Interactions in Legend Continuum | World Anvil
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Interactions

Overview

Interactions are anything that a character does in a short space of time, from moving to attacking to harvesting. Most interactions will take place in a turn-based format, where each character has a limited amount they can do in their turn.   Key:

Action - Active / Reactive

  • Attacking
  • Defending
  • Moving
Roll - Dice roll result (maximum = Crit)
Turn - All a single character's actions
Round - All characters' entire turns
Check - Actions tested against the world
Clash - Actions tested against others
Stance - Focused / Wary / Neutral
Ability - A named, special action
  • Speed - Action cost of the ability
  • Condition - Prerequisite of the ability
  • Effect - Mechanics of the ability

 
  Action - Anything a character or creature does is considered an "action", though actions require varying amount of time to perform. This is most important during time sensitive events, such as combat or competition. If not stated explicitly, the time required is subject to GM discretion. In time sensitive events, actions are turn-based and are regarded as either "active" or "reactive".  
  • Active - Actions that are performed during a unit's own turn are considered "active". They are declared and performed instantly. This triggers a reactive action from either the target of the effect or the world.
  •   For example:
    • "I attack the enemy with my sword"
    • "I dash towards the enemy"
    • "I hide in the bushes"
       
  • Reactive - Actions taken outside of a unit's own turn are "reactive". They are declared only if an active action or event affects them directly. Alternatively, any action may be delayed to become reactive if declared with a trigger as the last action of a turn.
  •   For example:
    • "I try to dodge the attack"
    • "I try to block the attack with my shield"
    • "I will attack the enemy if they move"
    Attacking - An attack is any attempt to deal damage (DMG) to a target, including inanimate objects. When making an attack, the default DMG that any character or creature will deal is 1 - this is called a basic attack. If a unit uses a weapon, trait or ability to attack with, it may specify/change the amount of damage it inflicts.
  • Melee - An attack made with a trait/item/other entity that remains in physical contact with the attacker (e.g. swinging a sword, cracking a whip, charging with horns).
  • Ranged - An attack made with a projectile or other entity that is not in physical contact with the attacker (e.g. firing an arrow, setting a trap, dropping a brick).
  • Psionic - An attack made using elemancy or an instrument (e.g. calling a bolt of lightning, draining life, playing a calming tune).
  Defending - When on the receiving end of an attack, there is a variety of possible responses. The standard ones are dodging, blocking & resisting - but it is also possible to counter-attack, if using a delayed action. Each one affects DMG calculation in a different way.
  • Dodging - Upon successfully dodging, all DMG is avoided. Otherwise, the full DMG is dealt to the target's stamina.
  • Blocking - Can only be done with an item/trait/ability that specifies the amount of DMG that it neutralises on a successful block. Any further DMG that is unblocked may then be absorbed by the unit's strength (for physical DMG) or spirit (for elemental DMG).
  • Resisting - This form of defending is the only one that can be used if the target is unaware of the attack. The DMG is halved if successful, otherwise normal DMG is dealt. The DMG cannot be absorbed and must be dealt to the target's stamina.
  • Counter-Attacking - If a unit has delayed an attack action, and the attacker is within range of the counter-attack, the two attacks are compared. Only the loser takes DMG and it may be absorbed by their strength/spirit as with blocking.
  Moving - A standard movement of a creature, using its preferred method, in its preferred terrain, is called a "dash". For example, a human running, a fish swimming, or a bird flying. If a creature performs a movement that is not preferred, such as a human swimming, the dash distance is halved (minimum distance of 1 metre). Movement may sometimes trigger an attack that was delayed by another unit. If they choose to try dodge or block the attack as they dash, the action is no longer "free" (See: Roll). Though, if they choose to resist instead, the action remains "free".     An example of a combat action:
  • A beast swipes its claws at a character for 5 damage.
  • Option 1: The character dodges, avoiding all damage if successful, otherwise taking the full 5 damage to their stamina.
  • Option 2: The character blocks the attack with their buckler which has a block of 2. If they succeed, 3 damage is still dealt to the character, otherwise the character takes 5 damage. In either case, the character may spend strength points to reduce the damage to their stamina by the spent amount.
  • Option 3: The character is unable to dodge or block for whatever reason, and must try resist the damage. If successful, the character still takes 3 damage to their stamina, else they take the full 5.
  • Option 4: The character had an attack prepared with their shortsword, with a damage of 3. If they succeed in counterattacking, the beast takes 3 damage and the character takes none. Else, the character takes 5 damage and the beast takes none. Either may use strength to absorb the damage taken.
 
  Roll - Most actions require a dice roll. L-Con uses 3 dice: d10, d12 & d20 - each for different situations. In some cases, a character may have "advantage" or "disadvantage". Advantage allows the player to roll their die twice and use the higher of the two results. Whereas, disadvantage has them roll twice and use the lower of the two values. Players' rolls should be visible but the GM should not reveal their rolls, so as not to give an indication of the stats they are adding to them.   Actions that do not require a die roll are considered "free". Examples include:
  • Dashing (any form of unhindered movement)
  • Interacting with an object
  • Switching stance
  • Equipping / Unequipping an item
  • Standing / Sitting etc.
    Crit - Short for "critical roll", getting the maximum number on a dice instantly wins a clash (d12 and d20) but does not affect checks (d10). A crit cannot be gained through roll bonuses, the maximum number must appear on the die. Getting a crit adds a bonus effect to the action taken. If both characters crit, the values are compared normally. If they are still tied, both roll a d10 and add to their total until a winner is decided.     Offensive bonuses depend on DMG type
  • Crush: Enfeeble target
  • Slash: Wound target
  • Stab: Ignore armour
  • Burn: Burn target
  • Freeze: Immobilise target
  • Shock: Confuse target
  • Drain: Exhaust target
  • Toxic: Poison target
  Defensive bonuses depend on action taken
  • Dodge: Stagger target
  • Block: Daze target
  Bonuses to social actions (such as flirting, bartering or intimidating) are subject to GM discretion. Options include, but are not limited to:
  • Extended duration of effect
  • Greater magnitude of effect
  • Create additional effects
 
