Action!/System/Actions

Action Value
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
The value compared to the Action Value. The GM decides which Defense is applicable at which time.

Passive Defense
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 or Willpower may be used to perform a Passive Defense.

Active Defense
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
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
When the degree of success of an Action is in question, an Effect Value is created. Offense is an Attribute and its modifiers or a static Value. Resistance is an Attribute and its modifiers or a static Value. Roll an openended d10 (an Effect Die) per Threshold (normally 5) points of Outcome+Offense-Resistance and any Augment extra dice. Add the dice together. This is the Effect Value.

Result
Result often provides a minor bonus per point of Effect Value (EV), 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 EV. Allows the player to continue the same Action Inspired.
 * Major Success. Threshold EV 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 EV 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 EV. As Negotiated Victory, and opponent loses three Pool points.
 * Total Victory: Threshold x 4+ EV 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.

Boosted
If this Action is successful, it gains +Threshold EV. This is not cumulative with Promising.

Experimental
This Action causes a Critical effect on all doubles.

Hazardous
This Action causes a Fumble on a Failure.

Hindered
If this Action is successful, it gains -Threshold EV. This is not cumulative with Promising.

Inspired
This Action is rolled with an extra positive die.

One-Shot
This Action may not be retried.

Promising
If this Action is successful, it gains double Outcome.

Routine
This Action always get at least 1 on the AV roll.

Static
This Action uses Static Skill Value as AV.

Stymied
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
Add an extra positive and negative die to the Action.