Difference between revisions of "Actions (FiD)"

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Captain, Knight, Sorcerer, Warlock.
 
Captain, Knight, Sorcerer, Warlock.
  
== Consort ==  
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== Consort ==
This action covers socializing, from streetwise in the slums to fine court etiquette.
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This action involves socializing, from navigating slums with streetwise charm to mingling with high society using courtly etiquette.
When you Consort, you socialize with friends and contacts and play along in social conventions.
 
You might just escape notice or make a play to gain access to resources, information, people, or places. You might make a good impression or win someone over with your charm and style. You might make new friends or connect with your heritage or background.  
 
  
When you Consort with someone, you care about what the other person thinks and feels and in turn, they care about what you want (at least a tiny bit). You’re being a charming, open, socially adroit person. You can Consort with people you already know or try to “fit in” in a new situation so you make a good impression.
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When you Consort, you engage with friends, contacts, or strangers by following social conventions. You might gain access to resources, information, people, or places, make a good impression, or win someone over with charm and style. Consorting can help you forge new connections, reinforce old ones, or tap into your heritage or background.
  
To Consort, you need an environment that isn’t totally hostile. You might Consort with the chain gang when you’re thrown into prison but it’s usually hopeless to Consort with the assassin sent to murder you. When you Consort with people related to your background or heritage, you can expect a better position and/or increased effect.
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Consort works when both parties care (even slightly) about what the other thinks. It relies on openness, charm, and social skill. You can Consort with people you know or try to “fit in” and make a good impression in unfamiliar settings.
  
You might be forced to Consort in an unfamiliar situation in order to create an opportunity for another action. For instance, if you want to talk to Lord Scurlock at a party, you’ll have to at least try to Consort with the other guests to make your way to his table. Commanding or Swaying are options, sure, but expect a rather sudden escalation of trouble if things go badly.
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Consorting requires an environment that isn’t overtly hostile. For instance, you might Consort with fellow prisoners in a chain gang, but not with the assassin sent to kill you. Engaging with those tied to your heritage or background grants better position and/or increased effect.
  
Consort also covers adjusting to other roles, as in acting and disguise.  
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Sometimes, Consorting sets up another action. For example, to speak with Lord Scurlock at a party, you may need to Consort with guests to reach his table. Sway often follows Consort to convince new allies to act on your behalf, or for more complex or intimate requests. Command rarely pairs well with Consort, as subordinates lack freedom for genuine interaction.
You can fit into most any social occasion as long as you are properly attired.
 
  
Consort has a problem with Tier, in that a higher Tier than those you are consorting with are a hindrance, not an asset.
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Consort also covers adopting roles, such as acting or disguising yourself to fit into a social setting. Proper attire often plays a crucial role in success.
The weak and meek resent it when the powerful try to show them camaraderie, so you might have to disguise yourself to socialize with your inferiors.
 
Since consort also covers disguise and acting out a role, dressing up or down is often feasible.
 
Some members of your crew that appear to be of lower rank might be perceived as lower tier and have an easier time.
 
  
'''Performances''': All characters know a number of different performance arts equal to their ratings in Consort. A type of performance can be a type of instrument (string, percussion, wind, keyboard), a kind of dance (stage, social), conjuring (fake magic & sleight of hand), and more.
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Consort faces challenges with Tier. When interacting with lower Tiers, your power or status can hinder instead of helping. Dressing down might be necessary to blend in. Conversely, lower-ranked crew members often find it easier to socialize with those of similar status.
  
* You can try to direct others with social pressure, but Command or Sway might be better.
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'''Performances''': 
* You can disappear into a crowd, but Prowl might be better.
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Your Consort rating determines how many performance arts you know, such as playing instruments (string, percussion, wind, keyboard), dancing (stage or social), or conjuring (sleight of hand and fake magic).
* You can understand a chain of command or social hierarchy, but Study might be better.
 
* You can engage in social dancing, but Finesse might be better at fancy dance moves and Sway might be more intimate.
 
* You can dress up and down, but you may need Command to believably interact with those who are now supposed to be your social inferiors.
 
