Difference between revisions of "Actions (IB)"

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Actions represent what your character does in the world, from sneaking through shadows to breaking down doors or persuading a crowd. Each action is broad, covering a variety of skills and approaches, and they overlap in ways that let you choose how to tackle challenges. Your approach determines the action you roll—whether it’s brute force, careful precision, or quick thinking.   
+
 
 +
== Actions in Icarus Icarus Burning ==
 +
Actions represent what your character does in the world, from sneaking through shadows to breaking down doors or persuading a crowd. Each action is broad, covering a variety of skills and approaches, and they overlap in ways that let you choose how to tackle challenges. Your approach determines the action you roll — whether it’s brute force, careful precision, or quick thinking.   
  
 
Actions are about consequences: if there are no consequences you usually don't bother to roll. A failed or opposed roll can lead to unexpected complications, while what happens on a success depends on your effect. Think creatively, play to your strengths, and remember that even failures can drive the story forward.
 
Actions are about consequences: if there are no consequences you usually don't bother to roll. A failed or opposed roll can lead to unexpected complications, while what happens on a success depends on your effect. Think creatively, play to your strengths, and remember that even failures can drive the story forward.
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== List of Actions ==
 
== List of Actions ==
The actions of Blades', sorted alphabetically by attribute.
+
The actions of Icarus Burning, sorted alphabetically by attribute.
 +
 
 +
{| class="wikitable" style="border:none; background:none; width:auto;"
 +
! style="width:120px; text-align:left; border:none; background:none;" | [[#Insight|Insight]]
 +
! style="width:120px; text-align:left; border:none; background:none;" | [[#Prowess|Prowess]]
 +
! style="width:120px; text-align:left; border:none; background:none;" | [[#Resolve|Resolve]]
 +
|-
 +
| style="border:none; background:none;" | [[#Helm|Helm ]]
 +
| style="border:none; background:none;" | [[#Lunar|Lunar ]]
 +
| style="border:none; background:none;" | [[#Command|Command]]
 +
|-
 +
| style="border:none; background:none;" | [[#Interface|Interface ]]
 +
| style="border:none; background:none;" | [[#Micro|Micro ]]
 +
| style="border:none; background:none;" | [[#Consort|Consort]]
 +
|-
 +
| style="border:none; background:none;" | [[#Mark|Mark ]]
 +
| style="border:none; background:none;" | [[#Rig|Rig ]]
 +
| style="border:none; background:none;" | [[#Judge|Judge]]
 +
|-
 +
| style="border:none; background:none;" | [[#Study|Study ]]
 +
| style="border:none; background:none;" | [[#Terran|Terran ]]
 +
| style="border:none; background:none;" | [[#Sway|Sway]]
 +
|}
 +
 
 +
== Insight ==
 +
Insight is a measure of intellectual width and the ability to see problems before they happen. It is used to resist consequences from using related actions and intellectual conundrums.
 +
Your value in Insight is equal to the number of related action you have at least one dot in.
 +
 
 +
=== Helm ===
 +
"Its the ship that made the Lunar Oberth at under 12 kilometers!"
 +
: — Hans Sol, skipper
 +
 
 +
Helm is the ability to pilot vehicles, primarily spacecraft from small shuttles and fighters to kilometer-long interplanetary ships. This is a matter of math and reworked expectations; space flight defies intuition, where accelerating towards a target can actually have you end up further away. Helm can also fire fixed weapons—on a fighter most weapon fire is forward under the pilot's control and even capital ships have spinal weapons.
 +
 
 +
; Common Uses
 +
: '''Evasion & pursuit:''' Outfly missiles, jink through debris, shake a tail in sensor-shadow. 
 +
: '''Tight ops:''' Hot-dock under spin, thread a narrow airlock, land on a marginal pad in crosswinds. 
 +
: '''Stunts & slingshots:''' Gravity-assist turns, drift through a minefield, knife-edge passes to break locks. 
 +
: '''Battle piloting:''' Hold attack vectors for gunners, line up torpedo runs, keep the ship in turret arcs. 
 +
: '''Course-making under pressure:''' Plot a safe window through patrol nets or storms while already in motion.
  
; Insight
+
; Overlaps
: Hack
+
: You '''Helm''' to drive on Earth or Luna, but [[#Terran|Terran]] or [[#Lunar|Lunar]] may adapt better to local conditions. 
: Mark
+
: You can create intercepting trajectories using minimal reaction mass, but [[#Micro|Micro]] does close intercepts with a jump. 
: Rig
+
: You can fire fixed-forward vehicle weapons, but [[#Mark|Mark]] is more versatile in what weapons it can use. 
: Study
+
: You can analyze orbital mechanics, but [[#Study|Study]] has a wider scope. 
 +
: You can use ship's sensors, but [[#Interface|Interface]] might be better.
  
; Prowess
+
; Teamwork
: Helm
+
: '''Assist''' [[#Interface|Interface]] by flying a sensor pass that boosts scan effect. 
: Lunar
+
: '''Set up''' a teammate’s [[#Mark|Mark]] volley by holding a perfect firing line. 
: Micro
+
: '''Group action:''' Squadron break, formation flying, synchronized slingshot, .
: Terran
 
  
; Resolve
+
; Questions
: Command
+
* What are you helming—and in what condition? Where are you going, exactly?
: Consort
+
* Are you prioritizing '''position''' (survival) or '''effect''' (hitting the shot/window)?
: Judge
+
* What’s the environment doing — traffic, debris, weather, jammers, gravity wells?
: Sway
 
  
== Attribute and Action Descriptions ==
+
; Helm Consequences
=== Insight ===
+
* '''Prop burn:''' You spend more reaction mass than planned; fuel margin shrinks.
==== Hack ====
+
* '''Friction & signature:''' Maneuvers light you up — patrols or missiles get a better lock.
==== Mark====
+
* '''Vector error:''' Take a risky correction or accept a worse approach window.
==== Rig ====
+
* '''Scrape or bump:''' Cosmetic damage, bent antenna, or dinged docking collar.
==== Study ====
+
* '''System strain:''' Thrusters overheat; temporary loss of a maneuvering axis.
 +
* '''Drifting:''' You owe a favor to the controller/tug crew who bailed you out.
  
=== Prowess ===
+
; Devil’s Bargains
==== Helm ====
+
* You leave a distinctive exhaust trail or paint scrape — someone will track it later.
==== Lunar====
+
* You end up on a trajectory to nowhere, you need rescue.
==== Micro ====
+
* A minor component cooks off (fuse, bearing); future Helm tests suffer worse Position until repaired.
==== Terran ====
 
  
=== Resolve ===
+
; Playbooks
==== Command ====
+
: Helio 2.
==== Consort ====
 
==== Judge ====
 
==== Sway ====
 
  
== Copystock from Fox in the Dark ==
+
=== Interface ===
 +
''Solar interference is, ouch, hot!''
 +
: — Spacer saying (Icarus Fall myth)
  
===Attune===
+
Interface covers operating computers, sensors, comms, and electronic warfare. You use it to acquire, fuse,
When you Attune, you open your mind to the ether which always channels some etheric energy through your body. You might communicate with a spirit, sense echoes of past events, or harness raw magical forces.
+
and act on data: scans, signals, signatures, links, and controls.
  
The ether is intentionally ambiguous and strange.  
+
; Common Uses
It is a reflection of 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.
+
: '''Sensing:''' Active/passive scans, target ID, pattern/classification, terrain/material reads. 
 +
: '''Signal work:''' Comms setup, routing, spectrum management, encryption/keys, link budget fixes.
 +
: '''Electronic Warfare:''' Jam, spoof, decoy, or burn-through; mask your own signature; harden links under attack.
 +
: '''Remote control:''' Command drones, turrets, doors, valves, and other networked actuators.
 +
: '''Data ops:''' Query, correlate, visualize; pull logs, stitch feeds, flag anomalies.
  
'''Attuning allows you to''':
+
; Overlaps
* Perceive echoes of recent events or sense things beyond sight.
+
: Find and fix targets with sensors; [[#Mark|Mark]]'s fire solution does damage. 
* Connect with supernatural forces, such as spirits or elemental energies.
+
: Fly by programming an autopilot; [[#Helm|Helm]] holds attitude and executes the maneuver.
* Access or influence raw arcane power at the risk of unexpected consequences.
+
: Program drones; [[#Lunar|Lunar]], [[#Micro|Micro]], [[#Terran|Terran]] takes direct control.
 +
: Unlock/drive networked systems; [[#Rig|Rig]] can reach in physically when the link fails. 
 +
: Hack computer; You may need [[#Rig|Rig]] to create a connection. 
 +
: Build a picture from traces/logs; [[#Study|Study]] derives wider theory and root-cause. 
 +
: Navigate comms and codespaces; [[#Judge|Judge]] senses deceptive behavior.
  
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.
+
; Teamwork
 +
: '''Assist''' [[#Helm|Helm]] with approach vectors, wind/dust, deconfliction, and windows.
 +
: '''Set up''' [[#Mark|Mark]] by lasing a range, painting a target, or feeding lead/solution data.
 +
: '''Group action:''' Multi-sensor search, synchronized jamming, shared tactical picture.
  
'''Comparing to Other Actions:'''
+
; Questions
* You can sense the unseen to gain insight, but Survey might be safer.
+
* What sensors/links are in play (band, power, geometry, clutter, countermeasures)? 
* You can impress or command a spirit, but Command might be more direct.
+
* Is this contested (jamming, deception, permissions) or a clean administrative task? 
* You can track a creature, but Hunt might provide greater precision.
+
* What are the time/latency limits and what failure modes matter if the link drops?
* You can intuit spirit lore, while Study gives the conventional wisdom.
 
  
'''GM Questions'''
+
; Interface Consequences
* How do you open your mind to the ether? What does that look like?
+
* '''Signature raised:''' Your emissions make you easier to find/target. 
* What energy are you attuning to, and how are you channeling it?
+
* '''Countered:''' ECCM reduces effect; accept partials or escalate with worse Position. 
* What do you hope to achieve, and what might go wrong?
+
* '''Latency/packet loss:''' Remote control lags or stutters; risk misfire or drift. 
 +
* '''Corruption:''' Logs/feeds are incomplete — further actions have reduced effect until cleaned. 
 +
* '''Lockout:''' Authentication throttles or alarms trigger; future Interface actions face worse Position.
 +
* '''Data trail:''' You leave traces that cause Friction and may trigger alarms.
  
'''Effect of Attuning'''
+
; Devil’s Bargains
Attune can perceive the ether, commune with spirits, or strike spirits and echoes to stun or cause potent harm. Tap spirits allows you use some of the spirit's power directly. The area perceived depends on your Tier (p 221).
+
* Your call-sign/fingerprint is recorded; later attribution causes Friction or retribution. 
{| class="wikitable"
+
* A watchdog process wakes — security will start hunting, even if you succeed. 
|+ '''Effect Levels for Attune'''
+
* A convenient relay goes dark after this op; you lose that shortcut for a while.
|-  
+
 
! Effect Level !! Perception !! Interaction !! Harm 
+
; Hacking 
|- 
+
: To hack, obtain a '''data path''' (terminal, tapped line, joinable RF, or local port). If no path exists, create one — usually [[#Rig|Rig]] (install a tap, open a relay, physical access). Prep exploits/payloads as flashbacks; most intrusions are '''minutes to hours''' of task time, not “netrunning.” Mature systems are well-defended; strong crypto and admins are the norm. Use '''Interface''' to plan and execute; switch to [[#Rig|Rig]] when the job becomes physical. A sysop actively on-console resists as if '''Tier +1'''. A quter is at least '''Tier +2'''.
|valign=top| '''Limited''' ||valign=top| A hazy view of the ether, with spirits as unidentifiable shadows ||valign=top| Hear Spirits ||valign=top| Stun
 
|- 
 
| '''Standard''' ||valign=top| A clear view of the ether and spirits ||valign=top| Converse with spirits ||valign=top| Level 1 harm 
 
|- 
 
| '''Great''' ||valign=top| A clear view of the near ether, hazy further out ||valign=top| Tap spirits ||valign=top| Level 2 harm 
 
|}
 
  
'''Consequences of Attuning:'''
+
; Playbooks
Attuning exposes you to dangers, such as:
+
: Helio 1; Outis 1; Praxic 1.
* 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.
 
  
'''Powers
+
=== Mark ===
Attune powers dispel powers and dismiss creatures, usually only of its own form or on creatures linked to that form, but sometimes better than this.
+
''The first to bag a drone gets the afternoon off!''
 +
: — Maxit Randal, rover team boss
  
Some Forms are special.
+
Mark covers observation and ranged attack. You use it to detect threats, track targets, aim and fire ranged weapons, and place shots under varied conditions (spin, microgravity, dust, glare).
* [[Abyss Powers (FiD)#Attune|Abyss]] can control and dispel other elemental powers.
 
* [[Barrier Powers (FiD)#Attune|Barrier]] can refine the effect to block only certain things.
 
* [[Darkness Powers (FiD)#Attune|Darkness]], [[Kinesis Powers (FiD)#Attune|Kinesis]], [[Light Powers (FiD)#Attune|Light]], [[Flux Powers (FiD)#Attune|Flux]], and [[Order Powers (FiD)#Attune|Order]] are all very good at dispelling other powers.
 
* [[Life Powers (FiD)#Attune|Life]] heal.
 
  
'''Playbooks''':
+
; Common Uses
Druid, Occultist, Saint, Spirit, Warlock.
+
: '''Targeting:''' Lead a moving target, account for spin/micro-g drift, correct for recoil and muzzle climb. 
 +
: '''Precision fire:''' Disable a system, shoot-to-warn, or pick a weak point at range. 
 +
: '''Area control:''' Suppressive or bounding fire to fix or displace an opponent. 
 +
: '''Recon:''' Spot movement, identify firing positions, read muzzle flashes and tracer arcs.
 +
: '''Observation:''' Notice objects in space that accelerate, usually with computer aid. 
 +
: '''Calibration:''' Zero optics, dial dope, compensate for atmosphere, thermal shimmer, or motion blur.
  
===Command===
+
; Overlaps
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.
+
: Fire heavy weapons, but [[#Helm|Helm]] is better att dogfighting and strafing.
 +
: Scan with ship or suit sensors, [[#Interface|Interface]] can set up computers to run scans.
 +
: Plot intercept trajectories at range; [[#Study|Study]] maps trajectory but doesn’t intuitively intercept. 
 +
: Shoot cleanly in gravity; [[#Terran|Terran]]/[[#Lunar|Lunar]]/[[#Micro|Micro]] can dodge and melee.
  
You can use '''Authority''' when you have the right or are their superior. You only need to roll if the situation is tense, you're ordering them to take risks, or there are conflicting orders or hierarchies; when there is a no danger and a clear chain of command, Authority is automatic.
+
; Teamwork
 +
: '''Assist''' [[#Helm|Helm]] by calling ranges, wind/dust, and impact corrections. 
 +
: '''Set up''' a teammate’s breach by pinning sentries with disciplined bursts.
 +
: '''Group action:''' Coordinated volley, firing line, forward observing, or interlaced fields of fire.
  
'''Intimidation''' involves commanding those over whom you have no authority, leveraging violence, economic power, social status, or other advantages. More advanced intimidation can include verbal threats or subtle one-upmanship woven into conversation, aggravating the target less and causing less Heat while still getting things done.
+
; Questions
 +
* What’s the engagement range and stability (micro-g, spin, terrain, cover)? 
 +
* Are you prioritizing aiming/Effect or cover/Position? 
 +
* What cues are you using to aim by (lase, thermal, tracer, lead indicator, spotter data)?
  
