[2.2.9] Sustained Actions
There are times when a person needs to accomplish something that is not
really a one-shot deal. The process may involve continual effort to produce
a desired outcome. These are referred to as Sustained Actions, and
can be used at the discretion of the Game Master or Judges. Some examples of
sustained actions are arm-wrestling, pushing a heavy cart up a steep incline, or
perhaps hacking into a system through a long, complicated procedure. The
whole point of the Sustained Action concept is to provide a sense of prolonged
suspense or tension in the game. If desired, it can left out entirely in favor
of a single stat check.
The first thing that needs to be established in a sustained action is the
Goal Total. The Goal Total, or Goal, is a number that the player
attempts to achieve. For a sustained action, the player continues to make Stat
Checks until the sum of all Success Levels for those checks, called the
Success Pool, equals or surpasses the Goal. As each stat check in a
sustained action takes a particular amount of time (decided by the GM or
Judge), the Goal Total is tailored to indicate about how long the action will
take, based upon the expected Success Level per check and the length of time
each check will take. When a stat check is successful, above 0, the Success
Pool increases. When the check is not successful, a 0 or negative number, the
Pool decreases by 1, or the GM/Judge can opt not to have the Pool decrement
at all. In the case of a Critical Failure, where two
10's are rolled for the stat check, the character is considered to have
completely failed the sustained action in some way. This is also the case if
the Success Pool falls below the negative value of the Goal Total.
Choosing an appropriate Goal Total and difficulty for sustained actions
is important. For instance, let's look at the example of pushing a heavy
cart up a steep incline. This Strength-based action has several key variables
to it: how heavy is the load, how steep is the incline, how firm is the footing,
and how far is the distance to the top. When deciding on a difficulty, the
most important consideration is the possibility of losing ground. In this
example, the footing on the incline and its steepness determine the likelihood
of slipping and sliding backwards. If we think it is unlikely that the
character will slip at all, we can give a difficulty modifier in the range of
+10. If the ground is very muddy or covered with unstable rocks, or the
incline is at a very high angle, we could assign a modifier +0, or -5 if it
was both slippery and steep.
To decide on a Goal Total for this action, we decide how long we think it
might take the average person to complete it. In this case, judging by the
height of the incline, the weight of the rocks, the sureness of the footing, we
say that an average man could push the cart to the top in about ten minutes.
Next, we determine the average Success Level per stat check for the average
Joe. For Strength, an average Base is 11 plus any modifiers. In our example,
the incline is steep, but not slippery, so we assign a difficulty modifier of
+1. The average Base is
Okay, now decide how many checks should fit within that average time. Should
we pick 10 checks, each check will take 1 minute. If we prefer 5 checks, then
each check will take 2 minutes for this example.
[2.2.10] Second Tries
The rule for Second Tries applies specifically to any action that checks
your skill against a task with unchanging parameters. Combat, for instance,
does not fall under this definition, since the events are very fluid and
always evolving. Some examples of tasks that do fall within this category
are writing a program, hacking into a system, repairing a device or machine,
picking a lock, lifting a heavy weight, searching an area for a specific
target, or solving a puzzle.
The first thing that the Game Master must decide is how long the first
attempt took. This, of course, is wildly variable and depends upon the
circumstances in question as well as the Success Level of the failed previous
stat check. While the GM may rule that little time passes between the first,
failed attempt to pick a lock and the next try, it may take several hours after
a roll to fix a complex system (such as a car engine) before another stat check
can be made. ("Well, I disassembled the motor and replaced a few parts, but
the damn thing keeps stalling. There goes a few good hours down the drain.")
In general, the most vital contribution between the time lapse is the
complexity of the system in question, with only a minor nod to the Success
Level of the previous attempt.
If there is still time for a second try, the GM may now apply additional
modifiers to the task. The factor that has the biggest affect on additional
modifiers is the previous attempt's Success Level. If the first try failed
abysmally, it may have adversely affected the situation; made it worse. ("Uh
oh, I think I broke something...") On the other hand, if the previous stat
check produced a relatively high Success Level (like -1 or 0), the GM may rule
that the character failed to resolve the situation, but gained new insight the
problem. ("Oh, wait, I think I know what the problem is now...") Additional
modifiers may range from -5 (for a really bad screw up) to +5 (for a near
success), but this is completely up to the GM.
The phrase "second tries" does not really limit characters to only two
attempts at resolving any problem. The GM can grant as many attempts as he or
she sees fit.