Action attribute break down: Attacks defense, and buffs are treated as the same. The system relays possible actions not not all allowable actions. Just because it can be constructed doesn't mean a player can have it as an action for the character.
Type: This is the descriptive nature of the action, denoting intended action and distance. Two types may be selected. They are as follows:
Melee, Ranged, Block, Dodge, Parry, Area of Affect, Noncombative
Melee are actions in personal reach of the characters with conflicting actions.
Punch to the face!
Ranged are actions meant to be taken outside of personal reach of the two characters with conflicting actions.
Gun to the Face!
Block are actions which attempt to nullify conflicting actions through opposing force.
Shield to the Punch! Bullets to the vest!
Parry are actions which attempt to nullify other conflicting actions through redirectin said action.
Defect the Fireball! Paint the Fence to the Punch!
Dodge are actions which attempt to nullify conflicting actions through moving out of the way.
QUADDRUPEL BACK FLIP DODGE!
Area of Affect are actions taken that are meant to affect more then just caster of the action.
EAT HELL ZONE GRENADE! Face the awesome might of my Barrier of Force!
Core: This where the skill group that the action uses are listed. The core that used by the character Action is stored on the character themselves instead in the Action system database. The core maybe blanked, and the Action will be rolled solely off of Stats and Character Advancement. There can be any number of skills. For Navitas (not a finalized list):
Thermomancy Adjusting ambient temaptures, and elemental spells such as fire and ice.
Pneumancy Gales of winds!
Holomancy The ability to alter other perceptions through external means. It also also for images to be constructed and can be movable.
Neuromancy Messing with the Brain Magic (Mind Reading, Jedi Mind Trick, Mental Suggestion to Complusion)
Invitomancy I summon thee, Hockus Pokus to do mine bidding!
Vitasomancy Magic Missile, Bigsby Grasping Hands
Guns Shot stuff!
Fists Hit stuff!
Melee Weapons Sworded! Polearmed! Hammered!
First Aid Band Aids and Duct Tape
More as the Players Need I dont know. Other actions that can affect the stats of players that are not of a combat nature. Or ones that can make use of a skill level. Hacking? Bluffing? Fraud?
Core LevelsCore levels, are an abstracted measurement of proficiency in the at skill. There wouldnt a finite list of skills. This has a few advantages and disadvantages.
The advantages is that it doesn't hog tie characters in what their character is skilled in. A character can name specific skills or be abstracted in a sense. This however requires some assumptions and may need a core tagging system to allow Actions which would affect a Core of that ability, even if it doesn't state that explicit Core. The tags wouldn't be very large, with a disadvantage of probably allowing Actions to affect things they shouldn't, but that type of issue will exist no matter what and can be made into informal play rules, that almost always come up.
Cursory Tag ListMagical skill, combative
Magical skill, noncombative
SN skill, Combative
SN skill, noncombative
Mortal skill, combative
Mortal skill, nonecombative
The largest assumption it makes is that the cores represent profency in not only positive but also negative actions. Such as my Core in Generic-O Martial Arts, assumes that I am equally skilled in attacking and defending with it. Or a computer skill allows me to defend my system and attack other systems. The game system can handle speciality, such as a Core that meant for only attacking, and placing defensive actions on a hidden or a different Core, but it won't do so by default.
If we have a finite Core list then we can arrange them in groups, and can have a definitive tagging system for them. This will make the system easier to handle, but it seems to go against the spirit of the system intended goal.
For Core levels, 20 should mark Proficiency. Magic should have a finite list, or a hard justification for added cores to it. Specialization cores are possible and wouldn't be finite.
20
Profecient
Basic things dont require to much effort or luck to pull off.
30
Highly skilled.
Basics things are trival, and advance workings of the Core dont require to much effort or luck to pull off.
70
Master Level
Advance tasks are near or trival to preform. Any function of this Core is not out of reach. From herein its not a matter of understanding, but of experience in apply the skill.
Stats: These are the stats that the action uses in conjunction with the core.
Consumption: This which energy pool that the action takes from. Most actions will take from at least two. This where it also denotes how much of the energy pool they take. They are follows:
Health
Navitas
Stamina
Action PointsConsumption Cost: The cost for the action on the energy pool.
