AVORKARTH

INTERACTIONS

A character's interaction with the world is shown by the use of actions, or simply put, “the things they may do”. These actions are split into three distinct categories, being the General actions, Skill actions and Combat actions.

ACTIONS

Any action takes a certain amount of time and while under stressful situations such as combat, characters are limited in the number of actions they may do in a given time. Further, Actions are split into three types.

If an action takes longer than a full turn's worth, it is carried over to that character's next turn.

ACTION TYPES

Actions are how the character interacts with the world and encompass the following :

General Actions : These are actions that can be done at any time, such as drinking a potion, reading a scroll or speaking to another.

Skill Actions : These are general actions that have a chance of failure. Such actions are jumping over a cliff, acting out a play or disguising oneself.

Combat Actions : These actions can only be done while in combat or to begin combat such as swinging a sword or casting an offensive spell.

ACTION LENGTH

To easily categorize all actions, each one is given a certain amount of time needed to act upon it.

Standard Actions : The most common action, a character gets actions equal to their Swiftness score.

Full Actions : Full actions are set as a static amount of time that doesn't change no matter how quick the character is. These ALWAYS take a full round and the character's full attention.

Swift Actions : These actions are quick but still take up enough time that they cannot be done except on the turn of the character. These actions may be done once per turn. Should the character have more than one turn in a round, they get additional swift actions per round.

THE TELLING ACTION

Tian watched as Uru tested her now healed sinuous tail, its fins cresting the waters of the large pond. The lightest smile etched his face as he contemplated her movements with his usual studious nature. It was obvious that the pond was too small for the siren, but it didn't stop her from moving with the grace of her oceanic predatory kind. His eyes sharpened as he caught the glimpse of her sharpened teeth beneath the tattooed line.

Suddenly a flick of the creature's hips rippled through to the end of her tail and a wave of droplets flew towards him, the thresher siren giving him a mischevious grin.

Taking a quick breath, Tian exhaled and let his martial subconcious take over. His hand and arm became a blur as they lightly touched each droplet of water ever so gently as to divert them to either side of his body.

Uru pouted and huffed, speaking in a rough karthian tongue. “How were you ready for that?”

"Every action has a tell before it occurs.” replied the monk with his usual serenity, “Yours was your smile.”

INTERACTIONS

COMMON ACTIONS

ACTION LENGTH DESCRIPTION
Discussing Full Action The character speaks to another without interruptions or distractions. This cannot be done while the character is locked in melee combat.
Speaking Swift Action The character relays an established thought to another within a short time frame. This can be done as a free action while moving.
Quick Shout/Yell 1 Action The character relays a few words or a command. Maximum once per round. This does not allow a conversation.
Moving 1 Action per 5 feet movement. The character runs, climbs or swims.
Guarded Move 2 Actions per 5 feet movement. The character moves carefully, safeguarding them against any actions of opportunity.
Changing Direction 1 Action* The character quickly adjusts their facing. This is a free action once a turn.
Standing Up 3 Actions The character stands back up from being prone or having fallen.
Simple Interaction 1 Round The character uses a common item, eats food, drinks a potion, opens a door or does any similar simple action.
Complex Interaction 1+ Rounds The character uses an uncommon item such as a complex mechanical device or magical object that requires their full attention.
Reaching for a belted/pouched Item 3 Actions The character grabs hold of an easily accessible or pouched item.
Rummaging through a Backpack 8 Actions The character ruffles through larger bags, looking for a particular item.
Dropping an Item Swift Action The character drops whatever they are holding to the ground.
Preparing a Simple Weapon 2 Actions The character draws a weapon from their back or side.
Preparing a Complex Weapon 6 Actions The character prepares a weapon, such as reloading a crossbow or preparing a bow's string.
Attacking 3 Actions The character attacks either at melee or ranged with their Primary attacks.
Focused Attack 1 Action The character adds a secondary attack to the main attacks. Each secondary attack can only be used once per turn.