  
'''GM Questions'''
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* Use Consort to direct others with social pressure, though Command or Sway might fit better. 
* Who do you consort with? Where do you meet? What do you talk about?
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* Blend into a crowd, but Prowl may work better for stealth, and Finesse might help move quickly through a throng. 
* What do you hope to achieve?
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* Understand social hierarchies, but Study might provide deeper insights. 
 +
* Engage in social dancing; use Finesse for intricate moves or Sway for intimate dances. 
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* Dress appropriately for a setting, but Command might help maintain an assumed social rank. 
  
'''Playbooks''':  
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'''GM Questions''' 
 +
* Who are you Consorting with? Where are you meeting them? What are you discussing? 
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* What are you hoping to achieve? 
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'''Consequences''': 
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Consort consequences often stem from your environment or the tensions of social ambition. Simple interactions with friends rarely require rolls. 
 +
* In a ballroom, you’re unexpectedly asked to dance. 
 +
* At a slum gathering, someone picks your pocket. 
 +
* That punch was spiked! 
 +
* While negotiating with a strange tribe, you discover they consider redheads witches to be burned. 
 +
 
 +
'''Playbooks''':
 
Bard, Mastermind, Mountebank, Swashbuckler.
 
Bard, Mastermind, Mountebank, Swashbuckler.
  

Revision as of 16:08, 13 January 2025

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Attune

When you Attune, you open your mind to the ether or channel nearby etheric energy through your body. You might communicate with a spirit, sense echoes of past events, or harness raw magical forces.

The ether is intentionally ambiguous and strange. In Greyhawk, it reflects the land and its history, ranging from awe-inspiring to deeply unsettling. It channels energy from distant elemental and astral planes, echoes of the past, and serves as the medium in which spirits exist. While not inherently hostile, it is always unpredictable and dangerous—connecting to it can surprise even the most skilled.

Attuning allows you to:

  • Perceive echoes of recent events or sense things beyond sight.
  • Connect with supernatural forces, such as spirits or elemental energies.
  • Access or influence raw arcane power at the risk of unexpected consequences.

Unlike other actions, Attune often carries inherent risks. While Survey is safer for locating hidden things, and Study is more reliable for spirit lore, Attune opens the door to supernatural possibilities—and dangers.

Comparing to Other Actions:

  • You can sense the unseen to gain insight, but Survey might be safer.
  • You can impress or command a spirit, but Command might be more direct.
  • You can track a creature, but Hunt might provide greater precision.
  • You can uncover spirit lore, but Study might give deeper understanding.

GM Questions

  • How do you open your mind to the ether? What does that look like?
  • What energy are you attuning to, and how are you channeling it?
  • What do you hope to achieve, and what might go wrong?

Consequences of Attuning: Attuning exposes you to dangers, such as:

  • Attracting the attention of hostile spirits.
  • Experiencing visions or memories that overwhelm your senses.
  • Triggering unstable magical effects or phenomena.
  • Leaving yourself vulnerable to otherworldly influences.

Playbooks: Druid, Occultist, Saint, Spirit, Warlock.

Command

When you Command, you compel swift obedience. You might intimidate, threaten, or assert authority to get what you want. You might lead a gang or team in a group action. You might leverage power, rank, status, or social expectations to enforce compliance.

Command involves telling others what to do and expecting obedience—out of fear, respect, status, custom, or another form of leverage. It relies on dominance or authority rather than negotiation or persuasion. Consorting may be better if you’re seeking mutual understanding, while Sway might work better for negotiation or manipulation. Commanding a friend or ally can feel disrespectful and may worsen your position unless you have explicit authority or a strong justification.

When leading a Group Action, you use Command to coordinate efforts, while their actions solve the problem. This is particularly useful for leading cohorts or NPC groups: you roll Command, and the cohort rolls its quality. Your Command represents leadership and coordination, while their rolls represent their execution of the task.

Command can also overcome certain language barriers and can be used on non-sapients, such as animals, constructs, or monsters. However, the commands must be simple, such as: heel, stay, attack, or guard.