Command can partly overcome language barriers, but commands must be simple, clear, and direct. It can even apply to [[Mind_Powers_(FiD)|non-sapients]], such as animals or monsters. Commanding animals trained with or imprinted on you is a form of Authority. Commanding other creatures is essentially Intimidation and requires leverage, which can be as simple as a whip. Commands to [[Mind_Powers_(FiD)|non-intelligent]] creatures or across language barriers must be simple, such as: heel, stay, attack, or guard.
+
; Mark Consequences
 +
* '''Exposure:''' You reveal position (muzzle flash, thermal, report) and draw return fire.
 +
* '''Degradation:''' Optics fog, sensor bloom, or dust fouling reduces effect until serviced.
 +
* '''Drift/lead error:''' You must take extra time to correct or accept reduced effect. 
 +
* '''Ammo strain:''' Low on a critical magazine; next Mark action risks limited effect.
 +
* '''Collateral:''' A near miss damages nearby fixtures, gear, or bystanders.
  
You use Command to lead a Group Action. You coordinate efforts, while the rest of the group's 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.
+
; Devil’s Bargains
 +
* A distinct ballistic/signature trace ties the shot to you later attack or Friction.
 +
* You clip a cable, panel, or sensor — mission continues with a minor systems penalty.
 +
* Your firing position becomes untenable — delay and forced reposition.
 +
* You use the last of your ammunition/burn out your weapon.
  
Command is a brutally direct social interaction. Consorting may be better if you’re seeking mutual understanding, while Sway might work better for negotiation or manipulation. Consort can be used to disguise yourself as someone who has authority, working as a Set Up action for your Command. Commanding a friend or ally can be disrespectful and may worsen your relation unless you have explicit authority or a strong justification.
+
; Playbooks
 +
: Lancer 2; Rover 2.
  
* You can Command to compel action, but Sway can convince without leverage.
+
=== Study ===
* You can assert authority to gain respect, but Consort fosters stronger bonds.
+
''The radiation patterns indicate... something...''
* You can lead a group action using Command, but other participants must contribute the appropriate Actions.
+
: — Lucy “Lucky” Swartz, science officer
  
'''GM Questions'''
+
When you '''Study''', you collate information, scrutinize details, and interpret observations to uncover facts,
* Who do you command, and how do you do it? What’s your leverage?
+
corroborate evidence, and guide decisions. Study often powers '''Gather Information''' or '''Set Up''' by identifying
* What do you hope they’ll do, and what might happen if they refuse?
+
risks, weak points, and opportunities.
  
'''Effect'''
+
Study can persuade via facts and logic, but it works best on people who value evidence. Debating someone into a
Command has two main functions: authority and intimidation. Both require leverage (rank, status, or threat). In asserting authority, the required effect depends on your relative position of power or influence. For intimidation, the effect determines how subtle your methods can be while remaining effective.
+
false belief needs [[#Sway|Sway]].
{| class="wikitable"
 
|+ '''Effect Levels for Command'''
 
|-
 
! Effect Level !! Authority !! Intimidation 
 
|- 
 
|valign=top| '''Limited''' ||valign=top| Command those under your authority, such as lower-ranked members of your organization or when a police officer commands a civilian. ||valign=top| Physical intimidation (e.g., gestures, threats of violence). 
 
|- 
 
|valign=top| '''Standard''' ||valign=top| Command subordinates not under your direct authority, such as lower ranks of a different organization. ||valign=top| Spoken intimidation (e.g., direct threats or stern orders). 
 
|- 
 
|valign=top| '''Great''' ||valign=top| Command equals in your organization or social inferiors in general. ||valign=top| Subtle intimidation while maintaining decorum.
 
|}
 
  
'''Consequences of Command:'''
+
Use Study for research (briefings, dossiers, long-term projects), document work (logs, schematics, contracts),
Using Command can create risks or complications based on the situation, such as:
+
and careful scene reading (tool marks, footprints, residue, wear patterns). Given time, Study yields precise,
* Resentment leading to Heat.
+
actionable answers.
* A group action faltering or group members suffering due to poor cohesion or defiance.
 
* Escalating conflict with a rival faction or authority figure.
 
* Immediate backlash leading to a setback or Harm.
 
  
'''Powers'''
+
; Common Uses
Command powers influence others with authority and intimidation, and communicate over long distances. This usually works only on creatures relevant to the [[Powers_(FiD)#Forms|Form]] you are using.
+
: '''Briefing build:''' Compile a concise dossier from scattered sources.
* [[Abyss Powers (FiD)|Abyss]] can Command all types of elemental creatures.
+
: '''Scene reconstruction:''' Order events into a coherent timeline and cause chain.
* [[Barrier Powers (FiD)|Barrier]] combine with Command to create signposts.  
+
: '''Footage scrub:''' Frame-by-frame review to catch tells, loops, or edits.
* [[Kinesis Powers (FiD)|Kinesis]] broadcasts messages.
+
: '''Document forensics:''' Parse contracts, regs, and fine print for leverage.
* [[Mind Powers (FiD)|Mind]] powers interact with all kinds of intelligent creatures.
+
: '''Pattern analysis:''' Correlate incidents; flag anomalies and likely links.
 +
: '''Specs & schematics:''' Read systems from drawings and maintenance notes.
 +
: '''Risk model:''' Map failure modes and “if-then” branches before acting.
 +
: '''Target profile:''' Infer motives, routines, and pressures from open intel.
 +
: '''Manifests & logs audit:''' Reconcile records; spot fraud and backdating.
 +
: '''Language & codes:''' Translate, decipher ciphers, derive terminology.
 +
: '''Material ID:''' Prelim ID of residues, alloys, or bio samples from tests.
 +
: '''Ballistics/sight lines:''' Diagram arcs, cover, and fields of fire.
 +
: '''Databanks:''' Set up efficient search routines, know where to look, understand what you find.
  
'''Playbooks''':
+
; Overlaps
Captain, Knight, Sorcerer, Warlock.
+
: Read a person; '''Study''' looks into records or collates stories, [[#Judge|Judge]] rules intent in the moment. 
 +
: Reconstruct a scene; '''Study''' traces causes, [[#Mark|Mark]] tracks targets, [[#Rig|Rig]] inspects hardware. 
 +
: Parse a system design; '''Study''' models it, [[#Interface|Interface]] tests it live, [[#Rig|Rig]] opens the panel. 
 +
: Learn a social order; '''Study''' maps ranks/rituals, [[#Consort|Consort]] blends in. 
 +
: Spot firing arcs; '''Study''' looks at plans, [[#Helm|Helm]] looks around, [[#Lunar|Lunar]]/[[#Micro|Micro]] moves around.
 +
: Databanks; '''Study''' knows where to look, [[#Interface|Interface]] makes apps to do the search.
  
=== Consort === 
+
; Teamwork
This action involves socializing, from navigating slums with streetwise charm to mingling with high society using courtly etiquette.
+
Study excels at teamwork, but many of these take time and are best done in a flashback.
 +
: '''Assist''' [[#Judge|Judge]] by dropping facts.
 +
: '''Assist''' [[#Consort|Consort]] by pointing out names, ties, and conversational inroads.
 +
: '''Assist''' [[#Sway|Sway]] with tips about culture, taboos, and pressure points.
 +
: '''Set up''' [[#Mark|Mark]] by diagramming firing lanes and weak points.
 +
: '''Set up''' [[#Helm|Helm]] with approach vectors from traffic and ephemerides.
 +
: '''Set up''' [[#Rig|Rig]] by digging up designs or reverse-engineering .
 +
: '''Set up''' [[#Interface|Interface]] with system maps, user roles, and likely trust gaps.
 +
: '''Group action:''' Parallel audit — split sources (cams, logs, samples) and converge findings.  
  
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. 
+
; Questions
 +
* What sources do you have (records, samples, footage, witnesses)? 
 +
* How much time/quiet do you get before interruption? 
 +
* What’s your specific question or hypothesis?
  
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.   
+
; Effect Needed
 +
* '''Limited:''' Familiar domain or good references; clean samples, clear footage.
 +
* '''Standard:''' Typical noise, mixed signals; partial records or time pressure.   
 +
* '''Great:''' Poor visibility, cross-domain unknowns, masked data, tampered logs.
  
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.
+
; Consequences
 +
* '''Incomplete picture:''' A key element is missing or misleading; future rolls face a soft complication. 
 +
* '''Time sink:''' You need more time — or accept reduced effect now.
 +
* '''Contaminated sample:''' Evidence is degraded, current information uncertain; verify to be sure. 
 +
* '''False lead:''' You draw a plausible but wrong inference; the GM starts a trouble clock.
 +
* '''Corroborate:''' Everything in science takes more time than expected.
  
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.
+
; Devil’s Bargains
 +
* Your notes identify you if found (+Friction/status later).
 +
* You must consult a rival expert, owing them a favor.
 +
* The only clean data comes from a restricted archive you’ll have to explain accessing.
  
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. 
+
; Playbooks
 +
:Nestor 2; Philosopher 2.
  
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.
+
== Prowess ==
 +
Prowess is a measure of physical sturdiness and the ability to roll with blows. It is used to resist consequences from using related actions and physical ailments.
 +
Your value in Prowess is equal to the number of related actions you have at least one dot in.
  
'''Performances''':
+
=== Lunar ===
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). 
+
''I lunar’d his ass with my magno-boot!; he lunar'd all along the room, almost micro'd!  ''
 +
: — Toby, bar crawler
  
* Use Consort to direct others with social pressure, though Command or Sway might fit better. 
+
'''Lunar''' is mastery of low gravity (≈ '''0.05–0.40 g'''). At these gravities, normal walking is inefficient:
* Blend into a crowd, but Prowl may work better for stealth, and Finesse might help move quickly through a throng.
+
you bound, hop, kick off surfaces, and brake with hands, knees, or lines. Mercury and Mars (≈0.38 g) sit at
* Understand social hierarchies, but Study might provide deeper insights.
+
the upper edge; asteroids and many moons lie below 0.05 g (treat those as [[#Micro|Micro]]).
* 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'''
+
You can Lunar outside this band to leap and bound, but expect '''worse position''' (too floaty below ~0.05 g; too “sticky”
* Who are you Consorting with? Where are you meeting them? What are you discussing?  
+
above ~0.40 g).
* What are you hoping to achieve? 
+
At ~'''0.38 g''' (Mercury/Mars), both Lunar (bounding leaps) and [[#Terran|Terran]] (walking) work.  
 +
In the '''~0.03–0.06 g''' band, either [[#Lunar|Lunar]] (bound/hop) or [[#Micro|Micro]] (push-and-glide) works.
  
'''Effect'''  
+
; Common Uses
The effect required for Consort depends on how familiar you are with the situation. You only need to roll Consort when interacting with strangers or trying to gain favors.
+
: '''Bound & brake:''' Silent hops, long strides, soft landings; control drift with limbs/handholds.
* '''Limited Effect''': Mingling with friends or established social settings.   
+
: '''Vertical mobility:''' Ascend/descend shafts, clear gaps, roof-to-roof movement.
* '''Standard Effect''': Acting in an unfamiliar setting or with important strangers present.  
+
: '''Close combat:''' Low-g grappling, tackles, push-kicks, wall-bounces, recoil-aware strikes.   
* '''Great Effect''': Consorting with absolute strangers or aliens.
+
: '''Stealth locomotion:''' Minimal contact, dust-light steps, using rails and shadows.
 +
: '''Load handling:''' Move bulky gear with parabolic throws, counter-impulse tethers, controlled slides.
  
'''Consequences''':   
+
; Overlaps
Consort consequences often stem from your environment or the tensions of social ambition. Simple interactions with friends rarely require rolls.   
+
: Cross distance by bounding; [[#Micro|Micro]] excels when drift and handholds beat foot contact.  
* In a ballroom, you’re unexpectedly asked to dance.   
+
: Fight up close in low-g; [[#Terran|Terran]] beats you when traction dominates movement. 
* At a slum gathering, someone picks your pocket.   
+
: Reposition in a gunfight; [[#Mark|Mark]] takes the shot — Lunar moves you into or out of the lane. 
* That punch was spiked! 
+
: Drive vehicles made for 0.05–0.40 g; [[#Helm|Helm]] handles vehicles everywhere.   
* While negotiating with a strange tribe, you discover they consider redheads witches to be burned.
+
: Route fast via rails and shafts; [[#Study|Study]] plans the path, Lunar executes it under pressure.   
 +
: Time hops off sensor cues; [[#Interface|Interface]] builds the picture, Lunar exploits the window.   
 +
: Use lines and anchors on the move; [[#Rig|Rig]] can install the hardware faster but traverses slowly.
  
'''Powers
+
; Teamwork 
allows you to change the appearance and shape of yourself and others.
+
: '''Assist''' [[#Rig|Rig]] with stable low-g stance while they place an anchor. 
 +
: '''Set up''' [[#Mark|Mark]] by wall-bouncing into an unexpected firing angle.
 +
: '''Group action:''' Staggered hop line across open terrain; leap-frog entry through a shaft.
  
'''Playbooks'''
+
; Questions
Bard, Mastermind, Mountebank, Swashbuckler.
+
* What’s the local g (≈0.05–0.40)? Surface — dust, rock, plates, ice? Handholds available? 
 +
* Are you encumbered (pack, suit, stretcher)? Is dust/loose regolith a factor? 
 +
* What is your focus — '''speed''', '''silence''', or '''control'''?
  
=== Finesse ===  
+
; Lunar Consequences
''Finesse now includes running and foot chases, creating overlap with Prowl. It also covers mounted and vehicle combat.''   
+
* '''Over-jump:''' You overshoot or rotate — must burn time to stabilize or accept worse position.  
 +
* '''Hard landing:''' Knee/ankle strain; reduced effect until you pause or strap up.
 +
* '''Dust plume/prints:''' Your track is obvious; pursuers get improved effect.
 +
* '''Panel ping:''' A noisy contact alerts sentries; threat clocks advance.  
 +
* '''Tether snag:''' Line fouls; future actions suffer until cleared.
  
When you Finesse, you use dexterous manipulation, graceful combat techniques, or subtle misdirection.   
+
; Devil’s Bargains
You might duel with agile weapons like rapiers, leverage speed in mounted or vehicle combat with ride-by attacks, swerve across a dance floor, or unobtrusively pick a pocket. Finesse also applies to manipulating delicate devices and racing on foot, mounts, or vehicles. 
+
* You leave distinctive boot/grouser marks that will be noticed later, causing Friction. 
 +
* A tool or weapon pops free during the maneuver — recovering it costs time.   
 +
* You scuff a panel or handrail; maintenance logs will flag this path post-op.
  
Finesse combat emphasizes precision, elegance, and control. It shines when you have time and space to act deliberately but struggles in chaotic or rushed situations. Graceful dueling is easy when uninterrupted, but a desperate brawl with flying firebombs might force you to adapt quickly.
+
; Playbooks
Finesse, Skirmish, and Wreck create a dynamic triangle in small fights: Finesse beats Skirmish with precision, Skirmish outmaneuvers Wreck with versatility, and Wreck overwhelms Finesse with brute force. In larger battles, Skirmish often dominates due to its adaptability.
+
: Posthuman: optional 2.
  
