Actions (IB)
| 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
Helm is the ability to pilot vehicles, primarily spacecraft from small shuttles and fighters to kilometer-long capital 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.
- 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 Mars, but Terran or Lunar may adapt better to local conditions.
- You can create intercepting trajectories using minimal reaction mass, but Micro might do it 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.
- Setups & Links
- Set up a teammate’s Mark volley by holding a perfect firing line.
- Assist Interface by flying a sensor pass that boosts scan effect.
- Group action: Squadron break, formation flying, synchronized slingshot.
- GM 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.
- Heat & 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.
- Devil’s Bargains
- You leave a distinctive exhaust trail or paint scrape—someone will track it later.
- You owe a favor to the controller/tug crew who bailed you out.
- A minor component cooks off (fuse, bearing); future Helm tests risk reduced effect until repaired.
- Playbooks
- Helio (2); Rover (1).
Interface
When you interface, you use electronic equipment; computers, sensors, communication, or the net. You use electronic sensors and electronic warfare.
- You can Hack to find information, but Study might compile open information.
- You can remotely control components, but Mark, Helm, and Rig have better control when on location.
- You can use sensors to locate things, but Mark is more direct and able to respond to events.
- Hacking
When you hack, you are breaking into a computer system to gain access to data or control peripherals linked to that computer. You might spoof cameras and alarms to conceal an intrusion, control life support, or read secret messages and data. Computers in Icarus Fall are ubiquitous, everything is computerized and networked. People rarely even think of how Nemes pose a potential danger. But likewise, in a mature computer society, security is strong and quantum quter encryption is unbreakable.
To attempt a hack you must get a data path to the target system: a terminal, an exposed fibre/line, a wireless link you can join, or a local interface port. If you have no data path, you must create one (by reaching the machine, installing a tap, opening a relay, or convincing the target to accept your packets). Creating a path is Rig work and can be performed with scene play or a flashback / preparation move.
Hacking in IB is a deliberate, primarily offline craft. You do not “netrun”; you prepare and then you insert. Hacking is usually measured in minutes to hours of task time. Preparation (gathering exploits, writing or configuring payloads) is done as a flashback. A sysop actively manning a particular system have super access and can shut you out as if their Tier was 2 higher.
Interface
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 converts a fire solution into 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.
- Setups & Links
- Set up Mark by lasing a range, painting a target, or feeding lead/solution data.
- Assist Helm with approach vectors, wind/dust, deconfliction, and windows.
- Group action: Multi-sensor search, synchronized jamming, shared tactical picture.
- GM 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 Heat and may trigger alarms.
- Devil’s Bargains
- Your call-sign/fingerprint is recorded; later attribution causes Heat 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. A sysop actively on-console resists as if Tier +2. Use Interface to plan and execute; switch to Rig when the job becomes physical.
- Playbooks
- Helio (1); Outis (1); Philosopher (1).
Mark
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 fixed-forward heavy weapons, but Helm is better att dogfighting.
- 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.
- Setups & Links
- Set up a teammate’s breach by pinning sentries with disciplined bursts.
- Assist Helm by calling ranges, wind/dust, and impact corrections.
- Group action: Coordinated volley, firing line, forward observing, or interlaced fields of fire.
- GM 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 Heat.
- 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
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.
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.
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.
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?”
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.
Languages 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.
- Study evidence of a spirit, though Attune offers deeper insight at greater risk.
- Understand a society or court. Consort is quicker but less precise and helps you fit in.
- Analyze a mechanism. Any action can help you understand equipment you use, Tinker can both identify and modify things.
GM Questions
- What do you study?
- What details or evidence do you scrutinize?
- Would someone of your background know this?
- What do you hope to understand?
Effect The effect of Study is less direct than other Actions, often providing critical context or uncovering opportunities:
- Limited effect: You gain general warnings or surface-level information. “They have flamethrowers!”
- Standard effect: You analyze the situation and uncover useful context. “These are veterans from the wars — they know how to use their flamethrowers!”
- Great effect: You identify specific vulnerabilities or key details. “Those backpacks hold high-pressure napalm — blast them!”
Consequences Study consequences often cause delays, but serious consequences may lead to poor decisions:
- You realize you lack sufficient knowledge and must find a source to learn more.
- Your findings are incomplete or contain false details.
- 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 Analyze and learn the history of your Form.
Playbooks: Artificer, Cleric, Occultist, Sage, Wizard.
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!”
- — 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; many moons lie below 0.05 g (treat those as Micro).
You can attempt Lunar outside this band, 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, 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-mass tethers, controlled slides.
- Overlaps
- Cross distance by bounding; Micro excels when drift and handholds beat foot contact.
- Fight up close in low-g; Terran is superior once traction dominates movement.
- Reposition in a gunfight; Mark wins 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 and traverse slowly.
- Setups & Links
- Set up Mark by wall-bouncing into an unexpected firing angle.
- Assist Rig with stable low-g stance while they place an anchor.
