Interim Action Subsystem
Interim Actions are activities that Player characters may perform between Game Events. This is part of the Event cost and therefore only available to those who have paid for a recent Event.
Here are the basic mechanics of this Subsystem:
After a BTF Event, Players may send an Email with 1 Interim Action (see list below) to BTFGameStaff@gmail.com. The deadline for such Emails is the two Sundays after an Event.
The Subject Line for these Emails must have the “Interim Action” with the month and year of the Event in it.
The Body of the Email must have the Player name and the Character name.
Failure to adhere to these guidelines may mean that your Interim Action does not resolve.
When submitting Loyalty Boons, a photograph of the required prop needs to be attached to the email and/or emailed separately to Game Staff.
Alternatively, use the Form below.
Limitations:
Only one Character: Regardless of how many Characters a Player has, they may only submit Interim Actions for one of their Characters. The other Character in a Player’s roster is expected to be using the Rest and Recovery Interim Action instead.
Maximum of 3 Interim Actions: While a Player may accrue more than one Interim action between Events, such as by NPCing, they are limited to a maximum of three such Actions.
HOW TO GET MORE INTERIM ACTIONS:
Paragon Interim Action: When a Player achieves Paragon Loyalty status (Tier 5) with an Archfaction, they can use one Loyalty Boon between Events without expending their Interim action for doing so. These Players are still limited to one Loyalty Boon between Events and this still counts against the three Interim Action limit.
NPCing: Performing an NPC shift during an Event grants an additional Interim Action.
Interim Actions and Service Rewards: The Overtime Service Reward allows a Player to spend Service Points to get an additional Interim Action. This is subject to the three Interim Action limit, as per above.
Interim Actions and Event Buybacks: Interim Actions are not awarded for buying back Events, only for upcoming Events or for Events that just transpired if the Buyback is purchased within the two week limit of the Event.
INTERIM ACTION FORM
Here is a form that can help guide Participants on the necessary information needed when performing an Interim Action.
If you are taking multiple Interim Actions, you only need to submit one form - just add all the information of the other Interim Actions in the “2nd and 3rd Interim Actions” box.
Interim Action List
Rest and Recovery (Default): Rest and shrug off your Afflictions.
Craft Items: Create several items or effects for use in your next Event.
Curry Favor: Make connections and establish your worth with your Archfaction
Guild Venture: Coordinate with your fellow Guilders toward a goal.
Investigate a Mystery: Perform an inquiry into a topic of interest. Requires Library Lane T3.
Perform Rituals: Cast several ritual spells for use in your next Event.
Request a Loyalty Boon: Utilize your contacts with your Archfaction to produce an effect.
Send a Letter: Use a courier to bring a brief missive to a recipient.
Suffer a Haunting: Allow a curse to mark your soul and grant you some ghostly power.
Suffer a Mutation: Allow a disease to alter your flesh and leave you with a strange mutation.
Train Yourself in Skills: You may train in one or more new Basic or Complex skills.
Rest and Recovery (Default)
This represents rest, recovery, and only enough labour to sustain oneself. This is the default Interim action for most Player Characters.
Benefit: Most Diseases, Curses, Wounds and Blights are removed from you. This Action does not cure Diseases or Curses that have the following Types:
Anathemic -- these Afflictions are the most expensive to Cure.
Greater -- these Afflictions can be costly to Cure.
Incurable -- these Afflictions will fade away only if a specific condition is fulfilled.
Enduring -- these Afflictions may be inexpensive to Cure but they are resistant to Rest and Recovery.
Additional Benefit: If the Farmlands Expansion has been established, you may choose for this action to grant you the Vital Lore Attunement below, lasting until the end of your next Event.
Vital Lore (1 ATN): Your maximum HP is increased by one point, though it may not exceed 10 HP. This stacks with other bonuses to Maximum HP. As per normal, you cannot have more than one iteration of this attunement at a time.
Craft Items
Between Events, you set some time aside to create items or effects according to your skillset.
Requirements: You must have the necessary Skills, Components, and any other requirements to Craft said items. You expend the Components as per normal, except that you do not use up your Craft-Ritual action for the upcoming Event. You may not benefit from another Character’s Skills or Augments (even an Alternate Character).
Benefit: When you physically sign-in for the next Event, you may be awarded with up to 5 item tags for the appropriate items -- this frees you from needing to use your Craft-Ritual action to create or maintain these items or effects.
If the Items Created or Upkept through this have a duration, this duration begins at the start of the next Event they are brought in.
These items may be Weaponry, Weaver items, Equipment, or Skill Kits. You may even grant up to 5 Elixirs or Cure Disease/Curse effects if you have the necessary skills. You must present the Logistics Staff with any necessary props or physical representations that said items require (if any). Such props and physical representations may not represent more than one item.
These items or Elixirs may not be of Superior-quality.
Instruction skill: This follows a procuedure "Perform Rituals" action, including the ban on the use of Erudite skills and the limit of 1-5 persons/effects (or 1-10 because of Mercado Tier 3).
Market Exchange Tier 3: While this Expansion Tier is active, you can craft up to 10 items or effects instead of only 5. Sufficient damage to the Market Exchange Expansion will suspend this benefit.
Curry Favor
This represents performing footwork, labour, and mingling with the right individuals to prove your Loyalty to your Archfaction. You may not have a Loyalty of Ally (Tier 1) or higher with more than one Archfaction.
Requirement: This Interim Action also requires that you expend 5 Basic Components (any type).