While dueling thrives in open space, maneuvering and sleight-of-hand excels in chaotic environments. Crowds and distractions make it easier to pick pockets or slip away unnoticed. Unlike Prowl, which relies on stealth and shadows, Finesse uses distraction and opportunity. Being tackled by guards might be the perfect chance to lift their keys. 
+
=== Micro ===
 +
''Micro'd over for coffee, Terra'd the bag open — now microing coffee bubbles all over.''
 +
: — Wendi, novice space traveler
  
* Finesse can perform sleight-of-hand or pick pockets with Finesse, but Consort is better for showmanship, and Prowl is quieter.
+
'''Micro''' is mastery of very low gravity (≈ '''0.00–0.05 g'''). Walking is useless; strong pushes send you on long,
* Finesse can duel, but Skirmish is better in a chaotic melee, and Wreck can overwhelm you. 
+
uncontrolled trajectories. You move by small, precise impulses, manage rotation mid-flight, and arrive oriented to
* Finesse can shoot on the run with Finesse, though Hunt's stationary precision is better. 
+
grab, brake, or work.  
* Use Finesse to handle locks or devices, but Tinker may yield better results.
+
Micro melee mostly involves grapples and shoves, not doing much damage and instead disorienting and putting enemies in positions where they cannot maneuver.
* Run a chase with Finesse, but Prowl excels at leveraging terrain.
 
  
'''GM Questions'''
+
Microgravity rules is outer space, among asteroids, and in at the rotation axis of spin habs.
* What are you Finessing? What makes it graceful or subtle? 
+
In '''0.03–0.05 g''' on tiny moons both [[#Micro|Micro]] and [[#Lunar|Lunar]] are viable.
* What are you trying to achieve? 
 
  
'''Effect Levels for Finesse'''
+
Outside this band, use '''Micro''' in any free-fall context: liquid suspension, wire drops, or trapeze/rigging, grappling. Expect '''less Effect'''.  
Finesse emphasizes precision and control, which affects both harm and physical feats. With Finesse, harm tends to be lighter and more controlled, though excessive damage or unintended outcomes are common consequences.  
 
  
{| class="wikitable" 
+
; Common Uses
|+ '''Effect Levels for Finesse'''
+
: '''Push-and-glide:''' Fingertip launches, palm brakes, toe-taps; arrive aligned to the task.  
|-   
+
: '''Attitude control:''' Arrest unwanted spin; counter-rotate limbs/tools to null yaw/pitch/roll.  
! Level !! Harm !! Physical Feats 
+
: '''Close combat:''' Clinch, tie-up, and redirect mass; shove opponents to drift or into bulkheads.   
|-   
+
: '''Silent movement:''' No footsteps, minimal panel pings; ride handrails and shadows.   
|valign=top| '''Limited''' ||valign=top| Level 1 harm ||valign=top| What a trained person can accomplish.   
+
: '''Mass handling:''' Float bulky loads; manage inertia with tethers, reels, and kill-velocity grabs.
|- 
 
|valign=top| '''Standard''' ||valign=top| Level 2 harm ||valign=top| What an elite practitioner can achieve.   
 
|- 
 
|valign=top| '''Great''' ||valign=top| Level 3 harm ||valign=top| Feats of world-class precision and skill.
 
|} 
 
  
'''Finesse Consequences''' 
+
; Overlaps
* You overextend and come crashing down.   
+
: Push-and-glide through tight spaces; [[#Lunar|Lunar]] bounds faster where foot contact is reliable.   
* You escape but leave a clue for your pursuers.   
+
: Glide along bulkheads; others walk slowly using magnetic soles.
* You take an honorable wound in a duel.
+
: Match velocities with micro-thrusters or in hoppers; [[#Helm|Helm]] flies vehicles.   
* You accidentally wound or kill an opponent.   
+
: Coast along a route; [[#Rig|Rig]] pre-places tethers and stoppers creating pathways.
* You get caught in melee while trying to maintain distance.   
+
: Ghost past mics and cams with expert twists; [[#Interface|Interface]] spoofs feeds.   
 +
: Spot things that move unnaturally in microgravity; [[#Mark|Mark]] notices deliberate intent.   
  
'''Powers
+
; Teamwork
makes attacks and deals with mounts and vehicles and can make small changes to the local environment.  
+
: '''Assist''' [[#Sway|Sway]] by positioning to be visible in free-fall. 
 +
: '''Set up''' [[#Study|Study]] by matching velocities with floating evidence for clean sampling. 
 +
: '''Group action:''' Staggered glide chain, conga-line handrail transit, synchronized capture.
  
'''Playbooks''':  
+
; Questions
Captain, Knight, Savant, Swashbuckler, Wee One.
+
* Handholds, rails, nets, or open volume? Any fans, vents, or leaks imparting airflow?  
 +
* Suit mass, pack, or loose items? What’s the plan to manage rotation and kill velocity? 
 +
* What trade are you favoring — speed, silence, or control?
  
===Hunt===
+
; Micro Consequences
The Hunt action is the ideal choice for tracking, stalking, and locating targets, as well as finishing them with a precise ranged attack. Hunt encompasses survival skills, tracking, scavenging, and understanding movement patterns. Hunt usually works best in a rural setting but can be used in an urban setting.
+
* '''Wrong push:''' Drift off-axis or miss the grab — lose time or drift. 
 +
* '''Hard contact:''' Bounce or scuff; disorientation, minor suit/tool damage, temporary reduced effect. 
 +
* '''Unwanted rotation:''' Enter a slow tumble; lose Effect until stabilized.
 +
* '''Floating kit:''' A released item drifts; recovery costs time and might be dangerous. 
 +
* '''Tether snag:''' Line fouls; actions suffer worse Position until cleared.
 +
* '''Micro-thrust:''' Vents/breath cause slow drift into danger.
  
When you Hunt, you stalk your target with precision and skill.   
+
; Devil’s Bargains
Hunt excels in preparation; time and distance are your allies.
+
* Jettison a small item to trim trajectory — it’s lost or alerts someone later.   
You can follow tracks in the wilderness, shadow someone through a crowded street, or study movement patterns to locate your target.  
+
* A tool or mag-clip pops free; you’ll finish the task short a piece of gear.
Hunt emphasizes operating on your own terms: selecting the ambush point, stalking the target, and striking with accuracy.
+
* Obvious approach — the enemy sees you and has time to shoot.
You can attack from afar, hide in a stakeout, or manipulate the environment to channel opponents into danger.
 
To give a sense of scale, you stalk prey at a range of around 25 meters per Tier (minimum of 10 meters).
 
  
Hunt falters at close quarters, making it difficult to find an effective angle or forcing you into desperate positions.
+
=== Rig ===
 +
''If it’s got fasteners, fluids, or firmware, I can make it behave.'' 
 +
: — Nial, Praxic line tech
  
Hunt defends against itself, its precision and attentiveness make it effective for detecting ambushes, spotting surveillance, and recognizing the signs of a stalker. Survey and Study provide alternate defenses, offering broader perspectives or deeper analyses, while Prowl can help you escape from areas under surveillance.
+
'''Rig''' is hands-on engineering: build, fix, disable, and operate mechanisms, systems, and tools. It covers
 +
field repairs, breaching, fabrication, anchoring, life-support work, suit maintenance, and safe handling of
 +
power, pressure, and propellant.
 +
Much of this involves supervising drones or automated machines.
  
The survival aspect of Hunt allows you to hunt, forage, and camp out safely and out of sight. Survey can forage, but cannot hunt.
+
; Common Uses
 +
: '''Field repair:''' Patch hull/suit leaks, reroute power, swap cards/valves, clear jams. 
 +
: '''Breaching & disable:''' Charges, cutters, spreaders; disarm traps, lock-bypass by mechanism. 
 +
: '''Anchors & access:''' Place bolts, pitons, rails, lines, and gantries; safe work envelopes in any g. 
 +
: '''Fab & mod:''' Print/lathe small parts, splice hoses, tune actuators, balance rotors. 
 +
: '''Systems ops:''' Spin-up/down habitat sections, purge lines, purge/fill tanks, hot- and cold-work. 
 +
: '''Ordnance:''' Set fuses, shape charges, de-arm munitions, safe a magazine. 
 +
: '''Robotics & drones:''' Bench a unit, replace boards, calibrate gimbals, align optics. 
 +
: '''Hazmat/LSS:''' Filters, scrubbers, pumps, chillers; diagnose alarms without making it worse.
 +
: '''Production:''' 3D printing, feedstock allocation, applying and modifying designs.
 +
: '''Operate Machinery:''' Cranes, diggers, pumps, sluices, airlocks, refineries.
  
* Stay hidden and aware, but Prowl is better for getting there.
+
; Overlaps
* Analyze physical evidence, but Study yields more detail.
+
: Solve it with tools and access; [[#Interface|Interface]] solves it with links and permissions. 
* Maintain ranged weapons or plant traps, but Tinker allows modifications.
+
: Open by cutting or unbolting; [[#Mark|Mark]] can shoot it apart — faster, louder, less controlled. 
* Keep surveillance on a target, but Survey offers a broader perspective.
+
: Move masses with cranes/hoists; [[#Terran|Terran]] covers brute carry under gravity. 
 +
: Route via ladders/lines; [[#Lunar|Lunar]]/[[#Micro|Micro]] traverse faster with more risk.
 +
: Diagnose from practical application; [[#Study|Study]] analyzes from first principles.
 +
: Power and attitude tweaks for docking; [[#Helm|Helm]] flies — Rig latches and hauls with cranes.
 +
: Open a door mechanically; [[#Interface|Interface]] slices the electronics.
  
'''GM Questions'''
+
; Teamwork
* How do you hunt them down? What specific methods do you use?
+
: '''Assist''' [[#Resolve|Resolve]] actions with light and sound control. 
* What tools, skills, or preparation help you succeed?
+
: '''Set up''' [[#Interface|Interface]] by installing taps, bypasses, and shielded runs.
* How does the terrain or environment affect your hunt?
+
: '''Group action:''' Damage-control party, lift-and-shift crew, synchronized breach.
* What risks do you take, and how might things go wrong?
 
  
'''Effect Levels for Hunt'''
+
; Questions
Hunt relies on situational awareness and maintaining an advantageous position to ambush, affecting harm, perception, and tracking ability. "Good terrain" includes natural outdoor settings like forests or grasslands. "Poor terrain" includes rocky areas and artificial surfaces such as paved or maintained roads and streets.
+
* What’s the work envelope — pressure, temperature, contamination, voltage, spin? 
 +
* Are proper tools/parts available, or is this improvised from what’s at hand? 
 +
* What failure modes are intolerable (fire, flood, vacuum, arc, collapse)? 
 +
* Is time the constraint (bleeding tank, rising CO₂), or precision (safe-crack, fuse timing)?
  
{| class="wikitable"
+
; Rig Consequences
|+ '''Effect Levels for Hunt'''
+
* '''Escalation:''' A secondary alarm trips; isolation valves slam; clocks advance.   
|-
+
* '''Leak/arc/backflow:''' You contain it, but position worsens or a teammate is endangered. 
! Level !! Harm !! Perception !! Tracking
+
* '''Overstress:''' A rushed fix will fail after the scene, causing Friction. 
|-
+
* '''Contamination:''' Dust, propellant, or coolant exposure imposes a short-term penalty.
|valign=top| '''Limited''' ||valign=top| Level 1 harm ||valign=top| Obscured: detect the presence of targets ||valign=top| Track in one type of good terrain
+
* '''Resources:''' Parts, fuel, tools, designs; something is missing or in short supply.
|-
 
|valign=top| '''Standard''' ||valign=top| Level 2 harm ||valign=top| Clear: identify targets ||valign=top| Track across varied good terrains
 
|-
 
|valign=top| '''Great''' ||valign=top| Level 3 harm ||valign=top| Detailed: notice intricate details ||valign=top| Track briefly in poor terrain
 
|}
 
  
'''Consequences'''
+
; Devil’s Bargains
* You lose your quarry, temporarily or permanently.
+
* You cannibalize a part from Inventory you may miss later.
* You are spotted before you can act.
+
* Spend Load for parts.
* Targets move out of sight or escape.
+
* The breach closes once used; you may need another way out.
* Enemies return fire or move to engage.  
 
  
'''Powers
+
; Playbooks
makes long-range attacks, including area attacks.
+
: Cyborg 1; Outis 2; Praxic 2.
Helps tracking and controls the environment.
 
  
'''Playbooks''':
+
=== Terran ===
Ranger, Sharpshooter, Wizard.
+
''Hey, dirtgirl, Terra this hatch open — show us some downwell muscle!''
 +
: — A-boss, drill sergeant
  
===Prowl=== 
+
'''Terran''' is mastery of normal gravity, ≈ '''0.8 – 1.2 g''', capable of handling gravity down to '''0.33 g.'''
When you Prowl, you move athletically and quietly. You might sneak past a guard, hide in shadows, or leap rooftops. You can attack unexpectedly or exploit surprise to your advantage.
+
Naturally present on '''Earth''' and '''Venus'''; reproduced in spin habitats for '''regrav''' and long-watch health.
 +
Spending half your day in Terran avoids degrav.
 +
It’s baseline is footing, leverage, and endurance — sprinting, bracing tools, grappling, lifting, and precise footwork.  
 +
You can drive land vehicles and aircraft.
  
Prowling combines stealth, agility, and environmental awareness. It’s more than just sneaking—it’s about adapting to obstacles, timing movements, and using terrain creatively. Crowded streets, narrow alleys, and cluttered environments are your playground.
+
At ~'''0.40 – 0.8 g''' (Mercury/Mars), both Terran (walking/standing power) and Lunar (bounding leaps) work.
Darkness and cover are your allies, though excessive hindrances can slow you down and create challenges of their own.
+
Outside the '''0.33 – 1.2 g''' band, Terran covers brute-force efforts (punch, haul, pry, brace) with '''worse position''' from excess force as g departs from standard.  
  
Prowl excels in challenging terrain requiring climbing, swimming, squeezing, or careful footing. Actions like darting between cover, tightrope walking, escaping bonds, or weaving through obstacles might overlap with Finesse. Prowl specializes in moving unnoticed, while Finesse emphasizes speed.   
+
; Common Uses
 +
: '''Footwork & stance:''' Plant, shift, and drive through; reliable traction and balance. 
 +
: '''Strength & carry:''' Deadlifts, fireman’s carries, prying hatches, tool bracing against kickback.
 +
: '''Grapple & control:''' Clinch, pin, throw — body weight and size dominates. 
 +
: '''Athletics:''' Sprints, vaults, slides; controlled descents, and ladder/rung climbs.
 +
: '''Work under load:''' Jackhammers, bolt guns, cutters — manage recoil and torque.   
 +
: '''Drive and Fly:''' Operate gravity-rated vehicles — rotorcraft, fixed-wing, wheeled, tracked.
  
Prowl is countered by Actions like Hunt and Survey, which can expose your position, or Wreck, which destroys your cover. Another Prowler might engage you in a game of cat-and-mouse.   
+
; Overlaps
 +
: Hold ground in a fight; [[#Lunar|Lunar]] trades stance for burst bounds and soft landings. 
 +
: Brace long tools against kickback; [[#Rig|Rig]] gains slower, better results with fixtures and clamps.
 +
: Walk with magnetic boots; [[#Lunar|Lunar]] in low-g and [[#Micro|Micro]] in micro-g are faster.
 +
: Climb/rappel; [[#Rig|Rig]] sets up ladders and rails.   
 +
: Haul crates and hose runs; [[#Rig|Rig]] uses winches and actuators. 
 +
: Drive vehicles; [[#Helm|Helm]] does this and can fly spacecraft. 
 +
: Read terrain for paths; [[#Study|Study]] makes and reads maps. [[#Mark|Mark]] spots opportunities.
  