  • You can Command to compel action, but Sway might be better for manipulation.
  • You can assert authority to gain respect, but Consort might foster stronger bonds.
  • You can lead a group action using Command, but other participants must contribute the appropriate Action for the tasks.

GM Questions

  • Who do you command, and how do you do it? What’s your leverage here?
  • What do you hope they’ll do, and what might happen if they refuse?

Consequences of Command: Using Command can create risks or complications based on the situation, such as:

  • The target complying begrudgingly, leading to resentment that generates Heat.
  • A group action faltering due to poor cohesion or defiance.
  • Escalating conflict with a rival or authority figure.
  • Suffering harm or stress if intimidation leads to backlash.

Playbooks: Captain, Knight, Sorcerer, Warlock.

Consort

This action involves socializing, from navigating slums with streetwise charm to mingling with high society using courtly etiquette.

When you Consort, you engage with friends, contacts, or strangers by following social conventions. You might gain access to resources, information, people, or places, make a good impression, or win someone over with charm and style. Consorting can help you forge new connections, reinforce old ones, or tap into your heritage or background.

Consort works when both parties care (even slightly) about what the other thinks. It relies on openness, charm, and social skill. You can Consort with people you know or try to “fit in” and make a good impression in unfamiliar settings.

Consorting requires an environment that isn’t overtly hostile. For instance, you might Consort with fellow prisoners in a chain gang, but not with the assassin sent to kill you. Engaging with those tied to your heritage or background grants better position and/or increased effect.

Sometimes, Consorting sets up another action. For example, to speak with Lord Scurlock at a party, you may need to Consort with guests to reach his table. Sway often follows Consort to convince new allies to act on your behalf, or for more complex or intimate requests. Command rarely pairs well with Consort, as subordinates lack freedom for genuine interaction.

Consort also covers adopting roles, such as acting or disguising yourself to fit into a social setting. Proper attire often plays a crucial role in success.

Consort faces challenges with Tier. When interacting with lower Tiers, your power or status can hinder instead of helping. Dressing down might be necessary to blend in. Conversely, lower-ranked crew members often find it easier to socialize with those of similar status.

Performances: Your Consort rating determines how many performance arts you know, such as playing instruments (string, percussion, wind, keyboard), dancing (stage or social), or conjuring (sleight of hand and fake magic).

  • Use Consort to direct others with social pressure, though Command or Sway might fit better.
  • Blend into a crowd, but Prowl may work better for stealth, and Finesse might help move quickly through a throng.
  • Understand social hierarchies, but Study might provide deeper insights.
  • Engage in social dancing; use Finesse for intricate moves or Sway for intimate dances.
  • Dress appropriately for a setting, but Command might help maintain an assumed social rank.

GM Questions

  • Who are you Consorting with? Where are you meeting them? What are you discussing?
  • What are you hoping to achieve?

Consequences: Consort consequences often stem from your environment or the tensions of social ambition. Simple interactions with friends rarely require rolls.

  • In a ballroom, you’re unexpectedly asked to dance.
  • At a slum gathering, someone picks your pocket.
  • That punch was spiked!
  • While negotiating with a strange tribe, you discover they consider redheads witches to be burned.

Playbooks: Bard, Mastermind, Mountebank, Swashbuckler.

Finesse

Running and foot chases has been added to Finesse, creating some overlap with Prowl. Finesse can also do mounted and vehicle combat.

When you Finesse, you employ dexterous manipulation or subtle misdirection. You might formally duel an opponent using graceful fighting arts with a variety of weapons, including dueling pistols, rapiers, smallswords, arming swords (such as the jian), katanas, daggers (like the kris), fighting fans, and batons, as well as weapons used from a mount, such as lances, scimitars, and sabers. You can leverage speed and momentum in a ride-by or strafing attack, but you might get stuck in melee. You might pull off fancy dance moves. You might pick someone’s pocket or manipulate a sensitive device. You may engage in any kind of race, from pure sprints to a barrier run to racing mounts and vehicles.