Benefit: You gain 1 Subtier of Loyalty with the chosen Archfaction. Take note that you may only gain a maximum of 1 Loyalty Subtier per Event. Ascending to the next Tier of Loyalty will require gaining multiple Loyalty Subtiers.
Guild Venture
Between Events, a Guild may pool some or all of their members’ Interim Actions toward a single Guild Venture. This represents Guilders working with the Guild’s Archfaction toward an objective. See the Guild page for the mechanics of a Guild Venture.
Investigate a Mystery
This is a new Interim Action (from Library Lane Tier 3) that is available for everyone to use, allowing individuals to perform their own inquiries upon a topic of interest.
Benefit: This functions much like the Research Skill except without the Component cost and the need for helpers. Only one question can be asked at a time. Individuals with the Detect Truth spell or the Researcher skill may ask two questions instead. Multiple individuals working on the same topic (or similar topics) may get identical answers -- cooperative research/tracking is done with the “Guild Tracking” Interim Action while deeper research is best done by contacting specific NPCs in the world.
The topic limitations and other restrictions of the Research Skill apply.
Perform Rituals
Between Events, you set some time aside to perform your magical abilities on yourself or on others.
Requirements: You must have the necessary Skills, Components, and any other requirements to perform said Rituals and create up to 5 effects or items. You expend the Components as per normal, except that you do not use up your Craft-Ritual action for the Event. You may not benefit from another Character’s Skills or Augments (even an Alternate Character).
Benefit: When you physically sign-in for the next Event, you and/or your allies arrive with Attunements from spells you cast between Events -- this frees you from needing to use your Craft-Ritual actions to cast the necessary spells. This Interim action allows for a total maximum of 5 such effects. You must present the Logistics Staff with any necessary props or physical representations that said items require (if any). Such props and physical representations may not represent more than one item. These spells may not be Erudite spells.
If the Items Created or Upkept through this have a duration, this duration begins at the start of the next Event they are brought in.
Market Exchange Tier 3: While this Expansion Tier is active, you can craft up to 10 items or effects instead of only 5. Sufficient damage to the Market Exchange Expansion will suspend this benefit.
Request a Loyalty Boon
You use your contacts and resources within your Archfaction to complete a task to your benefit. See the Archfaction Loyalty webpage for the list of Loyalty Boons. You may use this Interim Action once per Event.
When submitting Loyalty Boons, a photograph of the required prop needs to be attached to the email and/or emailed separately to Game Staff.
Send a Letter
You send a letter to a known individual, using the necessary services to ensure its arrival.
Requirement: Expend 1 Basic Component [any type] per letter sent or use a Loyalty Boon from your Archfaction to lessen this Component cost.
Benefit: Send a 1 page letter (10 font minimum; Times New Roman or similar) to a Player Character or a Non-Player Character. You may have this letter’s contents in the body of the email or as an attachment.
Take note -- you may not send a letter to a fugitive or someone similarly inaccessible, except as a response to a letter they sent you directly. Furthermore, letters sent by individuals with no stature or no loyalties are often ignored by those in power. Messages sent to them are best sent through trusted/valued proxies.
Special: The Loyalty Boon of Postage (costs 1 Minor CMP [any]) only allows a letter to be sent to a member of your Archfaction. The Greater Boon of Postage (costs 1 Basic CMP [any]) has no such restriction.
Suffer a Haunting
Requirement: You must be afflicted by a Curse
Benefit: As per Rest and Recovery, except that you also gain a Haunting from a Choice between two Random Haunting that will be sent to you as a response.
Suffer a Mutation
Requirement: You must be afflicted by a Disease
Benefit: As per Rest and Recovery, except that you also gain a Mutation from a Choice between two Random Mutations that will be sent to you as a response.
Train Yourself IN SKILLs
Through this Interim Action, you choose to spend your off hours honing your skills and gaining new ones. You may self-train in more than one Skill or Trait.
Requirements: You must have the necessary skill prerequisites, Component costs, and XP costs to learn the desired Skill(s).
Benefit: Between Events, a Player may inform Game Staff of what skill(s) they want their character to learn. This process requires that the Player pay the associated costs in XP and Components, although there are methods to waive the Component cost (e.g. by using a Fateful Deed or a Pyrrhic Deed).
These may be Basic Skills, Complex Skills, or Stigmata Traits. With certain improvements to the community, Erudite skills may become open to Self-Training.
Lastly, Skills learned this way cannot be used and do not count as pre-requisites for anything until the start of the next Event.
LIBRARY LANE Tier 3: While this Tier of the Library Lane Expansion is active, Player Characters may now Self-Train in Erudite Skills whose requirements they possess. The costs for doing so are below. Sufficient damage to the Library Lane Expansion will suspend this benefit.
MARKET EXCHANGE Tier 2: While this Tier of the Market Exchange Expansion is active, Player Characters may now Self-Train in Erudite Counselor Skills and Erudite Builder Skills whose requirements they possess. The costs for doing so are below. Sufficient damage to the Market Exchange Expansion will suspend this benefit.
SELF TEACHING (INTERIM ONLY)
Basic Skills
Complex Skills
Erudite Skills
Stigmata Traits
XP COSTS
10 XP*
10 XP*
20 XP*
30 XP*
OTHER COSTS
1x any Basic or 1x Fateful Deed
1x any Rare or 1x Pyrrhic Deed
1x any Pure (requires certain Town Expansions)
3x specific Rare components
* Skills from a different Class than yours cost +10 each. These additional costs are cumulative, meaning that an Erudite Skill from a different Class costs 10 (base) +10 +10 XP = 30 XP.