In combat, Prowl is most useful for surprise or escape, it’s not effective for direct attacks.  
+
; Teamwork
However, when your target is unaware, you can roll Prowl to launch a sneak attack.  
+
: '''Assist''' [[#Rig|Rig]] by anchoring their line and absorbing tool torque.
More commonly, Prowl serves as a Setup Action, creating opportunities for a back stab, sniping, escapes, or other maneuvers.
+
: '''Set up''' [[#Mark|Mark]] with a rock-steady shooting platform in recoil and wind.
 +
: '''Group action:''' Coordinated push, shield wall, bucket/hoseline. Agility at 0.40 – 1.2 g.
  
'''Group Actions with Prowl:''' 
+
; Questions
Group Prowl tests are common in stealth plans and are particularly effective. The GM should balance these tests to ensure meaningful choices:  
+
* What surface are we on — wet deck, dust, ice, grated walkway? Any slope or ladder?  
* Group tests should only occur when there’s both a tangible advantage and risk. 
+
* Loadout and PPE — suit stiffness, mag-soles, gloves? Recoil/torque to manage?  
* To avoid making group actions too easy, the GM may reduce effect.
+
* Are we racing endurance (oxygen/heat) or burst power (short lift/sprint)?
** Each roll might cover only a short distance or a single obstacle.
 
** Players can increase effect to progress further.  
 
* Group actions should not be used in combat. 
 
  
'''Prowl Compared to Other Actions:'''   
+
; Terran Consequences
* Hiding in a crowd—Consort blends in with the crowd; Finesse moves faster.   
+
* '''Slip or skid:''' Lose footing — position worsens or take a short fall/bruise.  
* Waylaying a victim—Finesse, Skirmish, and Wreck are better for direct combat.   
+
* '''Strain & fatigue:''' Forearms/back pump; reduced effect until rest or support.   
* Clearing a path—Wreck removes heavy obstacles; Finesse runs faster.   
+
* '''Tool kick:''' Recoil torques you off-line; task progress set back.   
* Planning an access route—Survey has a broader scope.
+
* '''Overbalance:''' Commit weight past safe limit; must bail or eat a tumble.
* Escaping restraints—Tinker picks locks; Finesse slips free with dexterity.
+
* '''Kickoff:''' Too much strength jumping or microgravity gliding, overshoot or crash.   
 +
* '''Surface damage:''' Scuffed deck or bent rail leaves evidence and Friction.
 +
* '''Tit-for-tat:''' Take a wound when attacking an enemy.
  
'''GM Questions''' 
+
; Devil’s Bargains
* How do you Prowl? How do you use the environment? 
+
* Finish the task, but suffer a lingering strain as Harm. 
* Does either side has an advantage, such as equipment or senses?
+
* Leave distinct tread/drag marks that will be noticed later.  
* What are you trying to achieve?  
+
* Expose yourself by moving directly when moving/attacking.
* What could go wrong?
 
  
'''Effect Levels for Prowl''' 
+
; Playbooks
The effect of Prowl depends on the terrain and situation. Ideal terrain offers plentiful cover and minimal hindrances. Complications arise from limited cover, excessive obstacles, or exposed positions. 
+
: Posthuman optional 2.
{| class="wikitable" 
 
|+ '''Effect Levels for Prowl''' 
 
|- 
 
! Effect Level !! Terrain and Cover !! Example Situations 
 
|- 
 
|valign=top| '''Limited''' ||valign=top| Excellent cover, few obstacles. ||valign=top| Moving through an open area with ample hiding spots, like bushes or dumpsters. 
 
|- 
 
|valign=top| '''Standard''' ||valign=top| Moderate cover or minor hindrances. ||valign=top| Sneaking across a lightly wooded area or weaving through a crowded market. 
 
|- 
 
|valign=top| '''Great''' ||valign=top| Sparse cover or severe hindrances. ||valign=top| Crossing open ground or navigating unstable ruins filled with debris. 
 
|} 
 
  
'''Consequences When Prowling''' 
+
== Resolve ==
Prowl consequences depend entirely on the situation. Examples include: 
+
Resolve is a measure of self-confidence and integrity and the ability to control your own decisions and reactions. It is used to resist consequences from using related actions as well as mental and spiritual effects.
* Leaving clues that generate Heat.
+
Your value in Resolve is equal to the number of related actions you have at least one dot in.
* Being spotted briefly, increasing alertness or ticking a guard clock. 
 
* Slipping, falling, or getting stuck while traversing terrain. 
 
* Failing to evade, allowing opponents to close in or inflict Harm.
 
  
'''Powers
+
=== Command ===
are al about stealth and teleporting short distances.
+
''If they trust you or fear you, they’ll move. If they do neither, you failed.'' 
* [[Mind_Powers_(FiD)#Prowl|Mind]] instead allows you to free your astral body and scout as a non-corporeal spirit.  
+
:  — Company sergeant, Jovian docks
  
'''Playbooks'''
+
When you '''Command''', you compel immediate compliance. You assert authority, set tempo, and direct people under
Chi, Monster, Rogue, Warrior, Wee One.
+
stress. Use it to take charge of a scene, run a '''group action''', or force a decision through rank, readiness,
 +
or credible threat.
  
===Skirmish===
+
; Authority vs. Intimidation
When you Skirmish, you engage in close-quarters combat. You can fight with spears, swords, or pistols in hand-to-hand range. You can wrestle and brawl. Skirmish thrives in chaotic conditions, allowing you to exploit openings, cooperate with allies, and adapt to unpredictable situations.
+
: '''Authority''' applies when you have standing (rank, role, ownership). No roll is needed for routine, safe orders within a clear chain of command; roll when orders are risky, contested, or the hierarchy is unclear.
 +
: '''Intimidation''' applies when you lack authority but has leverage; this can be violence, economic pressure, social status, or operational control (air, power, access). Subtle intimidation (implications, tone, crowding) draws less Friction.
  
When you Skirmish, you get up close and personal, fighting in tight spaces with short-range weapons. Skirmish can represent either disciplined techniques or improvised maneuvers, depending on how you describe the action. It emphasizes endurance and situational awareness over brute strength or pure dexterity. This perception allows you to fight selectively, protect allies, and adapt to shifting conditions.
+
; Common Uses
 +
: '''Take charge:''' Snap a team to roles, timings, and lanes under fire. 
 +
: '''Break will:''' Freeze a room, halt a rush, or make a foreman stand down.
 +
: '''Group actions:''' Coordinate a cohort/NPC team; see below. 
 +
: '''Field discipline:''' Stop looting, keep spacing, hold fire, eyes front.
 +
: '''Crisis direction:''' Evac routes, triage priorities, cordon and search.
  
Skirmish is the most combat-focused Action, with limited utility outside of combat. However, it can still support high-stakes group efforts, such as search lines, forced marches, or enduring prolonged physical strain.
+
; Group Actions
 +
You use Command to lead a Group Action.
 +
Your Command represents leadership and coordination, while their rolls represent their execution of the task.
 +
You coordinate efforts, while the rest of the group's actions solve the problem, you roll Command, an ally rolls the Action governing the task, a cohort rolls its quality if acting in its competency.
 +
This is particularly useful for leading cohorts or groups of NPCs.  
  
Skirmish, Finesse, and Wreck form a tactical triangle in combat:   
+
; Overlaps
* Skirmish outsmarts Wreck with endurance and tactics.   
+
: Impose compliance; [[#Sway|Sway]] persuades without leverage. 
* Wreck overwhelms Finesse with sheer power.   
+
: Enforce hierarchy; [[#Consort|Consort]] builds rapport and long-term buy-in
* Finesse counters Skirmish with speed and precision.
+
: Compel by threat posture; [[#Mark|Mark]] makes the shot that proves it.  
 +
: Control a crowd with presence; [[#Judge|Judge]] frames the legality and consequences.   
 +
: Direct a pilot under stress; [[#Helm|Helm]] flies — Command sets the maneuver and timing.   
 +
: Task drones by voice/gestures; [[#Interface|Interface]] programs and permissions the network.
  
In prolonged or chaotic battles, Skirmish excels due to its balance of offense and defense. It’s about survival and conservation of effort. In a fight with multiple threats or unstable conditions, Skirmish is your go-to action. It’s not as fast and lethal as Finesse, as focused as Hunt, or as destructive as Wreck, but it relies on adaptability and awareness in the heat of battle.
+
; Teamwork
 +
: '''Set up''' [[#Sway|Sway]] by creating silence and attention for the pitch.
 +
: '''Set up''' [[#Mark|Mark]] by calling lanes and count-downs for synchronized fire.
 +
: '''Assist''' [[#Rig|Rig]] by clearing a perimeter and assigning hands. 
 +
: '''Group action:''' Stack on the hatch; breach on your count; phase lines by your marks.
  
* You can shoot someone at close range, but Hunt is better at a distance.
+
; Questions
* You can maneuver into position, but Finesse is faster and Prowl is more discreet.
+
* What leverage do you demonstrate — rank, force, control of resources, or time? 
* You can coordinate with allies, but Command imposes order more directly.
+
* Are orders risky, humiliating, or contrary to standing directives? Who might resist? 
* You are alert to immediate danger, but Survey has a wider scope and warns earlier.
+
* What happens if they stall or refuse — to them, to bystanders, to your timeline?
* You can navigate traps and hazards, but Survey or Tinker is safer, and Finesse is faster.
 
* You can win an endurance race, but Prowl and Finesse beats you on pure speed.
 
  
'''GM Questions'''
+
; Effect Needed
* Who do you engage in combat? What’s your tactic or style?
+
{| class="wikitable"
* Do you prolong the action to leverage your endurance?
+
|-
* Are you coordinating with allies?
+
! Effect !! Authority !! Intimidation
* What are you trying to achieve?
+
|-
 +
| '''Limited''' || Subordinates in your own chain. || Overt menace; shouted threats; weapon fired.
 +
|-
 +
| '''Standard''' || Lower ranks in related chains; civilians under your remit. || Clear verbal threats or countdown; weapon displayed.
 +
|-
 +
| '''Great''' || Peers; disorganized superiors. || Subtle pressure while keeping decorum and deniability.
 +
|}
  
'''Effect Levels for Skirmish''' 
+
Particularly obnoxious orders may need additional effect.
The table provides typical harm inflicted, endurance levels, walking distance over a day, and exertion times.  
 
Most creatures can walk 10 km a day without a roll.
 
The time can be high exertion, or added to a working day of normal exertion.
 
Humans gain an endurance advantage as noted in their race description, doubling the distances and times listed below. 
 
  
{| class="wikitable" 
+
; Consequences
|+ '''Effect Levels for Skirmish'''   
+
* '''Resentment:''' Obedience now, friction later — Friction or status ticks.  
|- 
+
* '''Brittle cohesion:''' A group action splinters; some lag or go off-script.  
|valign=bottom| '''Effect''' ||align=center valign=bottom| '''Harm''' ||align=center valign=bottom| '''Endurance''' ||align=center valign=bottom| '''Walk<br>Distance'''  ||align=center valign=bottom| '''Exertion <br>Time'''
+
* '''Escalation:''' Rival authority answers in kind; clocks advance.  
|- 
+
* '''Backlash:''' A public order draws recording, complaints, or legal scrutiny.  
|valign=top| '''Limited''' ||valign=top| Level 1 harm (minor wounds or fatigue) ||valign=top| Basic endurance||valign=top align=right | 15 km  ||valign=top align=right | 1 hour
+
* '''Overreach:''' You own the outcome — collateral, injuries, or damage stick to you.
|-   
 
|valign=top| '''Standard''' ||valign=top| Level 2 harm (serious injuries or strain) ||valign=top| Athletic endurance||valign=top align=right | 30 km  ||valign=top align=right | 2 hours
 
|-  
 
|valign=top| '''Great''' ||valign=top | Level 3 harm (critical injuries or exhaustion) ||valign=top| Elite endurance ||valign=top align=right | 60 km  ||valign=top align=right | 4 hours
 
|}
 
   
 
'''Consequences'''
 
Combat and exertion always carry inherent risks:
 
* You may suffer wounds or other debilitating effects.
 
* You might fail to reach your intended position, possibly leaving allies unsupported.
 
* Your attack could have a lesser result, disabling targets without neutralizing them.
 
  
'''Powers
+
; Devil’s Bargains
soak damage, make attacks, confuses enemies, and at the Apex level attacks like a whole gang.
+
* A witness records and forwards the clip. 
 +
* A bystander you didn’t account for feels humiliated and will act against you later. 
 +
* Your display burns a bridge: -1 status with a faction present.
  
'''Playbooks''':
+
; Playbooks
Chi, Cleric, Fighter, Sage, Sorcerer.
+
: Captain 1; Sophist 2.
  
=== Study ===  
+
=== Consort ===
When you Study, you collate information, scrutinize details, and interpret observations to uncover hidden truths, corroborate evidence, and guide decisions. Study is often used to Gather Information or Set Up another action by identifying problems and opportunities.
+
''Make them like you, or at least like being seen with you.'' 
 +
: — Wimson, maître d’
  
Study can convince others through debate using facts and logic. This is a niche use and works best on those who are also learned in Study. The facts of the matter are important; debating someone into believing a falsehood is difficult.
+
When you '''Consort''', you build and leverage relationships. You mingle, swap favors, and fit into a social scene to
 +
gain access, information, or assistance. It works best where both sides care (even a little) about the other, it is all about reputation, reciprocity, and belonging.
  
Study excels in research, whether preparing for a score or pursuing a long-term project. You use Study to gather information from documents, newspapers, books, or research an esoteric topic. You can make educated guesses about where to find information. Do you want to learn which noble has the best art collection with the worst security? Estimate how many rioting prisoners it would take to overwhelm the jail guards? Study provides precise answers when you take the time to focus.
+
Consort assumes the environment isn’t openly hostile.  
 +
Consorting the police that arrested you or the marines boarding your ship is useless.
 +
You can Consort with people you know or try to “fit in” and make a good impression in unfamiliar settings.
 +
Proper attire and etiquette matter.
  
Use Study to "read" a person, judging whether they’re lying, what they want, or their intentions. Study notices small details—expressions, tone, or subtle clues that reveal hidden truths. During interactions, you can gather information by asking the GM questions such as, ''“Are they telling the truth?”''
+
; Common Uses
 +
: '''Circulate:''' Work a room, find the fixer, meet the admin behind the desk. 
 +
: '''Gatekeeping:''' Get onto the list, past the rope, into the back office.
 +
: '''Favors & intros:''' Call markers, secure an introduction, line up a quiet meeting.
 +
: '''Blend & belong:''' Match slang, status signals, fashion; pass as “one of us.” 
 +
: '''Disguise:''' Wear the wig, walk the walk, be this other self.
  