Adventure!

INTERACTIONS

MOVEMENT

Movement is the representation of how quickly a character moves throughout the world. The movement attribute is generally unused outside of dangerous situations or combat. While combat is active, movement is shown in tiles, with diagonals counting as 1 and a half tiles. A character can move through these tiles by using up their turn's actions.

MANEUVERABILITY

This determines the ease of travel for the character upon different terrains.

Perfect : The character may move freely in any direction.

Good : The character cannot move in diagonals, but can turn direction in the same move action.

Rough : The character can only move in a straight line and must take a second move action to turn.

SWIMMING/CLIMBING

Though swimming and climbing are skill actions, they are technically movement sub-sets as well. Characters who attempt to swim through deep waters or climb steep mountain-sides may do so only if they pass the skill check first.

FLYING

Characters that have a flying movement speed may use it instead of their running move. Their distance from the ground (moving “up”) counts as part of the movement as well and must be kept note of. Flight can only be used if the character is in their Light or lower lifting capacity. (See lifting capacity.)

FALLING

Falling is commonplace in areas of danger. Cliffs, traps, ravines and ledges are all obstacles where falling is possible. Falling penalties increase the further the distance fallen. The penalties of the fall can be reduced by a successful tumble skill action.

Light Fall : Falling dangers begin once the drop is greater than the character's height or their agility score. The character then takes 1 minor wound per further tile. The DC of the tumble is equal to the total number of tiles fallen.

Great Fall : If a fall is greater than the character's height x 2, then the character instead takes 1 lethal per distance fallen.

BREATHING/HOLDING UNDERWATER

Most land species of Avorkath cannot breathe underwater, however may hold their breath a number of rounds equal to their constitution score + 1 per size smaller than medium. Afterwards, they take 1 minor wound per round.

INTERACTIONS

WILL STATE

A character's will is ever important, giving them the courage to stand up against their foes or the heart to resist the most dangerous of temptations. However, even the most hardened veterans may fall to the terrors or charms of battle and spells.

Charm/Fear Points : Whenever an effect says that the character gains a charm or fear point, they must refer to the fright and/or charm charts to see if any effect is yet placed on the character.

Charmed and Feared : Should a character be suffering a charm and fear effect at the same time, they must suffer the effect of whichever is greater at the moment. If they are tied, fear is the greater effect.

Regaining Sanity : Characters lose 1 fear and charm point per safe night's rest.

“Beware, child, of the female of the Sei’yuulei, first of the fae, known to us humans as Nymphs. Their graceful allure is used to its full advantage when hunting any who would trespass their lakes, rivers and forests uninvited.” - The Chronicler

FEAR STATES AND EFFECTS (Effects do not stack)

Points State Effect
3 Frightened -1 Initiative, -1 to all Attack and Skill values.
6 Scared -1 Dodge, -3 Initiative, -2 to all Attack and Skill values.
9 Panicking Halve Movement, -2 Dodge, -5. Initiative, -3 to all Attack and Skill values. Roll a die on each action. On a 4+, the action goes through.
12 Terrified Same as Panicking, but actions only go through on 6's.
15 Horrified Can no longer take any actions and is helpless. All rolls against are considered critical successes.

CHARM STATES AND EFFECTS (Effects do not stack)

Points State Effect
3 Charmed -1 Initiative, -2 to all Combat, Skill and Will values against the charmer.
6 Allured -3 Initiative, -3 to all Combat, Skill and Will values against the charmer
9 Captivated -5 Initiative, -4 to all Combat, Skill, and Will values against the charmer. Roll a die on each action. On a 3+, it goes through. Otherwise it is replaced by a 1 tile movement towards the charmer.
12 Fascinated Same as Captivated. The captivation effect increases to 5+.
15 Enthralled -2 Initiative, -1 to all rolls, but is now allied with the charmer. The charmer may also choose to force the captivation effect.