill that as an aspect to help the character perform that action. Hit post and the built in dice roller will produce random numbers just like rolling a dice.


Combat Actions

Magic/Psi and Physical actions in combat have similar functions even though they use different stats.

For combat the basic actions are:

    Offensive:
    • Attack (trying to hit a target and deal damage)
    Defensive
      Standard:
      • Block (trying to absorb the damage another person is dealing to you)
      • Dodge (trying to avoid the damage another person is dealing to you)
      • Parry/Counter (trying to divert the damage another person is dealing to you)
      Special: (these actions are all or nothing, meaning you must make as much pp or more to succeed on the action)
      • Redirect/Reflect (avoid damage and redirect/reflect that damage to a different target)
      • Disarm (remove a target's weapon from use)
      • Interrupt (prevent any type of action from being done)

"Attack" here refers to any type of attack, whether it's a stab, a swing, a throw, chucking a fireball or launching a lightning bolt,etc. They're all ruled the same. Skills with a damage aspect allow that skill to be used to attack a target.

"Block" is about just soaking up incoming damage. This can be done in many ways in game both physically or with magic/psi. Blocking is also one of the defensive that either stat type can be used to soak any kind of incoming damage. Shields and Wards are also counted as part of one's defense when they are actively blocking.

"Dodge" is the other defensive which can be used to avoid any type of incoming damage. Though this tends to work mostly for actions that target the body or area. Magic/Psi and Physical versions both use the same exact stats.

"Parry" or "Counter" actions is about diverting damage. They do not require weapons, just the proper stat rolls.

"Redirect", "Disarm" and "Interrupt" are the most difficult, because you have to produce as many points as your opponent did to succeed. You can't partially succeed on these actions the way you can partially block an attack, so be careful if you choose to try and use these actions.

Each of these type of defensive do not require an independent avoid/defense aspect to be used. They all are considered to be part of what is referred to as the Standard Defense Aspect, which is an avoid aspect that is assigned to a skill with an intent to be able to defend from attacks be it magical or physical.

You can also chose to do multiple combat actions in a single turn. This enables you to attack and defend (or even do multiple types of defends) in the same turn. However doing so will impose a multi-action penalty, which reduces your chance to succeed and the damage you deal. When your first starting out, it's usually best to only attempt one combat action per round to increase your chances of success.

Additionally, when you try to hit multiple targets, that counts as multiple "attack" actions, so be wary before trying to cleave across a row of opponents - it may make it difficult to hit any of them at all.

More details on combat are available under the Combat Ruling section of the wiki.



This table will be undergoing some changes due to the removal of derived stats from the game. This is not an all inclusive list, but should still give a general idea.

Most common base actions and associated stats rolled

Doing any kind of physical action or attack to a target | STR and DEX
Casting any kind of spell or attacking with Magic/Psi | INT and SPIR
To block or resist soak an attack |
|
END and STR
CHA and SPIR
To dodge any attack | DEX and INT
To parry/counter |
|
END and DEX
INT and CHA
To redirect an attack |
|
STR and DEX
INT and SPIR
To disarm a target |
|
STR and DEX
INT and SPIR
To interrupt an action |
|
STR and DEX
INT and SPIR
To persuade/charm a target | CHA and SPIR
To command, direct a companion | INT and CHA
To perform to manipulate a crowd | INT and CHA
To do a technical technique performance | INT and DEX
To use/work with technology | INT and DEX
To pilot a drone or vehicle | INT and DEX
To non magically craft something |
|
INT and DEX
INT and STR
When trying to stealth/sneak
Pickpocketing, etc
|
|
INT and DEX
When trying to be observant
To find something hidden
|
|
INT and SPIR
When trying to be intimidating
Assert personality
Command/inspire through personality alone
|
|
|
CHA and SPIR
When trying to resist infections or toxins
Withstand conditions hazardous to health
|
|
STR and END
When trying keep standing after being knocked unconscious
Resist toxins as well
|
|
STR and END
When trying to perform outstanding difficulty athletic feats
Advance acrobatics for non performing related tasks
|
|
STR and DEX
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