Study can also reconstruct events. Ask questions like, ''“What happened here?”, “What did they want?”, “Who left this track?”'' This overlaps with Survey, which scans for big-picture insights, and Hunt, which follows trails to locate a target. Study focuses on precise, detailed understanding, whereas Survey and Hunt excel in broader or more active contexts.
+
; Overlaps
 +
: Build rapport for future asks; [[#Sway|Sway]] closes hard asks now. 
 +
: Wear status comfortably; [[#Command|Command]] enforces it under pressure. 
 +
: Read room and pecking order; [[#Study|Study]] dissects motives and subtext.
 +
: Gossip about who is who; [[#Judge|Judge]] who is worth attention. 
 +
: Network to get a grasp of an organization; [[#Interface|Interface]] rides comms and profiles.
 +
: “Just part of the crew” on the job; [[#Lunar|Lunar]]/[[#Micro|Micro]]/[[#Terran|Terran]] handles true stealth and evasion. 
 +
: Dance, toast, small talk; [[#Sway|Sway]] makes a performance.
  
'''Languages'''   
+
; Teamwork 
If your game tracks knowledge of languages, you know Common, your racial language, and a number of additional languages equal to your Study rating. Learning root languages offers broader understanding, while exposure teaches you the dialects you’ve encountered.
+
: '''Assist''' [[#Study|Study]] with real-world context for a social graph.  
 +
: '''Set up''' [[#Sway|Sway]] by warming the mark’s circle before the pitch.
 +
: '''Group action:''' Split the party to cover cliques, compare notes on a beat.
  
* Study evidence of a spirit, though Attune offers deeper insight at greater risk.
+
; Questions
* Understand a society or court. Consort is quicker but less precise and helps you fit in.
+
* What circle is this (union, guild, ward, diaspora, alumni)? What do they value? 
* Analyze a mechanism. Any action can help you understand equipment you use, Tinker can both identify and modify things.
+
* Are you dressed/specced right — fashion, insignia, body language? 
 +
* Is there a rival or chaperone here who might feel snubbed or threatened?
  
'''GM Questions'''   
+
; Effect Needed
* What do you study? 
+
Only roll when favors, access, or first impressions are uncertain or risky.
* What details or evidence do you scrutinize?  
+
* '''Limited:''' Among friends/knowns; routine mingling, safe topics.  
* Would someone of your background know this? 
+
* '''Standard:''' Unfamiliar venue or mixed status; minor favors, guarded info.  
* What do you hope to understand?
+
* '''Great:''' Cold approach to elites/outsiders; sensitive passes or off-hour access.
  
'''Effect'''
+
; Consequences
The effect of Study is less direct than other Actions, often providing critical context or uncovering opportunities:  
+
* '''Social debt:''' You owe a tit-for-tat or must vouch for someone.  
* '''Limited effect''': You gain general warnings or surface-level information. ''“They have flamethrowers!”''   
+
* '''Wrong read:''' Minor faux pas; reduced effect with this circle tonight. 
* '''Standard effect''': You analyze the situation and uncover useful context. ''“These are veterans from the wars—they know how to use their flamethrowers!”''   
+
* '''Seen with them:''' Gain Friction or status ticks (good or bad) by association.  
* '''Great effect''': You identify specific vulnerabilities or key details. ''“Those backpacks hold high-pressure napalm—blast them!”''
+
* '''Pickpocket:''' Lose an item in the bustle.
 +
* '''Snare:''' Incriminate yourself during the bustle.  
 +
* '''Schedule slip:''' Chatter costs time; a window elsewhere closes.
  
'''Consequences''' 
+
; Devil’s Bargains
Study consequences often cause delays, but serious consequences may lead to poor decisions: 
+
* You get the intro, but a rival also gets invited.   
* You realize you lack sufficient knowledge and must find a source to learn more.   
+
* You’re recorded on venue cams; footage will surface later.   
* Your findings are incomplete or contain false details.   
+
* A helpful contact expects reciprocal favors.
* Time becomes critical: ''“Just a few more minutes…”'' 
 
* You make a breakthrough but require something specific: ''“I know a cure! Now we just need silvershine flowers!”''
 
  
'''Powers
+
;Performances 
Analyze and learn the history of your Form.
+
Your Consort rating determines how many types of performing arts you know, such as playing different kinds of instruments (string, percussion, wind, keyboard), dancing (stage or social), or conjuring using sleight of hand and fake magic.
  
'''Playbooks''':  
+
* Use Consort to direct others with social pressure, though Command or Sway might fit better.  
Artificer, Cleric, Occultist, Sage, Wizard.
+
* 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.
  
===Survey===
+
; Playbooks
When you Survey, you observe the situation and anticipate outcomes. Spot an ambush point, detect trouble, or uncover opportunities and weaknesses. Players must tell the GM when using Survey, as it relies on proactive observation.
+
: Machinator 2; Nestor 1.
  
Survey gathers wide-scale information using senses and instincts. It’s ideal for identifying danger, noticing weak points, or spotting patterns others miss. Often used before things go wrong or for Gathering Information on a Score, Survey helps you prepare or act preemptively.
+
=== Judge ===
 +
''Decide fast, decide right — and make it look inevitable.'' 
 +
:  — Transit arbiter, Bern Orbital
  
When you actively Survey, you scan the area, assess the environment, and anticipate what’s coming. It’s essential in unfamiliar settings, whether assessing targets, scanning locations, or traveling. Survey can deal with hazards during hiking, riding mounts, or driving vehicles, while Finesse does sharp turns and high-speed chases.
+
'''Judge''' is live read and snap decision under pressure. You size up people, crowds, and unfolding situations;
 +
spot tells, stress, and intent; weigh rules/precedent against on-scene reality; then call it — go/no-go, escalate,
 +
de-escalate, comply, or cut away. No mysticism: this is observation, experience, and pattern-matching.
  
Survey can focus on specific details in chaotic environments—tracking one person in a crowd, picking out a conversation, or spotting gold nuggets in sand. Unlike Study, which analyzes details for deeper understanding, Survey provides a broad overview.
+
; Common Uses
 +
: '''Threat triage:''' Who’s about to break, shoot, bolt, or bluff. 
 +
: '''Lie/intent check:''' Consistency, timing, micro-pauses, over-explaining, coached lines. 
 +
: '''Crowd temperature:''' Flashpoint risk, ringleaders, de-escalation levers. 
 +
: '''ROE/precedent calls:''' When policy collides with reality — what flies here, now.
 +
: '''Time-critical choice:''' Which door, which target, which witness; commit without all the data.
 +
: '''Cold reading:''' Which seat will they choose? Where to stand to be noticed?
  
Survey overlaps with other actions but remains distinct. It identifies immediate dangers, while Hunt tracks targets and Study focuses on specifics. Survey detects signs of the supernatural, while Attune directly interacts with ethereal phenomena at greater risk.
+
; Overlaps
 +
: Pass a checkpoint; '''Judge''' understands procedures, [[#Command|Command]] bullies through, [[#Sway|Sway]] bribes.
 +
: Sort a disputed crate; '''Judge''' rules custody, [[#Interface|Interface]] instead fixes the manifest.
 +
: Calm a crowd; '''Judge''' reframes the incident, [[#Sway|Sway]] soothes influencers, [[#Command|Command]] imposes order.
 +
: Choose lanes/windows; '''Judge''' avoids conflict, [[#Helm|Helm]] & [[#Interface|Interface]] face threats head-on.
 +
: Read people/situation in the moment; [[#Study|Study]] instead reconstructs causes with time and records.
 +
: Pick the approach people will accept; [[#Sway|Sway]] instead convinces people of your solution.
 +
: Gauge gatekeepers and norms; [[#Consort|Consort]] works the room to learn what plays.
 +
: Flag tells on comms/video; [[#Interface|Interface]] instead pulls logs/metadata.
 +
: Identify imminent shooters; [[#Mark|Mark]] is on overwatch.
  
* Perceive key players at court, though Consort or Study may reveal how to act.
+
; Teamwork 
* Spy on a target, though Prowl provides better vantage points.
+
: '''Assist''' [[#Consort|Consort]] by tagging who will actually help.
* Find clues, while Study analyzes them and Hunt tracks them.
+
: '''Set up''' [[#Sway|Sway]] by naming the pressure point you just spotted.
* Stake out an area, while Hunt narrows in on a target.
+
: '''Group action:''' Know who is best at which job.
  
'''GM Questions''' 
+
; Questions
* What are you surveying?   
+
* What cues are visible — posture, hands, spacing, glance paths, comm silence?   
* How do you go about it?   
+
* What norms/ROE apply here (jurisdiction, venue, culture)? Who’s watching/recording?   
* What do you hope to learn or find?
+
* What’s the worst miss: false positive or false negative? What clock is ticking?
  
'''Effect''' 
+
; Effect Needed
* '''Limited Effect''' notices things you expect or are actively searching for.
+
* '''Limited:''' Familiar domain or well-known actors; clear angles, good sight/audio.
* '''Standard Effect''' notices what is present and visible.   
+
* '''Standard:''' Typical venue with mixed signals; some noise, enough cues.   
* '''Great Effect''' picks up clues about what you cannot see.
+
* '''Great:''' Poor visibility, cross-culture with no context, heavy masking or laggy comms.
  
'''Consequences'''   
+
; Consequences
* You notice something too late.   
+
* '''Misread:''' You miss a subclause — reduced effect or escalate a clock.  
* You see danger where there is none.   
+
* '''Overcommit:''' You burn options; retreat or reframe now costs position.   
* You get only partial information.   
+
* '''Offense taken:''' Someone feels judged; status/Friction ticks.   
* You get spotted in return.
+
* '''Tunnel vision:''' You miss a second actor/vector; flanked or surprised.   
 +
* '''Recorded ruling:''' Your call is on the record; later scrutiny bites.
 +
* '''Set precedent:''' From now on this is the rule.
  
'''Powers
+
; Devil’s Bargains
detects and remotely perceives through manifestations of your Form.
+
* You must commit publicly — reversal later will cost face or favor. 
 +
* The person you single out marks you for payback. 
 +
* You get the right read, but a rival also gets the information.
  
'''Playbooks''':
+
; Playbooks
Druid, Mystic, Ranger, Spirit.
+
: Machinator 1; Philosopher 1; Sophist 1.
  
===Sway===  
+
=== Sway ===
 +
''Of course the best seats are in the back, the master only sits up front to encourage the girls!''
 +
: — Magnifico, doorman at the playhouse, to visiting belters
 +
 
When you Sway, you influence someone with guile, charm, or logic. You might lie convincingly, persuade someone to act against their instincts, or argue a point with charisma. Sway works best when there’s some common ground, allowing you to nudge the target toward agreement.
 
When you Sway, you influence someone with guile, charm, or logic. You might lie convincingly, persuade someone to act against their instincts, or argue a point with charisma. Sway works best when there’s some common ground, allowing you to nudge the target toward agreement.
  
 
Sway is about convincing people to do things they otherwise wouldn’t. Routine interactions, like renting a room from an innkeeper or buying legal goods from a merchant, typically don’t require Sway rolls. Bargaining might involve Sway, but only in scenes where the stakes or outcomes are significant.
 
Sway is about convincing people to do things they otherwise wouldn’t. Routine interactions, like renting a room from an innkeeper or buying legal goods from a merchant, typically don’t require Sway rolls. Bargaining might involve Sway, but only in scenes where the stakes or outcomes are significant.
  
Sway covers seduction and charm, though it’s not always romantic—it can involve building rapport, creating trust, or spinning a web of deceit. Success depends on how well you’ve prepared the target to be receptive to your message. Shared goals or mutual benefits strengthen your case: ''“The enemy of my enemy is my friend,”'' or ''“We both profit from this deal.”''
+
Sway covers seduction and charm, though it need not be romantic — it can involve building rapport, creating trust, or spinning a web of deceit. Success depends on how well you’ve prepared the target to be receptive to your message. Shared goals or mutual benefits strengthen your case: ''“The enemy of my enemy is my friend,”'' or ''“We both profit from this deal.”''
  
Sway faces challenges when dealing with people of lower Tier, just like it has issues with character of higher tier. The poor often distrust the powerful, so using a middleman or disguise can help. Crew members who appear humble or of lower rank may find persuasion easier. This Tier penalty applies to personal conversations but not to public displays like grandstanding or speeches.
+
Sway faces challenges when dealing with people of lower Tier, just like it has issues with character of higher tier. The poor often distrust the powerful, so using a middleman or disguise can help. Crew members who appear humble or of lower rank may find persuasion easier. This Tier penalty applies to personal conversations but not to public displays like performing on stage, grandstanding, or speeches.
  
 
Swaying someone involves blending words, logic, and charm to get them to see things your way. While pure logic falls under Study, Sway mixes reasoning with enthusiasm and charisma to make your case compelling.  
 
Swaying someone involves blending words, logic, and charm to get them to see things your way. While pure logic falls under Study, Sway mixes reasoning with enthusiasm and charisma to make your case compelling.  
  
Sway relies on finesse and subtlety, using social manipulation to persuade, deceive, or build trust, while Command compels obedience through direct force and authority. Sway works best when the target is inclined to listen—you’re nudging them rather than forcing them. For complete enemies or resistant targets, Command may prove more effective.
+
Sway relies on finesse and subtlety, using social manipulation to persuade, deceive, or build trust, while Command compels obedience through direct force and authority. Sway works best when the target is inclined to listen — you’re nudging them rather than forcing them. For complete enemies or resistant targets, Command may prove more effective.
  
* You can cajole a manifested spirit, but Attune can communicate with spirits in the ether.
 
 
* You can trick someone with fear or authority, but Command is more direct.
 
* You can trick someone with fear or authority, but Command is more direct.
 
* You can hold a convincing speech, but Command might be better at inspiring or rallying.
 
* You can hold a convincing speech, but Command might be better at inspiring or rallying.
 
* You can interrogate, but Command may be faster, and Study may yield clearer information.
 
* You can interrogate, but Command may be faster, and Study may yield clearer information.
 
* Sway mingles with individuals, Consort lets you engage the entire room.
 
* Sway mingles with individuals, Consort lets you engage the entire room.
 +
* Sway can bring forth and challenge opinions, Judge realizes what people feel drawing less attention.
  
'''GM Questions'''   
+
'''Questions'''   
 
* How do you sway them? What do you say or do?   
 
* How do you sway them? What do you say or do?   
 
* What do you hope they’ll agree to?   
 
* What do you hope they’ll agree to?   
 
* What do you hope to achieve?   
 
* What do you hope to achieve?   
 +
* What are you offering? 
  
 
'''Effect'''   
 
'''Effect'''   
Line 543: Line 720:
 
* They have second thoughts or report the incident.   
 
* They have second thoughts or report the incident.   
 
* They bargain for more favors from you.   
 
* They bargain for more favors from you.   
* The negotiations take more time than expected.
+
* The negotiations take more time than expected.
 
 
'''Powers
 
influences creatures of the form and implants anyone with the virtues of the form. 
 
 
 
'''Playbooks''': 
 
Bard, Mastermind, Mountebank, Mystic, Saint.
 
 
 
===Tinker===
 
When you Tinker, you manipulate or operate devices, mechanisms, or substances. You might run a vehicle, repair a gadget, or pick a lock. Tinker is the go-to action for those who specialize in invention and machinery and pairs well with the [[Crafting_(FiD)|Crafting]] rules (p. 224) for complex creations.
 
 
 
Locks, traps, gadgets, and poisons all fall under Tinker’s domain. It rewards creativity and technical expertise, allowing you to manipulate the environment or create tools that give your crew an edge. Whether creating, repairing, disabling, or operating a mechanism, Tinker reflects a deep understanding of how things work.
 