  • You can fence in a chaotic melee, but Skirmishing might be better.
  • You can shoot on the run, but Skirmishing or standing still using Hunt might be better.
  • You could try to pick a lock or use a delicate device, but Tinkering might be better.
  • You can run an chase, but Prowl might be better at using terrain.
  • You can try an endurance chase, but Wreck might last longer.
  • You might mingle or show off fancy moves on the dance floor, but Consort might be better.

GM Questions

  • What do you finesse? What’s graceful or subtle about this?
  • What do you hope to achieve?

When you employ Finesse, you’re graceful, stylish, and subtle. You might think of it as the polar opposite of Wreck. To use Finesse, you’d prefer some time and space to do things ‘just so’ rather than rushing into something and getting sloppy. If you have to hurry up or act on someone else’s terms, Finesse becomes challenging pretty quickly. It’s all well and good to want to duel an opponent with your fancy sword arts, but if they insist on kicking the table over and throwing fire bombs at you, you’ll have to get desperate. Skirmishing is the best option when the fight becomes a savage melee, but one-on-one, in a fight that you’re ready for, Finesse can be the best option.

While Finesse fighting needs space, the reverse is true for sleight-of-hand and being inconspicuous. Picking a pocket or slipping away unnoticed is less perilous when the situation is chaotic, crowded, or otherwise distracting. (Contrast this with Prowl, which is best done in darkness, avoiding people.) When people wrestle you to the ground to manacle you, that’s a great opportunity to lift the keys off one of them.

  • What do you hope to achieve?

Playbooks: Captain, Knight, Savant, Swashbuckler, Wee One.

Hunt

The Hunt action is broader in scope than mere marksmanship. It’s the ideal action for tracking, stalking, and discovering the location of anything or anyone.

When you Hunt, you carefully track a target. You might follow a person or discover their location. You might arrange an ambush. You might attack with precision shooting from a distance. You may hide in a stakeout or set up an ambush. Hunt also covers wilderness survival, gathering food and resources.

When you Hunt a target, it’s all about precise and skillful execution—your talent brought to bear against the target, your victim. Time and distance are your allies. Like Finesse, Hunting is about performing on your own terms—you stalk the target to their lair, you select the ambush point, you line up the target in your sights and take the shot. Hunting is all about the maneuvers before the fight. When you try to use Hunt after the chaos begins, you’ll probably find yourself in a desperate spot or unable to find an effective angle. Contrast with Skirmishing, which is at its least effective when the enemy is far away and disengaged.

There’s no “shooting” action in Blades, by design. The action roll system is designed for players to choose the action they perform in any given situation, which the GM then judges for position and effectiveness. When the fight is on, do you Hunt or Skirmish, or Finesse, or something else? It’s up to you as a player to decide your approach. Hunting is usually the most effective action when taking an aimed shot at a distance. But if you’re in the middle of a brawl and blast someone with your pistol, Skirmish is better. At 20 paces with pistols, Finesse rules.

  • You could try to bring your guns to bear in a melee, but Skirmishing might be better.
  • You can stay hidden in a spot, but Prowl might be better at getting there.
  • You can analyze physical evidence to gather information, but Study might be better.
  • You can maintain ranged weapons and plant traps, but Tinker might be better.
  • You can keep surveillance on a target, but Survey covers a wider angle.

GM Questions

  • How do you hunt them down? What methods do you use?
  • What do you hope to achieve?
  • What do you hope to achieve?

Playbooks: Ranger, Sharpshooter, Wizardry.

Prowl

When you Prowl, you traverse skillfully and quietly. You might sneak past a guard or hide in the shadows. You might run and leap across the rooftops. You might attack someone from hiding with a back-stab or blackjack.

When you Prowl, you use the features of your environment to move around skillfully. The more conducive the environment, the better your position. Prowling is more than just “stealth”—it’s all of the related physical skills of movement as well as an instinctual awareness of where to go and the right timing to employ. You can think of Prowling as general athletic ability (running, climbing, jumping, swimming, etc.) tuned for quiet, efficient movement.

Darkness and terrain are your friends when prowling, crooked alleys and fenced yards full of crates are your playground. You can hide in a crowd, but Consort and Finesse might be better a crowd crowd.