  Turn - During time sensitive events, such as combat or competition, all units act in sequence. Turn order is determined as soon as the event begins but it may be altered by the effects of certain actions. A turn consists of three actions, but only two of which can include a die roll (i.e. one action must be a "free" action).  
  Round - A round is completed once all units present have taken at least one turn. It is used to indicate of the duration of some effects or events. If the turn order is altered, i.e. a unit's turn is pushed back some amount, then a round has been completed when they would have had their turn.  
  Check - Any action that challenges a character (that does not involve other creatures) requires a check. This is a way of deciding how well the character performs the action. Both the player and the GM roll a d10. The player adds their result to the PRAC ( / / ) stat asked for by the GM. The GM adds their result to the Time. Both totals are then compared, with the highest number winning. This can be a simple pass/fail, but a more realistic approach is for the GM to describe how well the action was performed.   For example:
  • Character attempts to jump across gap
  • GM asks for Dexterity check
  • Character vs World
  • ( DEXT + Roll) vs ( Time + Roll)
  • (7 + 5) vs (3 + 8)
  • 12 vs 11
  • Character completes the jump just barely, reaching the other side of the gap with a scramble.
 
  Clash - In the case of an action that is against another creature (i.e. combat), a clash between is required. Much like a check, it decides which character is the victor. The PRAC stat of each character are added to a dice roll before comparing. Highest number wins. In the event of a tie, the higher stat wins. If still tied, both roll a D10 until a winner is decided.     For example:
  • Character A swings sword (active)
  • Melee attacks require Dexterity
  • Character B blocks with shield (reactive)
  • Blocking requires Perception
  • Character A vs Character B
  • (DEXT + Roll) vs (PERC + Roll)
  • (11 + 10) vs (9 + 17)
  • 21 vs 26
  • Character B victory, sword blocked
 
  Stance - Stances only apply in clashes and determine which die is rolled. All units are in a neutral stance while not in combat.  
  • Focused gives +d20 to active actions, but no roll for reactive actions
  • Wary gives +d20 to reactive actions, but no roll for active actions
  • Neutral gives +d12 to any action
  nb: Even if the character does not get a roll due to an incorrect stance, the action does not constitute as a "free" action, since a die roll could have been applied.  
  Abilities - Abilities are special actions that must be learned to be possible to perform. They are comprised of a speed, condition and an effect, though it is possible for an ability to not have a cost.   Speed - Denotes how quickly the ability can be used, inferring a number of actions that it requires to use, if any.
  • Constant - Continuously applies effect as long as conditions are met, uses no actions
  • Instant - Activates automatically if conditions are met, uses no actions
  • Fast - Uses 1 free action, but may still require a roll
  • Normal - Uses 1 action
  • Slow - Uses 1 turn
  Conditions - Requirements that need to be met to activate the effect. For clashes, resources are still spent if the clash is lost.
  • May spend a number (x) of resources
  • Commas (,) separate multiple conditions
  • Colon (:) denotes end of condition
  Effects - Mechanics of the ability. For clashes, the effect only applies if the clash is won.
  • Commas (,) are used to give extra information about effect, such as duration
  • Semi-colons (;) are used to separate multiple effects
  • Magnitude of effect denoted by x
 
 

Boons - May be referred to in the conditions of abilities. It is up to the GM to decide whether or not the boon is in effect at any time.

  • Unified - Having at least 2 team members; All team members conscious; All team members within 20 metres
  • Rested - Having recently rested
  • Fed - Having recently eaten
  • Hydrated - Having recently drank
  • Elevated - Having a height advantage
  • Supported - At least one adj. teammate
  • Unbound - No adj. units or obstacles
  • Hidden - Undetected by enemies
  • Steady - Changed stance last action
  • Moving - Having momentum
  • Flying - Not in contact with ground
   

Afflictions - Debilitating effects of a character or encounter. They are explicitly stated by effects of abilities or applied by crit effects.

  • Incapacitated - Cannot take actions; Persists until resting; Take unabsorbed damage: Death
  • Wounded - Take 1 DMG to Stamina, Reduce STM by 1 until healed
  • Poisoned - Take 1 DMG to Strength, Reduce STR by 1 until healed
  • Burned - Take 1 DMG to Spirit, Reduce SPR by 1 until healed
  • Feeble - Increase DMG taken by 1 for one round
  • Immobilised - Cannot move for one round
  • Enraged - Forced focused stance for one round
  • Scared - Forced wary stance for one round
  • Blind - Disadvantage on PERC for one round
  • Staggered - Disadvantage on DEXT for one round
  • Dazed - Disadvantage on WILL for one round
  • Exhausted - One less action next turn
  • Confused - Turn is moved back 1 in turn order

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