 
 
Tinker doesn’t make you a master in other actions—it provides general competence. You can shoot but not as precisely as Hunt, drive but not as smoothly as Finesse or Survey, and so on. However, when it comes to identifying, repairing, or activating devices, you excel.
 
 
 
To [[Crafting_(FiD)|Craft]] something complex, you’ll usually need a Design for most projects or a Formula for [[Alchemy_(FiD)|Alchemicals]]. Only specialists with certain Special Abilities can invent new Designs or Formulas, but anyone can use existing ones to create items. Crafting [[Magic_Items_(FiD)|Magic Items]] is restricted to those with specific abilities.
 
 
 
* Handle an arcane device, though Attuning might better connect with its magical properties.
 
* Make any vehicle run. Finesse is better at maneuvers, while Survey avoids road hazards.
 
* Use explosives to demolish, though Wreck excels at large-scale destruction.
 
* Spot a trap, secret door, or hidden mechanism, though Survey covers broader areas.
 
 
 
'''GM Questions''' 
 
* What do you tinker with? How do you approach it? 
 
* What parts or materials do you use? 
 
* What do you hope to achieve? 
 
 
 
'''Effect''' 
 
Tinkering with strange devices or under adverse conditions can limit your effectiveness. A lack of proper parts or tools may make some tasks impossible, particularly when this is central to the story. 
 
* '''Limited Effect''': Working with familiar mechanisms and proper supplies and tools. 
 
* '''Standard Effect''': Using improvised parts or tools or dealing with unfamiliar devices. 
 
* '''Great Effect''': Successfully handling alien mechanisms and making do with improvised supplies. 
 
 
 
'''Consequences''' 
 
* Missing a part—where’s that zeven-sproke kindler? 
 
* Falls apart right after the score. 
 
* Looks bad, works fine. 
 
* Chassis missing? Just watch out! 
 
 
 
'''Playbooks''' 
 
Artificer, Rogue, Savant.
 
 
 
'''Powers
 
manipulate and later create objects related to the Form.
 
* [[Abyss_Powers_(FiD)#Tinker|Abyss]] adds energy and power to items.
 
* [[Mind_Powers_(FiD)#Tinker|Mind]] adds intelligence and automation to items.
 
 
 
'''Greyhawk''': Crafting in Greyhawk is traditionally controlled by guilds with specialized skills. Tinker represents a generalist approach, allowing you to create functional but less refined items compared to guild craftsmen. Selling non-guild-made goods is often illegal and typically fetches lower prices.
 
 
 
===Wreck=== 
 
When you Wreck, you unleash raw, destructive force. You might smash down a door, tear through a barricade, or cause chaos to create a distraction. Wreck reflects strength and brute physicality. 
 
 
 
Wrecking involves overwhelming obstacles with sheer power—breaking structures, dismantling objects, tossing opponents about, or causing widespread destruction. It’s not subtle, but it’s effective when speed and impact matter. You can also use Wreck to perform impressive physical feats, like free climbing, lifting massive weights, or enduring extreme physical strain. 
 
 
 
Wreck in combat is all about strength and emotion, relying on passion and raw power. It’s fast and intense—you either win quickly or burn out. You can attack at a distance using heavy weapons, grenades, or thrown objects. While not as far-ranging as Hunt, it’s still a potent option. 
 
 
 
You can intimidate others with displays of strength or Set Up an ally’s Command to cow opponents. Wreck can also be used for raw sex appeal, though this is often awkward or out of place in civilized settings. 
 
 
 
Wreck overlaps with other actions but stands out in its sheer destructive potential: 
 
* Tinker can demolish with precision, but Wreck is faster and more chaotic. 
 
* Prowl can clear paths stealthily, but Wreck forces obstacles aside. 
 
* Command can intimidate, but Wreck is physically menacing. 
 
 
 
Wreck, Finesse, and Skirmish create a dynamic triangle in small fights: 
 
* '''Wreck''' overwhelms Finesse. 
 
* '''Finesse''' counters Skirmish. 
 
* '''Skirmish''' outmaneuvers Wreck. 
 
 
 
When raw power is needed, Wreck dominates. In larger or longer battles, Skirmish excels. 
 
 
 
* Smash with a siege engine, where Tinker plays it safe and spares the machine. 
 
* Overpower a mount to force it to carry you, while Finesse has fine control. 
 
* Free climb, only Prowl does it quietly.   
 
 
 
'''GM Questions''' 
 
* What are you wrecking? How do you approach it? 
 
* What do you hope to destroy or disrupt? 
 
* What’s your ultimate goal? 
 
 
 
'''Effect Levels for Wreck''' 
 
Refer to the table below for harm, stunts, and lifting capacity. Heroes can generally lift their own body weight, but Wreck lets you push far beyond this. Stable supports—like lifting a portcullis in its frame—can double these values. Feats of strength usually last less than a minute, and long-term carrying capacity is about half the listed weight.
 
 
 
{| class="wikitable" 
 
|+ '''Effect Levels for Wreck''' 
 
|- 
 
! Effect Level !! Harm !! Physical Feats !! Lifting 
 
|- 
 
|valign=top| '''Limited''' ||valign=top| Level 1 harm ||valign=top| Impressive displays of strength ||valign=top| 150% body weight 
 
|- 
 
|valign=top| '''Standard''' ||valign=top| Level 2 harm ||valign=top| Elite physical feats ||valign=top| 200% body weight 
 
|- 
 
|valign=top| '''Great''' ||valign=top| Level 3 harm ||valign=top| Amazing displays of strength ||valign=top| 400% body weight 
 
|} 
 
 
 
'''Consequences''' 
 
Combat always carries risks, and Wreck can lead to unintended outcomes: 
 
* The structure collapses at the worst moment. 
 
* Overexertion leaves you vulnerable. 
 
* Collateral damage causes unexpected complications.
 
* An opponent manages to cause you Harm.
 
 
 
'''Powers
 
destroys items of the Form and makes violent attacks, later becoming more subtle.
 
* [[Mind_Powers_(FiD)#Wreck|Mind]] destroys intelligence and automation in items.
 
 
 
'''Playbooks''': 
 
Monster, Sharpshooter, Warrior.
 
 
 
== Starting Actions ==
 
=== Starting Actions by Attribute ===
 
'''Insight'''
 
: '''Hunt''': 4 Ranger, Savant, Sharpshooter, Wizard
 
: '''Study''': 5 Artificer, Cleric, Occultist, Sage, Wizard
 
: '''Survey''': 6 Druid, Fighter, Mystic, Ranger, Spirit, Weapon Master
 
: '''Tinker''': 3 Artificer, Rogue, Savant
 
'''Prowess'''
 
: '''Finesse''': 5 Captain, Knight, Ninja, Swashbuckler, Wee One
 
: '''Prowl''': 6 Chi, Monster, Ninja, Rogue, Warrior, Wee One
 
: '''Skirmish''': 5 Chi, Cleric, Fighter, Sage, Weapon Master
 
: '''Wreck''': 4 Monster, Sharpshooter, Sorcerer, Warrior
 
'''Resolve'''
 
: '''Attune''': 5 Druid, Occultist, Saint, Spirit, Warlock
 
: '''Command''': 4 Captain, Knight, Sorcerer, Warlock
 
: '''Consort''': 4 Bard, Mastermind, Mountebank, Swashbuckler
 
: '''Sway''': 5 Bard, Mastermind, Mountebank, Mystic, Saint
 
 
 
=== Starting Actions by Frequency ===
 
# '''Prowl''': 6 Chi, Monster, Ninja, Rogue, Warrior, Wee One
 
# '''Survey''': 6 Druid, Fighter, Mystic, Ranger, Spirit, Weapon Master
 
# '''Attune''': 5 Druid, Occultist, Saint, Spirit, Warlock
 
# '''Finesse''': 5 Captain, Knight, Ninja, Swashbuckler, Wee One
 
# '''Skirmish''': 5 Chi, Cleric, Fighter, Sage, Weapon Master
 
# '''Study''': 5 Artificer, Cleric, Occultist, Sage, Wizard
 
# '''Sway''': 5 Bard, Mastermind, Mountebank, Mystic, Saint
 
# '''Command''': 4 Captain, Knight, Sorcerer, Warlock
 
# '''Consort''': 4 Bard, Mastermind, Mountebank, Swashbuckler
 
# '''Hunt''': 4 Ranger, Savant, Sharpshooter, Wizard
 
# '''Wreck''': 4 Monster, Sharpshooter, Sorcerer, Warrior
 
# '''Tinker''': 3 Artificer, Rogue, Savant
 
 
 
== D&D Equivalents ==
 
=== Ability Scores ===
 
* '''Charisma''': Command, Consort, Sway
 
* '''Constitution''': Skirmish
 
* '''Dexterity''': Finesse, Prowl
 
* '''Intelligence''': Study
 
* '''Strength''': Wreck
 
* '''Wisdom''': Attune, Survey
 
 
 
=== D&D Skills ===
 
[[5E]] skills mapped to Blades in the Dark actions.
 
* '''Acrobatics''': Finesse
 
* '''Animal Handling''': Hunt
 
* '''Arcana''': Attune
 
* '''Athletics''': Prowl, Wreck
 
* '''Deception''': Sway
 
* '''History''': Study
 
* '''Insight''': Study
 
* '''Intimidation''': Command
 
* '''Investigation''': Study
 
* '''Medicine''': Tinker
 
* '''Nature''': Hunt
 
* '''Perception''': Survey
 
* '''Persuasion''': Sway
 
* '''Religion''': Attune
 
* '''Sleight of Hand''': Finesse
 
* '''Stealth''': Prowl
 
* '''Survival''': Hunt
 
 
 
=== Actions to D&D Abilities ===
 
* '''Attune''': ''Wisdom'', Arcana, Religion
 
* '''Command''': ''Charisma'', Intimidation
 
* '''Consort''': ''Charisma'', (Diplomacy from earlier editions)
 
* '''Finesse''': ''Dexterity'', Acrobatics, Sleight of Hand
 
* '''Hunt''': ''Wisdom'', Animal Handling, Nature, Survival
 
* '''Prowl''': ''Dexterity'', Athletics, Stealth
 
* '''Skirmish''': ''Constitution''
 
* '''Study''': ''Intelligence'', History, Insight, Investigation
 
* '''Survey''': ''Wisdom'', Perception
 
* '''Sway''': ''Charisma'', Deception, Persuasion
 
* '''Tinker''': Medicine
 
* '''Wreck''': '''Strength''', Athletics
 

Latest revision as of 00:31, 19 November 2025

Icarus BurningIcarus Burning logo
Starfox's Blades in the Dark hack

Actions in Icarus Icarus Burning

Actions represent what your character does in the world, from sneaking through shadows to breaking down doors or persuading a crowd. Each action is broad, covering a variety of skills and approaches, and they overlap in ways that let you choose how to tackle challenges. Your approach determines the action you roll — whether it’s brute force, careful precision, or quick thinking.

Actions are about consequences: if there are no consequences you usually don't bother to roll. A failed or opposed roll can lead to unexpected complications, while what happens on a success depends on your effect. Think creatively, play to your strengths, and remember that even failures can drive the story forward.

Even situations that seem simple has a controlled position, with the consequence being that increase the difficulty of future actions; they became more alert, your method of choice is not applicable.

List of Actions

The actions of Icarus Burning, sorted alphabetically by attribute.

Insight Prowess Resolve
Helm Lunar Command
Interface Micro Consort
Mark Rig Judge
Study Terran Sway

Insight

Insight is a measure of intellectual width and the ability to see problems before they happen. It is used to resist consequences from using related actions and intellectual conundrums. Your value in Insight is equal to the number of related action you have at least one dot in.

Helm

"Its the ship that made the Lunar Oberth at under 12 kilometers!"

— Hans Sol, skipper

Helm is the ability to pilot vehicles, primarily spacecraft from small shuttles and fighters to kilometer-long interplanetary ships. This is a matter of math and reworked expectations; space flight defies intuition, where accelerating towards a target can actually have you end up further away. Helm can also fire fixed weapons—on a fighter most weapon fire is forward under the pilot's control and even capital ships have spinal weapons.

Common Uses
Evasion & pursuit: Outfly missiles, jink through debris, shake a tail in sensor-shadow.
Tight ops: Hot-dock under spin, thread a narrow airlock, land on a marginal pad in crosswinds.
Stunts & slingshots: Gravity-assist turns, drift through a minefield, knife-edge passes to break locks.
Battle piloting: Hold attack vectors for gunners, line up torpedo runs, keep the ship in turret arcs.
Course-making under pressure: Plot a safe window through patrol nets or storms while already in motion.
Overlaps
You Helm to drive on Earth or Luna, but Terran or Lunar may adapt better to local conditions.
You can create intercepting trajectories using minimal reaction mass, but Micro does close intercepts with a jump.
You can fire fixed-forward vehicle weapons, but Mark is more versatile in what weapons it can use.
You can analyze orbital mechanics, but Study has a wider scope.
You can use ship's sensors, but Interface might be better.
Teamwork
Assist Interface by flying a sensor pass that boosts scan effect.
Set up a teammate’s Mark volley by holding a perfect firing line.
Group action: Squadron break, formation flying, synchronized slingshot, .
Questions
  • What are you helming—and in what condition? Where are you going, exactly?
  • Are you prioritizing position (survival) or effect (hitting the shot/window)?
  • What’s the environment doing — traffic, debris, weather, jammers, gravity wells?
Helm Consequences
  • Prop burn: You spend more reaction mass than planned; fuel margin shrinks.
  • Friction & signature: Maneuvers light you up — patrols or missiles get a better lock.
  • Vector error: Take a risky correction or accept a worse approach window.
  • Scrape or bump: Cosmetic damage, bent antenna, or dinged docking collar.
  • System strain: Thrusters overheat; temporary loss of a maneuvering axis.
  • Drifting: You owe a favor to the controller/tug crew who bailed you out.
Devil’s Bargains
  • You leave a distinctive exhaust trail or paint scrape — someone will track it later.
  • You end up on a trajectory to nowhere, you need rescue.
  • A minor component cooks off (fuse, bearing); future Helm tests suffer worse Position until repaired.
Playbooks
Helio 2.

Interface

Solar interference is, ouch, hot!

— Spacer saying (Icarus Fall myth)

Interface covers operating computers, sensors, comms, and electronic warfare. You use it to acquire, fuse, and act on data: scans, signals, signatures, links, and controls.