You might use this movement to hide out of sight and backstab an enemy. Waylaying someone this way is similar to Hunting a target from an ambush point—only at a much shorter range. Prowl is often used as a setup action to do some other roll with surprise. Prowl group tests are common when a crew moves into position.

  • You can waylay a victim in the midst of battle, but Skirmishing might be better.
  • You may walk a tightrope or run a foot race, but Finesse might be better.
  • You can clear a path or carry a heavy load, but Wreck might be better.
  • You might plan a route of access, but Survey or Study might be better.

GM Questions

  • How do you prowl? How do you use the environment around you?
  • What do you hope to achieve?
  • What do you hope to achieve?

Playbooks: Chi, Druid, Monster, Rogue, Warrior, Wee One.

Skirmish

When you Skirmish, you engage in close-quarters combat. You might fight with knives, swords, or pistols in hand-to-hand ranges. You might wrestle or brawl. You can play team sports.

When you Skirmish, you get up close and personal, grappling, brawling, or fighting in tight spaces with short-range weapons. Skirmish can represent dirty fighting or more refined martial arts, depending on how the player describes the action. In situations where you have to engage multiple opponents or fight in chaotic conditions, Skirmish is usually the most effective action.

Skirmish relies on situation awareness and knowing where allies and enemies are and what they are doing. This allows you to be selective and protective in more subtle ways than just intercepting an opponent. Important in large fights and when civilians are involved.

Unlike Finesse, which is about elegant precision, Skirmishing is often messy and desperate, relying more on instinct, aggression, and physical prowess than on careful technique. In a pure one-on-one duel, Finesse may be better, but in a fight where tables are overturned and fists are flying, Skirmish is your go-to action. On the other end of the scale, Skirmish is not as direct and focused as either Hunt or Wreck. Skirmish is about survival, not just doing damage. Skirmishing is the right choice for messy gunplay at short range, where precision is less important than getting the shot off in the chaos.

  • You can shoot someone at short range, but Hunt might be better at range.
  • You can maneuver into position, but Prowl might be better.
  • You can coordinate with allies, but Command might be better.
  • You might notice a tactical danger, but Survey might be better.
  • You might quickly penetrate a field of traps, but Survey or Tinker might be better if slower.
  • You might display your prowess or fight a duel, but Finesse might be better.
  • You can overwhelm an opponent with a massive offense, but Wreck might be better.
  • You can maneuver across a dance floor, but Finesse will look better.

GM Questions

  • Who do you engage in combat? What’s your tactic or style?
  • What do you hope to achieve?
  • What do you hope to achieve?

Playbooks: Chi, Cleric, Fighter, Sage, Sorcerer.

Study

When you Study, you scrutinize details and interpret evidence. You might gather information from documents, newspapers, and books. You might do research on an esoteric topic. You might closely analyze a person to detect lies or true feelings. You might remember general information and make educated guesses about where to find more information.

When you Study, you concentrate on small details—expressions, tone of voice, innuendo, tiny clues—to find what’s hidden, determine facts, corroborate evidence, and guide your decisions.

Studying is often used to “read a person”—this is a gather information roll to judge whether or not they’re lying, what they really want, what their intentions are, etc. (See the list of questions you might ask on the bottom of your character sheet.) When you Study someone in this way, you can ask the GM questions while you interact with them if you want, so you might wait until they say something fishy, and then ask the GM, “Are they telling the truth?”

Studying is also the action for research of all kinds (often a long-term project). Want to find out which noble has the best art collection with the worst security? Want to know how many rioting prisoners it would take to overwhelm the prison guard? Virtually any fact can be discovered with time and Study.

  • You can examine events to understand a pressing situation, but Surveying might be better.
  • You can study a spirit to gather information, but Attune might be better.
  • You can understand a society or court, but Consort might be quicker.
  • You can follow a series of clues, but Hunt might be better at tracking.
  • You can understand a mechanism, but Tinker might be better at manipulating it.
  • Languages: All characters know Common, their racial language, and a number of additional languages equal to their ratings in Study.

