Action Pool/”Blue 2.0″

The “Blue 2(version) Action System

– Updates to the 5.5 system

What about using the pommel/butt =  truncheon?

Beta test Rules for 5.5 Expertise:

Expertise allows a character to choose a ranked ability and adapt the characters way of thinking completely around it, so that the action feats they attempt are easier. The character is treated as if they were a full rank higher for access to related feats in action pools which use their ability is the ranked measure.

  • Character must be a natural talent in the rank related aptitude.
  • Requires character be beyond competent in base ability (> 4)
  • Applies to only one familiarity group
  • Costs 5 CP; Acquiring it requires that the character dedicate a time of difficult study equal to cycle 3; difficult – at the end of which they make a RSN check to see if they have assimilated the knowledge. An AP may be spent for inspiration to halve the time and gain a +4 CS on the check. Failure indicates that they must wait until they advanced another skill level before attempting again.

a. Giving natural talents 5 energy of appropriate types

b. giving natural talents multiple expertise

c. giving natural talents bonus to learning check to see if they pick expertise up

d. instead of all of the above for natural talent, moving to archetypes

e. Grant an additional familiarity group as Journeyman and 1 more as master?

f. A trait that allows a character without natural talent to take expertise (expensive); (though it will not impart any aptitude or rank for characters without any to begin with)

Need to Update the archetype text to reflect new Skill Focus and other rules/labels.

Can any of Combat action Pool feats be resisted or is taking a penalty and hitting enough to trigger them? No general resistance (have to hit; resistance is block/parry).

How to handle “Armor Piercing”?

Its a weapon property so would logically be moved to the kinetic pool under 5.5 rules. This means no one could attempt an armor piercing shot unless they had kinetic aptitude. Are we ok with that? YES

> Also note any of the combat strikes, would require the armor piercing effect in order to have any effect on armored opponents. Should we say then that combat strikes WILL work if they are a full and get through armor, doing > CON in damage? Otherwise only way is to use the Kinetic Action pool?

Kinetic Action Pool: Actions that allow the wielder to adapt weapon properties to any weapon/attack. Strictly for kinetic and based solely on capability and energy (chi).

Can only be applied with “familiar” weapons – not figured out limits here yet.

> Rank is based on kinetic aptitude + skill

Check failure = interruption?

Feat

Desc

Rank

Skill

AM

CS

Energy

Pulverize

Apply pulverize to any weapon where you have x2 min STR

Poise

Apply -1 AM if RCT > x2 min on any swift weapon

Seems like it should be encounter based, not action based

-4

Overpower

If x2 STR and RCT of any multi-grip or swift then -1 RS to defend

Brace

Use reach wpn. vs reach

Restraint

Apply full damage value of weapon as subdual (fatigue) damage

etc

Tactic Action Pool:

Each “tactic” requires 1 CP familiarity; cannot be used more than once per opponent per combat. Or rank is standard – melee/kinetic and you have toi have real rank to attempt this stuff!

> Rank is CAPPED based on RSN?; Confusion measures increase min. non-zero rank requirements.

Character can use AP at any rank to increase their own for an action (or encounter)?

Feat

Desc

Rank

Skill

AM

CS

Energy

Draw

Have one opponent fouled in their own steps or their comrades

4

Feint

Mislead defender into committing defense on wrong info

3

Balance

Perfect; not give away attack angle + time/hard to defend

3

Sweep

Strike multiple defenders within range

2

Charge

Attempt a massive use of force

1

Distract/Blind

Prevent opponent from seeing the action

2

Harmonize

Riposte with opponent or coordinate with team

3

Fend

AM auto used to draw down; pay 1 greater

– combine fend and draw AM from pool/ def version of harmonize

4

Over

reduces target’s ability to effectively employ their tactics, skills, abilities.

This is most often done with sheer numbers. Reduces ranks of feats in pools.

2

Lunge

Overextend / require “pierce” mode to drive back opponent (failure leaves open for attack)

1

Lure

Mislead attacker into making easy to defend choice

2

Disarm

Other pool examples:

-2 CS adjustment is applied vs rank to see if character can increase duration of spell. Check is vs Rank as CS, and failure = automatic interruption. OR cost = CS penalty x 5 mana.

Feat

Desc

Rank

Skill

AM

CS

Energy

Reduce Time

3

Increase Duration

2

Increase Distance

2

Increase Targets

3

Increase Power/Dmg

4

Decrease Resistance

5

Increase Area Affect

4

?

Encounter based changes vs. set time?

Personal Tactics: Use of Tactic Action Pool in single combats.

> Any character could theoretically pursue this without much penalty

> “Competent” (level 4+) characters get sleight advantage

> Scope of tactics – some apply to “mage combat” – so while the wording seems very kinetic, would there be a tactics – kinetic, tactics – magic, etc. – all regulated by RSN?

Team Tactics > This needs detailing

  • Working together using Global Action Pool feats
  • Working together using Combat Action Pool feats > Competent level

> While any character could pursue this, it makes most sense for Kinetics

> Allow multiple to combine damage to overwhelm/kock over

Unit Tactics > This needs detailing

  • Working together using Kinetic Action Pool feats

> ONLY kinetics could pursue this

Only works with familiar, proficient weapons

No more armor use or soak as a skill?

– “Power Through” / “Steady Up” / “Steadfast” – VGR + RCT

If wearing armor, negates 1 level of exhaustion during the round (1 check at start of round) for each 5 chi to a max of x RD of check + negates Encumbering property/state. Or can be used as many times as desired in the round, where each RD of check reduces damage by 1 for attack. If in the ‘unsteady’ condition and the check is missed, you take 1 fatigue x Size Factor; a fumble means RCT check or knock prone. Being unencumbered negates unsteady and grants +1 RD in unarmored checks.