Common Uses
Sensing: Active/passive scans, target ID, pattern/classification, terrain/material reads.
Signal work: Comms setup, routing, spectrum management, encryption/keys, link budget fixes.
Electronic Warfare: Jam, spoof, decoy, or burn-through; mask your own signature; harden links under attack.
Remote control: Command drones, turrets, doors, valves, and other networked actuators.
Data ops: Query, correlate, visualize; pull logs, stitch feeds, flag anomalies.
Overlaps
Find and fix targets with sensors; Mark's fire solution does damage.
Fly by programming an autopilot; Helm holds attitude and executes the maneuver.
Program drones; Lunar, Micro, Terran takes direct control.
Unlock/drive networked systems; Rig can reach in physically when the link fails.
Hack computer; You may need Rig to create a connection.
Build a picture from traces/logs; Study derives wider theory and root-cause.
Navigate comms and codespaces; Judge senses deceptive behavior.
Teamwork
Assist Helm with approach vectors, wind/dust, deconfliction, and windows.
Set up Mark by lasing a range, painting a target, or feeding lead/solution data.
Group action: Multi-sensor search, synchronized jamming, shared tactical picture.
Questions
  • What sensors/links are in play (band, power, geometry, clutter, countermeasures)?
  • Is this contested (jamming, deception, permissions) or a clean administrative task?
  • What are the time/latency limits and what failure modes matter if the link drops?
Interface Consequences
  • Signature raised: Your emissions make you easier to find/target.
  • Countered: ECCM reduces effect; accept partials or escalate with worse Position.
  • Latency/packet loss: Remote control lags or stutters; risk misfire or drift.
  • Corruption: Logs/feeds are incomplete — further actions have reduced effect until cleaned.
  • Lockout: Authentication throttles or alarms trigger; future Interface actions face worse Position.
  • Data trail: You leave traces that cause Friction and may trigger alarms.
Devil’s Bargains
  • Your call-sign/fingerprint is recorded; later attribution causes Friction or retribution.
  • A watchdog process wakes — security will start hunting, even if you succeed.
  • A convenient relay goes dark after this op; you lose that shortcut for a while.
Hacking
To hack, obtain a data path (terminal, tapped line, joinable RF, or local port). If no path exists, create one — usually Rig (install a tap, open a relay, physical access). Prep exploits/payloads as flashbacks; most intrusions are minutes to hours of task time, not “netrunning.” Mature systems are well-defended; strong crypto and admins are the norm. Use Interface to plan and execute; switch to Rig when the job becomes physical. A sysop actively on-console resists as if Tier +1. A quter is at least Tier +2.
Playbooks
Helio 1; Outis 1; Praxic 1.

Mark

The first to bag a drone gets the afternoon off!

— Maxit Randal, rover team boss

Mark covers observation and ranged attack. You use it to detect threats, track targets, aim and fire ranged weapons, and place shots under varied conditions (spin, microgravity, dust, glare).

Common Uses
Targeting: Lead a moving target, account for spin/micro-g drift, correct for recoil and muzzle climb.
Precision fire: Disable a system, shoot-to-warn, or pick a weak point at range.
Area control: Suppressive or bounding fire to fix or displace an opponent.
Recon: Spot movement, identify firing positions, read muzzle flashes and tracer arcs.
Observation: Notice objects in space that accelerate, usually with computer aid.
Calibration: Zero optics, dial dope, compensate for atmosphere, thermal shimmer, or motion blur.
Overlaps
Fire heavy weapons, but Helm is better att dogfighting and strafing.
Scan with ship or suit sensors, Interface can set up computers to run scans.
Plot intercept trajectories at range; Study maps trajectory but doesn’t intuitively intercept.
Shoot cleanly in gravity; Terran/Lunar/Micro can dodge and melee.
Teamwork
Assist Helm by calling ranges, wind/dust, and impact corrections.
Set up a teammate’s breach by pinning sentries with disciplined bursts.
Group action: Coordinated volley, firing line, forward observing, or interlaced fields of fire.
Questions
  • What’s the engagement range and stability (micro-g, spin, terrain, cover)?
  • Are you prioritizing aiming/Effect or cover/Position?
  • What cues are you using to aim by (lase, thermal, tracer, lead indicator, spotter data)?
Mark Consequences
  • Exposure: You reveal position (muzzle flash, thermal, report) and draw return fire.
  • Degradation: Optics fog, sensor bloom, or dust fouling reduces effect until serviced.
  • Drift/lead error: You must take extra time to correct or accept reduced effect.
  • Ammo strain: Low on a critical magazine; next Mark action risks limited effect.
  • Collateral: A near miss damages nearby fixtures, gear, or bystanders.
Devil’s Bargains
  • A distinct ballistic/signature trace ties the shot to you later attack or Friction.
  • You clip a cable, panel, or sensor — mission continues with a minor systems penalty.
  • Your firing position becomes untenable — delay and forced reposition.
  • You use the last of your ammunition/burn out your weapon.
Playbooks
Lancer 2; Rover 2.

Study

The radiation patterns indicate... something...

— Lucy “Lucky” Swartz, science officer

When you Study, you collate information, scrutinize details, and interpret observations to uncover facts, corroborate evidence, and guide decisions. Study often powers Gather Information or Set Up by identifying risks, weak points, and opportunities.

Study can persuade via facts and logic, but it works best on people who value evidence. Debating someone into a false belief needs Sway.

Use Study for research (briefings, dossiers, long-term projects), document work (logs, schematics, contracts), and careful scene reading (tool marks, footprints, residue, wear patterns). Given time, Study yields precise, actionable answers.

Common Uses
Briefing build: Compile a concise dossier from scattered sources.
Scene reconstruction: Order events into a coherent timeline and cause chain.
Footage scrub: Frame-by-frame review to catch tells, loops, or edits.
Document forensics: Parse contracts, regs, and fine print for leverage.
Pattern analysis: Correlate incidents; flag anomalies and likely links.
Specs & schematics: Read systems from drawings and maintenance notes.
Risk model: Map failure modes and “if-then” branches before acting.
Target profile: Infer motives, routines, and pressures from open intel.
Manifests & logs audit: Reconcile records; spot fraud and backdating.
Language & codes: Translate, decipher ciphers, derive terminology.
Material ID: Prelim ID of residues, alloys, or bio samples from tests.
Ballistics/sight lines: Diagram arcs, cover, and fields of fire.
Databanks: Set up efficient search routines, know where to look, understand what you find.
Overlaps
Read a person; Study looks into records or collates stories, Judge rules intent in the moment.
Reconstruct a scene; Study traces causes, Mark tracks targets, Rig inspects hardware.
Parse a system design; Study models it, Interface tests it live, Rig opens the panel.
Learn a social order; Study maps ranks/rituals, Consort blends in.
Spot firing arcs; Study looks at plans, Helm looks around, Lunar/Micro moves around.
Databanks; Study knows where to look, Interface makes apps to do the search.
Teamwork

Study excels at teamwork, but many of these take time and are best done in a flashback.

Assist Judge by dropping facts.
Assist Consort by pointing out names, ties, and conversational inroads.
Assist Sway with tips about culture, taboos, and pressure points.
Set up Mark by diagramming firing lanes and weak points.
Set up Helm with approach vectors from traffic and ephemerides.
Set up Rig by digging up designs or reverse-engineering .
Set up Interface with system maps, user roles, and likely trust gaps.
Group action: Parallel audit — split sources (cams, logs, samples) and converge findings.
Questions
  • What sources do you have (records, samples, footage, witnesses)?
  • How much time/quiet do you get before interruption?
  • What’s your specific question or hypothesis?
Effect Needed
  • Limited: Familiar domain or good references; clean samples, clear footage.
  • Standard: Typical noise, mixed signals; partial records or time pressure.
  • Great: Poor visibility, cross-domain unknowns, masked data, tampered logs.
Consequences
  • Incomplete picture: A key element is missing or misleading; future rolls face a soft complication.
  • Time sink: You need more time — or accept reduced effect now.
  • Contaminated sample: Evidence is degraded, current information uncertain; verify to be sure.
  • False lead: You draw a plausible but wrong inference; the GM starts a trouble clock.
  • Corroborate: Everything in science takes more time than expected.
Devil’s Bargains
  • Your notes identify you if found (+Friction/status later).
  • You must consult a rival expert, owing them a favor.
  • The only clean data comes from a restricted archive you’ll have to explain accessing.
Playbooks
Nestor 2; Philosopher 2.

Prowess

Prowess is a measure of physical sturdiness and the ability to roll with blows. It is used to resist consequences from using related actions and physical ailments. Your value in Prowess is equal to the number of related actions you have at least one dot in.

Lunar

I lunar’d his ass with my magno-boot!; he lunar'd all along the room, almost micro'd!

— Toby, bar crawler

Lunar is mastery of low gravity (≈ 0.05–0.40 g). At these gravities, normal walking is inefficient: you bound, hop, kick off surfaces, and brake with hands, knees, or lines. Mercury and Mars (≈0.38 g) sit at the upper edge; asteroids and many moons lie below 0.05 g (treat those as Micro).

You can Lunar outside this band to leap and bound, but expect worse position (too floaty below ~0.05 g; too “sticky” above ~0.40 g). At ~0.38 g (Mercury/Mars), both Lunar (bounding leaps) and Terran (walking) work. In the ~0.03–0.06 g band, either Lunar (bound/hop) or Micro (push-and-glide) works.

Common Uses
Bound & brake: Silent hops, long strides, soft landings; control drift with limbs/handholds.
Vertical mobility: Ascend/descend shafts, clear gaps, roof-to-roof movement.
Close combat: Low-g grappling, tackles, push-kicks, wall-bounces, recoil-aware strikes.
Stealth locomotion: Minimal contact, dust-light steps, using rails and shadows.
Load handling: Move bulky gear with parabolic throws, counter-impulse tethers, controlled slides.
Overlaps
Cross distance by bounding; Micro excels when drift and handholds beat foot contact.
Fight up close in low-g; Terran beats you when traction dominates movement.
Reposition in a gunfight; Mark takes the shot — Lunar moves you into or out of the lane.
Drive vehicles made for 0.05–0.40 g; Helm handles vehicles everywhere.
Route fast via rails and shafts; Study plans the path, Lunar executes it under pressure.
Time hops off sensor cues; Interface builds the picture, Lunar exploits the window.
Use lines and anchors on the move; Rig can install the hardware faster but traverses slowly.
Teamwork
Assist Rig with stable low-g stance while they place an anchor.
Set up Mark by wall-bouncing into an unexpected firing angle.
Group action: Staggered hop line across open terrain; leap-frog entry through a shaft.
Questions
  • What’s the local g (≈0.05–0.40)? Surface — dust, rock, plates, ice? Handholds available?
  • Are you encumbered (pack, suit, stretcher)? Is dust/loose regolith a factor?
  • What is your focus — speed, silence, or control?
Lunar Consequences
  • Over-jump: You overshoot or rotate — must burn time to stabilize or accept worse position.
  • Hard landing: Knee/ankle strain; reduced effect until you pause or strap up.
  • Dust plume/prints: Your track is obvious; pursuers get improved effect.
  • Panel ping: A noisy contact alerts sentries; threat clocks advance.
  • Tether snag: Line fouls; future actions suffer until cleared.
Devil’s Bargains
  • You leave distinctive boot/grouser marks that will be noticed later, causing Friction.
  • A tool or weapon pops free during the maneuver — recovering it costs time.
  • You scuff a panel or handrail; maintenance logs will flag this path post-op.
Playbooks
Posthuman: optional 2.

Micro

Micro'd over for coffee, Terra'd the bag open — now microing coffee bubbles all over.

— Wendi, novice space traveler

Micro is mastery of very low gravity (≈ 0.00–0.05 g). Walking is useless; strong pushes send you on long, uncontrolled trajectories. You move by small, precise impulses, manage rotation mid-flight, and arrive oriented to grab, brake, or work. Micro melee mostly involves grapples and shoves, not doing much damage and instead disorienting and putting enemies in positions where they cannot maneuver.

Microgravity rules is outer space, among asteroids, and in at the rotation axis of spin habs. In 0.03–0.05 g on tiny moons both Micro and Lunar are viable.

Outside this band, use Micro in any free-fall context: liquid suspension, wire drops, or trapeze/rigging, grappling. Expect less Effect.

Common Uses
Push-and-glide: Fingertip launches, palm brakes, toe-taps; arrive aligned to the task.
Attitude control: Arrest unwanted spin; counter-rotate limbs/tools to null yaw/pitch/roll.
Close combat: Clinch, tie-up, and redirect mass; shove opponents to drift or into bulkheads.
Silent movement: No footsteps, minimal panel pings; ride handrails and shadows.
Mass handling: Float bulky loads; manage inertia with tethers, reels, and kill-velocity grabs.
Overlaps
Push-and-glide through tight spaces; Lunar bounds faster where foot contact is reliable.
Glide along bulkheads; others walk slowly using magnetic soles.
Match velocities with micro-thrusters or in hoppers; Helm flies vehicles.
Coast along a route; Rig pre-places tethers and stoppers creating pathways.
Ghost past mics and cams with expert twists; Interface spoofs feeds.
Spot things that move unnaturally in microgravity; Mark notices deliberate intent.
Teamwork
Assist Sway by positioning to be visible in free-fall.
Set up Study by matching velocities with floating evidence for clean sampling.
Group action: Staggered glide chain, conga-line handrail transit, synchronized capture.
Questions
  • Handholds, rails, nets, or open volume? Any fans, vents, or leaks imparting airflow?
  • Suit mass, pack, or loose items? What’s the plan to manage rotation and kill velocity?
  • What trade are you favoring — speed, silence, or control?
Micro Consequences
  • Wrong push: Drift off-axis or miss the grab — lose time or drift.
  • Hard contact: Bounce or scuff; disorientation, minor suit/tool damage, temporary reduced effect.
  • Unwanted rotation: Enter a slow tumble; lose Effect until stabilized.
  • Floating kit: A released item drifts; recovery costs time and might be dangerous.
  • Tether snag: Line fouls; actions suffer worse Position until cleared.
  • Micro-thrust: Vents/breath cause slow drift into danger.
Devil’s Bargains
  • Jettison a small item to trim trajectory — it’s lost or alerts someone later.
  • A tool or mag-clip pops free; you’ll finish the task short a piece of gear.
  • Obvious approach — the enemy sees you and has time to shoot.

Rig

If it’s got fasteners, fluids, or firmware, I can make it behave.

— Nial, Praxic line tech

Rig is hands-on engineering: build, fix, disable, and operate mechanisms, systems, and tools. It covers field repairs, breaching, fabrication, anchoring, life-support work, suit maintenance, and safe handling of power, pressure, and propellant. Much of this involves supervising drones or automated machines.

Common Uses
Field repair: Patch hull/suit leaks, reroute power, swap cards/valves, clear jams.
Breaching & disable: Charges, cutters, spreaders; disarm traps, lock-bypass by mechanism.
Anchors & access: Place bolts, pitons, rails, lines, and gantries; safe work envelopes in any g.
Fab & mod: Print/lathe small parts, splice hoses, tune actuators, balance rotors.
Systems ops: Spin-up/down habitat sections, purge lines, purge/fill tanks, hot- and cold-work.
Ordnance: Set fuses, shape charges, de-arm munitions, safe a magazine.
Robotics & drones: Bench a unit, replace boards, calibrate gimbals, align optics.
Hazmat/LSS: Filters, scrubbers, pumps, chillers; diagnose alarms without making it worse.
Production: 3D printing, feedstock allocation, applying and modifying designs.
Operate Machinery: Cranes, diggers, pumps, sluices, airlocks, refineries.
Overlaps
Solve it with tools and access; Interface solves it with links and permissions.
Open by cutting or unbolting; Mark can shoot it apart — faster, louder, less controlled.
Move masses with cranes/hoists; Terran covers brute carry under gravity.
Route via ladders/lines; Lunar/Micro traverse faster with more risk.
Diagnose from practical application; Study analyzes from first principles.
Power and attitude tweaks for docking; Helm flies — Rig latches and hauls with cranes.
Open a door mechanically; Interface slices the electronics.
Teamwork
Assist Resolve actions with light and sound control.
Set up Interface by installing taps, bypasses, and shielded runs.
Group action: Damage-control party, lift-and-shift crew, synchronized breach.
Questions
  • What’s the work envelope — pressure, temperature, contamination, voltage, spin?
  • Are proper tools/parts available, or is this improvised from what’s at hand?
  • What failure modes are intolerable (fire, flood, vacuum, arc, collapse)?
  • Is time the constraint (bleeding tank, rising CO₂), or precision (safe-crack, fuse timing)?
Rig Consequences
  • Escalation: A secondary alarm trips; isolation valves slam; clocks advance.
  • Leak/arc/backflow: You contain it, but position worsens or a teammate is endangered.
  • Overstress: A rushed fix will fail after the scene, causing Friction.
  • Contamination: Dust, propellant, or coolant exposure imposes a short-term penalty.
  • Resources: Parts, fuel, tools, designs; something is missing or in short supply.
Devil’s Bargains
  • You cannibalize a part from Inventory you may miss later.
  • Spend Load for parts.
  • The breach closes once used; you may need another way out.
Playbooks
Cyborg 1; Outis 2; Praxic 2.