GM Questions

  • What do you study? What details or evidence do you scrutinize?
  • What do you hope to understand?

If you want to get a feel for the current situation or scout out a location, that’s Surveying. A survey glosses over details in favor of big-picture stuff. Study does the opposite—it’s about precise facts and details. Are they lying about that? Is the safe hidden behind a wall in this room?

Playbooks Artificer, Cleric, Occultist, Sage, Wizardry.

Survey

When you Survey, you observe the situation and anticipate outcomes. You might spot a good ambush point or detect the telltale signs of trouble. You might uncover opportunities or weaknesses.

Surveying is about gathering information from your surroundings, using your senses and instincts to read a situation. You’ll often use Survey before things go wrong, spotting trouble before it happens. It’s good for identifying danger, noticing weak points, or seeing patterns that others miss.

Survey is also the ability to shut out information to focus your attention on something specific. Picking up one conversation among many, keeping track of one person in a crowd, sorting out tiny gold nuggets in sand, all can be done with Survey.

When you Survey, it’s about staying ahead of the situation. You take the time to study the area and make sure you’re prepared for what’s coming. Survey is ideal when you’re out in the field, in an unknown environment, or trying to assess a target or location from a distance. The better prepared and more perceptive you are, the better your position will be when danger strikes.

Survey is great when traveling, to anticipate problems before they come up. This applies to both hiking, mounts, and vehicles.

  • You can make educated guesses at what beyond sight into the ether, but Attuning is more effective.
  • You can perceive who is who in a court, but Consort or Study might be better.
  • You can spy, but may need Prowl to get into position.
  • You can spy, but Prowl might give you a better vantage point.
  • You can find clues, but Study analyzes them better and Hunt can follow a series of tracks.
  • You can discern a lie or see through a disguise, but Study might give deeper insights.
  • You can stake out a place, but Hunt might be more focused.

GM Questions

  • What are you surveying? How do you go about it?
  • What do you hope to learn or find?

Surveying is more practical and often safer for purely physical or tactical information. Attune can also be used to perceive unseen things, but it’s riskier because you’re engaging with the ether.

  • What do you hope to achieve?

Playbooks: Mystic, Ranger, Spirit.

Sway

When you Sway, you influence someone with guile, charm, or logic. You might lie convincingly. You might persuade someone to do something they don’t want to do. You might argue a point or try to seduce with charm.

Swaying someone involves using words, logic, and charm to get them to see things your way. Unlike Command, where you compel someone to obey, Swaying requires a bit of finesse. You might lie or deceive them, or you might use a more subtle form of persuasion. It’s important to note that Sway is less about raw power and more about social manipulation.

Sway tends to work best when the person is already somewhat inclined to listen to you or be convinced. You’re trying to nudge them in the right direction. If you’re dealing with a complete enemy, you may have a tougher time Swaying them, and Commanding might be more effective.

Sway also covers seduction or charm, but it’s not always romantic in nature. It can be about building rapport and convincing someone of your point of view, whether by telling the truth, lying, or spinning a complex web of deceit. Success often depends on how well you’ve prepared the target to be receptive to your message.

Sway has a problem with Tier, in that a higher Tier than those you are trying to Sway with is a hindrance, not an asset. The poor suspect the suggestions of the great and powerful, so it is often wise to use a middle man. Some members of your crew that appear to be of lower rank might be perceived as lower tier and have an easier time.

  • You can bargain with a spirit, but Attune might be better.
  • You can try to trick someone with fear or authority, but Commanding might be better.
  • You can hold a convincing speech, but Command might be better at firing up a crowd.
  • You can interrogate, but Command or Study might be faster.
  • You can mingle, but Consort might cover more ground.

GM Questions

  • How do you sway them? What do you say or do?
  • What do you hope they’ll agree to?
  • What do you hope to achieve?

Playbooks: Bard, Mastermind, Mountebank, Mystic, Saint.

Tinker

When you Tinker, you fiddle with or operate devices, mechanisms, or substances. You might run a vehicle, repair a clockwork device, or pick a lock. You might craft a gadget or create a poison.