Examination of the Resource ReservesHealthThe Health pool represents the character body to take harm before failing (EI Passing out.) or dying. It is another abstraction, describing ability to dodge, bumps and bruises. It is up to the player to describe how his character is harmed. Health is derived from the Constitution stat. If there is not enough Health to preform the action or at the behest of failed Action contests then the character is no longer able to preform any actions, and is either unconscious or dead.
Health Pool Formula
1 2 3 4
1 Con Stat
2 Arbitrary. To ensure there enough of this pool to be used by the actions or at the behest of failed Action Contests.
3 For actions that may results in changes to this resource reserve.
4 For actions that may results in changes to this resource reserve.
NavitasThe Navitas pool represents the overall mental and mystical resources the character has in order to power various super natrual abilities or special mortal abilities. This pool is derived from the averages of the stats plus metric for character improvement. If an action requires more Navitas then what is available then it will be pulled from the Stamina pool.
Navitas Pool Formula 1 2 3 4 5 6 7 8 9 10 11 12 13
1 Str Stat
2 Con Stat
3 End Stat
4 Dex Stat
5 Agi Stat
6 Wil Stat
7 Fin Stat
8 Spd Stat
9 To gain the average of all the stats.
10 To show experience adding to the Navitas reserve, With age comes power. Character advancement metric.
11 Arbitrary. To ensure there enough of this pool to be used by the actions.
12 For actions that may results in changes to this resource reserve.
13 For actions that may results in changes to this resource reserve.[/li][/list]
StaminaThe Stamina pool represent the overall bodily reserves of the character. It fuels character physical exertion. Stamina is derived from Endurance. If an action requires more Stamina then what is left in the pool then it may be optionally taken from the Health pool. The player has to okay the exchange of resource reserves.
Stamina Pool Formula
1 2 3 4
1 End Stat
2 Arbitrary. To ensure there enough of this pool to be used by the actions.
3 For actions that may results in changes to this resource reserve.
4 For actions that may results in changes to this resource reserve.
Action PointThe Action Point pool is the action limiter for game rounds. They abstractly represent the time and concentrate a character may exert during a single round. If the action requires more stamina then what is in the pool, then the action will carry over into multiple rounds until the Action Point Cost is meant.
Action Point Pool Formula
1 2 3 4 5 6 7 8
1 This is the stamina derived energy pool.
2 Arbitrary. To ensure the AP pool is kept at a reasonable number.
3 Dex Stat
4 Speed Stat
5 To get the average of the dex and speed stat. This is the reaction derived stat, that will be called upon a lot.
6 This number is ensure that some actions may always be taken, and to prevent large negative numbers.
7 For actions that may results in changes to this resource reserve.
8 For actions that may results in changes to this resource reserve.
Multiaction Cost: The cost for the action to be used more then once in succession.
Condition: This is here if the action is capable of canceling a conflicting action or being canceled by a conflicting action.
An action capable of not being dodged, such as an area affect action. Thusly a conflicting action that is of the Dodge Type will be ignored.
I cant think of an example where an action can be cancelled by another conflicting action.
Composition: This is more or less the damage type, and what the action is made from. There are generally two items listed here.
Blunt
Sharp
Electrcity
Metal
Earth
Fire
Wind
Water
Navitas
Poison
Iron Alloy
Silver
Cure All
Specific Bane
Stamina
Strong: If the action has a strength against a particular Type, Core or Composition then this action receives a bonus. Optional.
Strong Bonus: Lister on how the bonus affects this action.
Weak: If the has a weakness against a particular Type, Core, or Composition then this action receives a penalty. Optional.
Weak Penalty: List on how the penalty affects this action.
Affect: What this action if successful affects the target. This can be, any of the energy pools, stats and cores.
Dealt: How the action affects the target. This is where the damage formula would be placed in.
Duration: This how many rounds the action may persist.
Duration Cost Source: This is the where the cost of the Duration is stored. This will probably be the same as the Consummation of the action.
Duration Cost: This is the secondary cost of the of action paid every round the action persists.