Terran

Hey, dirtgirl, Terra this hatch open — show us some downwell muscle!

— A-boss, drill sergeant

Terran is mastery of normal gravity, ≈ 0.8 – 1.2 g, capable of handling gravity down to 0.33 g. Naturally present on Earth and Venus; reproduced in spin habitats for regrav and long-watch health. Spending half your day in Terran avoids degrav. It’s baseline is footing, leverage, and endurance — sprinting, bracing tools, grappling, lifting, and precise footwork. You can drive land vehicles and aircraft.

At ~0.40 – 0.8 g (Mercury/Mars), both Terran (walking/standing power) and Lunar (bounding leaps) work. Outside the 0.33 – 1.2 g band, Terran covers brute-force efforts (punch, haul, pry, brace) with worse position from excess force as g departs from standard.

Common Uses
Footwork & stance: Plant, shift, and drive through; reliable traction and balance.
Strength & carry: Deadlifts, fireman’s carries, prying hatches, tool bracing against kickback.
Grapple & control: Clinch, pin, throw — body weight and size dominates.
Athletics: Sprints, vaults, slides; controlled descents, and ladder/rung climbs.
Work under load: Jackhammers, bolt guns, cutters — manage recoil and torque.
Drive and Fly: Operate gravity-rated vehicles — rotorcraft, fixed-wing, wheeled, tracked.
Overlaps
Hold ground in a fight; Lunar trades stance for burst bounds and soft landings.
Brace long tools against kickback; Rig gains slower, better results with fixtures and clamps.
Walk with magnetic boots; Lunar in low-g and Micro in micro-g are faster.
Climb/rappel; Rig sets up ladders and rails.
Haul crates and hose runs; Rig uses winches and actuators.
Drive vehicles; Helm does this and can fly spacecraft.
Read terrain for paths; Study makes and reads maps. Mark spots opportunities.
Teamwork
Assist Rig by anchoring their line and absorbing tool torque.
Set up Mark with a rock-steady shooting platform in recoil and wind.
Group action: Coordinated push, shield wall, bucket/hoseline. Agility at 0.40 – 1.2 g.
Questions
  • What surface are we on — wet deck, dust, ice, grated walkway? Any slope or ladder?
  • Loadout and PPE — suit stiffness, mag-soles, gloves? Recoil/torque to manage?
  • Are we racing endurance (oxygen/heat) or burst power (short lift/sprint)?
Terran Consequences
  • Slip or skid: Lose footing — position worsens or take a short fall/bruise.
  • Strain & fatigue: Forearms/back pump; reduced effect until rest or support.
  • Tool kick: Recoil torques you off-line; task progress set back.
  • Overbalance: Commit weight past safe limit; must bail or eat a tumble.
  • Kickoff: Too much strength jumping or microgravity gliding, overshoot or crash.
  • Surface damage: Scuffed deck or bent rail leaves evidence and Friction.
  • Tit-for-tat: Take a wound when attacking an enemy.
Devil’s Bargains
  • Finish the task, but suffer a lingering strain as Harm.
  • Leave distinct tread/drag marks that will be noticed later.
  • Expose yourself by moving directly when moving/attacking.
Playbooks
Posthuman optional 2.

Resolve

Resolve is a measure of self-confidence and integrity and the ability to control your own decisions and reactions. It is used to resist consequences from using related actions as well as mental and spiritual effects. Your value in Resolve is equal to the number of related actions you have at least one dot in.

Command

If they trust you or fear you, they’ll move. If they do neither, you failed.

— Company sergeant, Jovian docks

When you Command, you compel immediate compliance. You assert authority, set tempo, and direct people under stress. Use it to take charge of a scene, run a group action, or force a decision through rank, readiness, or credible threat.

Authority vs. Intimidation
Authority applies when you have standing (rank, role, ownership). No roll is needed for routine, safe orders within a clear chain of command; roll when orders are risky, contested, or the hierarchy is unclear.
Intimidation applies when you lack authority but has leverage; this can be violence, economic pressure, social status, or operational control (air, power, access). Subtle intimidation (implications, tone, crowding) draws less Friction.
Common Uses
Take charge: Snap a team to roles, timings, and lanes under fire.
Break will: Freeze a room, halt a rush, or make a foreman stand down.
Group actions: Coordinate a cohort/NPC team; see below.
Field discipline: Stop looting, keep spacing, hold fire, eyes front.
Crisis direction: Evac routes, triage priorities, cordon and search.
Group Actions

You use Command to lead a Group Action. Your Command represents leadership and coordination, while their rolls represent their execution of the task. You coordinate efforts, while the rest of the group's actions solve the problem, you roll Command, an ally rolls the Action governing the task, a cohort rolls its quality if acting in its competency. This is particularly useful for leading cohorts or groups of NPCs.

Overlaps
Impose compliance; Sway persuades without leverage.
Enforce hierarchy; Consort builds rapport and long-term buy-in.
Compel by threat posture; Mark makes the shot that proves it.
Control a crowd with presence; Judge frames the legality and consequences.
Direct a pilot under stress; Helm flies — Command sets the maneuver and timing.
Task drones by voice/gestures; Interface programs and permissions the network.
Teamwork
Set up Sway by creating silence and attention for the pitch.
Set up Mark by calling lanes and count-downs for synchronized fire.
Assist Rig by clearing a perimeter and assigning hands.
Group action: Stack on the hatch; breach on your count; phase lines by your marks.
Questions
  • What leverage do you demonstrate — rank, force, control of resources, or time?
  • Are orders risky, humiliating, or contrary to standing directives? Who might resist?
  • What happens if they stall or refuse — to them, to bystanders, to your timeline?
Effect Needed
Effect Authority Intimidation
Limited Subordinates in your own chain. Overt menace; shouted threats; weapon fired.
Standard Lower ranks in related chains; civilians under your remit. Clear verbal threats or countdown; weapon displayed.
Great Peers; disorganized superiors. Subtle pressure while keeping decorum and deniability.

Particularly obnoxious orders may need additional effect.

Consequences
  • Resentment: Obedience now, friction later — Friction or status ticks.
  • Brittle cohesion: A group action splinters; some lag or go off-script.
  • Escalation: Rival authority answers in kind; clocks advance.
  • Backlash: A public order draws recording, complaints, or legal scrutiny.
  • Overreach: You own the outcome — collateral, injuries, or damage stick to you.
Devil’s Bargains
  • A witness records and forwards the clip.
  • A bystander you didn’t account for feels humiliated and will act against you later.
  • Your display burns a bridge: -1 status with a faction present.
Playbooks
Captain 1; Sophist 2.

Consort

Make them like you, or at least like being seen with you.

— Wimson, maître d’

When you Consort, you build and leverage relationships. You mingle, swap favors, and fit into a social scene to gain access, information, or assistance. It works best where both sides care (even a little) about the other, it is all about reputation, reciprocity, and belonging.

Consort assumes the environment isn’t openly hostile. Consorting the police that arrested you or the marines boarding your ship is useless. You can Consort with people you know or try to “fit in” and make a good impression in unfamiliar settings. Proper attire and etiquette matter.

Common Uses
Circulate: Work a room, find the fixer, meet the admin behind the desk.
Gatekeeping: Get onto the list, past the rope, into the back office.
Favors & intros: Call markers, secure an introduction, line up a quiet meeting.
Blend & belong: Match slang, status signals, fashion; pass as “one of us.”
Disguise: Wear the wig, walk the walk, be this other self.
Overlaps
Build rapport for future asks; Sway closes hard asks now.
Wear status comfortably; Command enforces it under pressure.
Read room and pecking order; Study dissects motives and subtext.
Gossip about who is who; Judge who is worth attention.
Network to get a grasp of an organization; Interface rides comms and profiles.
“Just part of the crew” on the job; Lunar/Micro/Terran handles true stealth and evasion.
Dance, toast, small talk; Sway makes a performance.
Teamwork
Assist Study with real-world context for a social graph.
Set up Sway by warming the mark’s circle before the pitch.
Group action: Split the party to cover cliques, compare notes on a beat.
Questions
  • What circle is this (union, guild, ward, diaspora, alumni)? What do they value?
  • Are you dressed/specced right — fashion, insignia, body language?
  • Is there a rival or chaperone here who might feel snubbed or threatened?
Effect Needed

Only roll when favors, access, or first impressions are uncertain or risky.

  • Limited: Among friends/knowns; routine mingling, safe topics.
  • Standard: Unfamiliar venue or mixed status; minor favors, guarded info.
  • Great: Cold approach to elites/outsiders; sensitive passes or off-hour access.
Consequences
  • Social debt: You owe a tit-for-tat or must vouch for someone.
  • Wrong read: Minor faux pas; reduced effect with this circle tonight.
  • Seen with them: Gain Friction or status ticks (good or bad) by association.
  • Pickpocket: Lose an item in the bustle.
  • Snare: Incriminate yourself during the bustle.
  • Schedule slip: Chatter costs time; a window elsewhere closes.
Devil’s Bargains
  • You get the intro, but a rival also gets invited.
  • You’re recorded on venue cams; footage will surface later.
  • A helpful contact expects reciprocal favors.
Performances

Your Consort rating determines how many types of performing arts you know, such as playing different kinds of instruments (string, percussion, wind, keyboard), dancing (stage or social), or conjuring using 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.
Playbooks
Machinator 2; Nestor 1.

Judge

Decide fast, decide right — and make it look inevitable.

— Transit arbiter, Bern Orbital

Judge is live read and snap decision under pressure. You size up people, crowds, and unfolding situations; spot tells, stress, and intent; weigh rules/precedent against on-scene reality; then call it — go/no-go, escalate, de-escalate, comply, or cut away. No mysticism: this is observation, experience, and pattern-matching.

Common Uses
Threat triage: Who’s about to break, shoot, bolt, or bluff.
Lie/intent check: Consistency, timing, micro-pauses, over-explaining, coached lines.
Crowd temperature: Flashpoint risk, ringleaders, de-escalation levers.
ROE/precedent calls: When policy collides with reality — what flies here, now.
Time-critical choice: Which door, which target, which witness; commit without all the data.
Cold reading: Which seat will they choose? Where to stand to be noticed?
Overlaps
Pass a checkpoint; Judge understands procedures, Command bullies through, Sway bribes.
Sort a disputed crate; Judge rules custody, Interface instead fixes the manifest.
Calm a crowd; Judge reframes the incident, Sway soothes influencers, Command imposes order.
Choose lanes/windows; Judge avoids conflict, Helm & Interface face threats head-on.
Read people/situation in the moment; Study instead reconstructs causes with time and records.
Pick the approach people will accept; Sway instead convinces people of your solution.
Gauge gatekeepers and norms; Consort works the room to learn what plays.
Flag tells on comms/video; Interface instead pulls logs/metadata.
Identify imminent shooters; Mark is on overwatch.
Teamwork
Assist Consort by tagging who will actually help.
Set up Sway by naming the pressure point you just spotted.
Group action: Know who is best at which job.
Questions
  • What cues are visible — posture, hands, spacing, glance paths, comm silence?
  • What norms/ROE apply here (jurisdiction, venue, culture)? Who’s watching/recording?
  • What’s the worst miss: false positive or false negative? What clock is ticking?
Effect Needed
  • Limited: Familiar domain or well-known actors; clear angles, good sight/audio.
  • Standard: Typical venue with mixed signals; some noise, enough cues.
  • Great: Poor visibility, cross-culture with no context, heavy masking or laggy comms.
Consequences
  • Misread: You miss a subclause — reduced effect or escalate a clock.
  • Overcommit: You burn options; retreat or reframe now costs position.
  • Offense taken: Someone feels judged; status/Friction ticks.
  • Tunnel vision: You miss a second actor/vector; flanked or surprised.
  • Recorded ruling: Your call is on the record; later scrutiny bites.
  • Set precedent: From now on this is the rule.
Devil’s Bargains
  • You must commit publicly — reversal later will cost face or favor.
  • The person you single out marks you for payback.
  • You get the right read, but a rival also gets the information.
Playbooks
Machinator 1; Philosopher 1; Sophist 1.

Sway

Of course the best seats are in the back, the master only sits up front to encourage the girls!

— Magnifico, doorman at the playhouse, to visiting belters

When you Sway, you influence someone with guile, charm, or logic. You might lie convincingly, persuade someone to act against their instincts, or argue a point with charisma. Sway works best when there’s some common ground, allowing you to nudge the target toward agreement.

Sway is about convincing people to do things they otherwise wouldn’t. Routine interactions, like renting a room from an innkeeper or buying legal goods from a merchant, typically don’t require Sway rolls. Bargaining might involve Sway, but only in scenes where the stakes or outcomes are significant.

Sway covers seduction and charm, though it need not be romantic — it can involve building rapport, creating trust, or spinning a web of deceit. Success depends on how well you’ve prepared the target to be receptive to your message. Shared goals or mutual benefits strengthen your case: “The enemy of my enemy is my friend,” or “We both profit from this deal.”

Sway faces challenges when dealing with people of lower Tier, just like it has issues with character of higher tier. The poor often distrust the powerful, so using a middleman or disguise can help. Crew members who appear humble or of lower rank may find persuasion easier. This Tier penalty applies to personal conversations but not to public displays like performing on stage, grandstanding, or speeches.

Swaying someone involves blending words, logic, and charm to get them to see things your way. While pure logic falls under Study, Sway mixes reasoning with enthusiasm and charisma to make your case compelling.

Sway relies on finesse and subtlety, using social manipulation to persuade, deceive, or build trust, while Command compels obedience through direct force and authority. Sway works best when the target is inclined to listen — you’re nudging them rather than forcing them. For complete enemies or resistant targets, Command may prove more effective.

  • You can trick someone with fear or authority, but Command is more direct.
  • You can hold a convincing speech, but Command might be better at inspiring or rallying.
  • You can interrogate, but Command may be faster, and Study may yield clearer information.
  • Sway mingles with individuals, Consort lets you engage the entire room.
  • Sway can bring forth and challenge opinions, Judge realizes what people feel drawing less attention.

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?
  • What are you offering?

Effect Sway is about convincing people, so who can you convince?

  • Limited effect: Convince people to follow expectations or act in their own self-interest.
  • Standard effect: Convince people to do something that doesn’t involve risk or make a fair transaction.
  • Great effect: Convince people to take risks or do foolish things that give others an advantage.

Consequences

  • They misunderstand or miss certain points in your agreement.
  • They have second thoughts or report the incident.
  • They bargain for more favors from you.
  • The negotiations take more time than expected.