Greyhawk: The crafting of objects is traditionally organized into guilds with very specialized skills. Tinker is more of a generalist approach unless you have a special ability that involves true craft. Tinker makes a wide variety of functional items, but they're prototypes, less elegant and less precise that what guilded craftsmen makes.

Tinkering involves the careful and skilled manipulation of physical devices, tools, and substances. Whether you’re creating, repairing, or disabling, you’ll rely on a deep understanding of how things work. Tinkering is the go-to action for those who specialize in invention and machinery, and it’s often paired with the crafting system for more elaborate creations.

Locks, traps, gadgets, and poisons all fall under the purview of Tinkering. It’s a versatile action that rewards creativity and technical expertise, allowing you to manipulate the environment or create specialized tools to give your crew an edge.

Tinkering isn’t limited to mundane technology. It can also be used for arcane devices, though working with those might involve some Attuning as well, depending on the situation. If you’re trying to understand or repair something magical, you might need to use a combination of both actions to achieve the desired effect.

  • You can to handle an arcane machine, but Attuning might be better.
  • You can run a vehicle, but Finesse or Survey might be better.
  • You can use explosives to demolish, but Wreck might be better.
  • You can spot a trap, secret door, or hidden mechanism, but Survey or Study might be better.

GM Questions

  • What do you tinker with? How do you approach it?
  • What do you hope to achieve?

Playbooks Artificer, Rogue, Savant.

Wreck

Wreck has been given a more physical focus, but still covers demolition.

When you Wreck, you unleash savage force. You might smash down a door or wreck a barricade. You might employ chaos and destruction to create distractions or disturbances.

Wrecking is about brute force and causing destruction. You might tear down a structure, break an object, or cause widespread chaos to achieve your goal. Wrecking isn’t subtle, but it’s effective when you need to create a distraction or remove an obstacle in a hurry.

Wreck can be used to impress with raw physical ability and potential for violence.

Wrecking is about raw strength and endurance, and this can be used to do impressive physical tasks such as weight lifting, free climbing, and resisting physical strain.

Fighting with Wreck is about strength and emotion. While the other combat actions are about staying cool, Wreck works off passions such as love and hate. But Wreck can also work at a distance, using heavy guns, grenades, or simply thrown rocks. This might not be as effective nor over as much range as Hunt, but is nevertheless an effective option. Wreck in combat is fast, you will win quickly or lose over time as your energy is expended.

  • You can use a siege engine, but Tinker might be better.
  • You can overpower a mount to force it to carry you, but Finesse might be better.
  • You can free climb, but Prowl might be safer.
  • You can frighten enemies into backing off, but Command allows greater control.
  • You can overwhelm an opponent in combat, but Skirmish is more survivable.
  • You could win a duel quickly through ferocity, but Finesse wins if the fight drags out.
  • You can show off and display sex appeal, but Consort or Sway is better.

GM Questions

  • What do you wreck? What method do you use?
  • What are you hoping to destroy or disrupt?
  • What do you hope to achieve?

Playbooks: Fighter, Monster, Sharpshooter, Warrior.

Starting Actions

  • Attune: 5 Druid, Occultist, Saint, Spirit, Warlock
  • Command: 4 Captain, Knight, Sorcerer, Warlock
  • Consort: 4 Bard, Mastermind, Mountebank, Swashbuckler
  • Finesse: 5 Captain, Knight, Savant, Swashbuckler, Wee One
  • Hunt: 3 Ranger, Soldier, Wizardry
  • Prowl: 6 Chi, Druid, Monster, Rogue, Warrior, Wee One
  • Skirmish: 4 Chi, Cleric, Fighter, Sage, Sorcerer
  • Study: 5 Artificer, Cleric, Occultist, Sage, Wizardry
  • Survey: 3 Mystic, Ranger, Spirit
  • Sway: 5 Bard, Mastermind, Mountebank, Mystic, Saint
  • Tinker: 3 Artificer, Rogue, Savant
  • Wreck: 4 Fighter, Monster, Soldier, Warrior