Either this or Iron will need to have the ability to pay chi to negate combat strikes; probably this. = No

This makes it really difficult to wear armor regularly though. The ONLY way is through this skill!

What do we want to do?

a. Drive people to buy the best, fitted armor

b. Have some sort of trait which allows the use of an item with half ENC (equivalent of “wielding” a weapon being able to control its weight and impact – allowing the use of most armors fitted for character with this to have their ENC penalty negated.

armor handling = animal handling

____ a term that allows for the regulation, control, and guidance of something else through constant interaction. The exact effects depend on the context of the subject.

armor regulate?

armor manage?

armor supervise?

Weapon Handling = halves ENC when a weapon is “wielded” as they can actively control the weight and balance.

> Define “wield” a weapon – melee skill?

Armor Handling =

c. Heavy armor simply should impact you 1 level of exhaustion + “unsteady” condition – thats the trade off: less AM for protection. But if you do it right, only 1 AM should be about maximum for armor.

Encumbering = athletics penalty? Fit Value is under armor right now – does it need to move to general item property? Also, the idea of items imposing a -1 CS on athletics and stalking skills per FV > 2 should go where? ENC/Exhaustion? Note that an item with a “property” of ‘encumbering’ can be used to automatically impose an initial -1 on athletics/stalking.

Add to Tactics: Personal & Add to Combat Pool description > ?

“If the target has personal tactics, they gain a bonus on any checks to resist the effects of kinetic feats (such as unconsciousness) equal to the result degree of a tactics check.”

Quigong level 4 > ??? Can you use some power to prevent the use of the Aggressive Feats? Like a Tranquility Zone = only get to use the raw talent and ability – no attack can be made which use chi to enhance the chance or quality of the outcome.

> “The defender pays 20 chi to create a zone of tranquility and calmness which prevents combat pool feats from being activated/used against them. This is done at the beginning of the round and lasts until the end of it. Attackers will be able to sense the presence of this defense with a Quigong check once its been encountered.”

Quigong covers the automatic use of AM to counter activity? For instance, can you just get your quigong to level X and then say spend 5 chi per RS (up to max – not crit) and it would automatically hit? Maybe requires meditation before the combat itself. That would be cool. Also, speed up and slow down things around you, and a chi shield of sorts – both as a RS reduction, force reduction. Say you can only use it a number of times per day = rank, then you get sickness.

Qigong Idea: Spend a # of chi to offset any fatigue damage for an encounter (for the duration, malaise  and fatigue countered is ignored in determining consciousness or other things which factor it in. LEveL ???

Qigong: Convert damage down by type – like a shrug off; convert to kinetic up to level x 2 per day. What about stabilizing automatically. with a meditation check @ wht level? An appropriately sized set of armor will have the same relative impact, regardless of size. Size will impact the cost of the armor, as well as any fitting adjustments. The largest impact armor has is in cost, and impact to effectively handle implements without having to steady up./


Review

Form Options – Build, Bulk, Frame
[X] – Updated

Weapon Properties

  1. Simple [Use]; Staff (can be used as a light staff), Club (can be used as a light club), Knife
  2. Fundamental: Basic – anyone can gain expertise in these (staff, club, knife) without competency
  3. Impervious
  4. Pierce: “mode” – allows for impale
  5. Cut: “mode” – allows for slash
  6. Blunt: “mode” – allows for crush
  7. Abrade: “mode” strips surface flesh/layer
  8. Propelled “mode” (if first, indicates assumed). Damage increase is by STR, not by item, not by size. Throwable might be harder to evade than melee, but possible (shoot/fast ranged next to impossible. A throwable class also allows for powers which reduce bows/guns to throwable and make them so they can be dodged. Throwable might have interesting options like “curve” throw, “spin” throw, “2 handed” throw (hey, you can grip more haft when throwing) – this is an interesting option.
  9. Soft: No damage to armor
  10. Equipoised: If item use achieves Poise and item is Swift, -1 RS defend?
  11. _____if multi grip weapon is str > x2 hen weapon can be wielded with 1 hand; wielder must count full ENC value and and have a SF = species avg. + 50%

  12. Overpower: If x2 STR and RCT of any multi-grip or swift then -1 RS to defend
  13. Overbear: damage x2 for KB (many guns, mauls, etc.)
  14. Reach: When defenders item ½ attackers, attacker wins initiative regardless of AM
  15. Fend: 1-4 measure; designed to block – the ENC modifier for determining resilience is higher.Also gains the measure as a CS bonus to all block actions, or if used as a ‘simple’ item type noted.
  16. Bulwark: The shielding measure is be made into an RS bonus for defense, but all offensive actions suffer the same penalty. Bulwark items can be used to form a “shield wall”; Items with the Swift property reduce one defensive RS adjustment (min 1)
  17. “Encumbering”/Bulky – Items that automatically throw you off balance even after you have accommodated for the weight alone through ENC/EC = fv > 2 = PENALTY on athletics, etc. “Wielded” items cannot cause this.
  18. EASY X (affects AM); easy parry -1 AM to parry, easy block
  19. Natural weapons ; grapple of >4 may allow this for natural hit/punch/etc. in weird way?
  20. weapons marked as swift, some skill to leverage to make it harder to be defended against?
    -1 Evade

Materials Reference