- Group action: Staggered hop line across open terrain; leap-frog entry through a shaft.
- Questions
- Player: What’s the local g (≈0.05–0.40)? Surface — dust, rock, plates, ice? Handholds available?
- GM: Are you encumbered (pack, suit, stretcher)? Is dust/loose regolith a factor?
- GM: 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 Heat.
- 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); Rover (1).
Micro
— “Drifted for coffee, fumbled micro — wore it.”
- — Wendi, 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.
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.
- 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 into drift or 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 can walk using magnetic soles.
- Match velocities with micro-thrusters or in hoppers; Helm flies vehicles.
- Coast along a route; Rig pre-places tethers and stoppers for controlled captures.
- Ghost past mics and cams with expert twists; Interface spoofs feeds.
- Spot things that move unnaturally in microgravity; Mark notices deliberate intent.
- Setups & Links
- Set up Study by matching velocities with floating evidence for clean sampling.
- Assist Sway by controlled body-language “dance” in free-fall.
- 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 accept worse position.
- 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 that degrades precision until compensated.
- 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.
- Drift into sight — a camera or watcher will have you on record.
Rig
Terran
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
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.
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.
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.
Command can partly overcome language barriers, but commands must be simple, clear, and direct. It can even apply to 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 non-intelligent creatures or across language barriers must be simple, such as: heel, stay, attack, or guard.
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.
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.
- You can Command to compel action, but Sway can convince without leverage.
- You can assert authority to gain respect, but Consort fosters stronger bonds.
- You can lead a group action using Command, but other participants must contribute the appropriate Actions.
GM Questions
- Who do you command, and how do you do it? What’s your leverage?
- What do you hope they’ll do, and what might happen if they refuse?
Effect 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.
| Effect Level | Authority | Intimidation |
|---|---|---|
| Limited | Command those under your authority, such as lower-ranked members of your organization or when a police officer commands a civilian. | Physical intimidation (e.g., gestures, threats of violence). |
| Standard | Command subordinates not under your direct authority, such as lower ranks of a different organization. | Spoken intimidation (e.g., direct threats or stern orders). |
| Great | Command equals in your organization or social inferiors in general. | Subtle intimidation while maintaining decorum. |
Consequences of Command: Using Command can create risks or complications based on the situation, such as:
- Resentment leading to Heat.
- 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.
Consort
This action involves socializing, from navigating slums with streetwise charm to mingling with high society using courtly etiquette.
When you Consort, you engage with friends, contacts, or strangers by following social conventions. You might gain access to resources, information, people, or places, make a good impression, or win someone over with charm and style. Consorting can help you forge new connections, reinforce old ones, or tap into your heritage or background.
Consort works when both parties care (even slightly) about what the other thinks. It relies on openness, charm, and social skill. You can Consort with people you know or try to “fit in” and make a good impression in unfamiliar settings.
Consorting requires an environment that isn’t overtly hostile. For instance, you might Consort with fellow prisoners in a chain gang, but not with the assassin sent to kill you. Engaging with those tied to your heritage or background grants better position and/or increased effect.
Sometimes, Consorting sets up another action. For example, to speak with Lord Scurlock at a party, you may need to Consort with guests to reach his table. Sway often follows Consort to convince new allies to act on your behalf, or for more complex or intimate requests. Command rarely pairs well with Consort, as subordinates lack freedom for genuine interaction.
Consort also covers adopting roles, such as acting or disguising yourself to fit into a social setting. Proper attire often plays a crucial role in success.
Consort faces challenges with Tier. When interacting with lower Tiers, your power or status can hinder instead of helping. Dressing down might be necessary to blend in. Conversely, lower-ranked crew members often find it easier to socialize with those of similar status.
Performances: Your Consort rating determines how many performance arts you know, such as playing instruments (string, percussion, wind, keyboard), dancing (stage or social), or conjuring (sleight of hand and fake magic).
- Use Consort to direct others with social pressure, though Command or Sway might fit better.
- Blend into a crowd, but Prowl may work better for stealth, and Finesse might help move quickly through a throng.
- Understand social hierarchies, but Study might provide deeper insights.
- Engage in social dancing; use Finesse for intricate moves or Sway for intimate dances.
- Dress appropriately for a setting, but Command might help maintain an assumed social rank.
GM Questions
- Who are you Consorting with? Where are you meeting them? What are you discussing?
- What are you hoping to achieve?
Effect 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.
- Limited Effect: Mingling with friends or established social settings.
- Standard Effect: Acting in an unfamiliar setting or with important strangers present.
- Great Effect: Consorting with absolute strangers or aliens.
Consequences: Consort consequences often stem from your environment or the tensions of social ambition. Simple interactions with friends rarely require rolls.
- In a ballroom, you’re unexpectedly asked to dance.
- At a slum gathering, someone picks your pocket.
- That punch was spiked!
- While negotiating with a strange tribe, you discover they consider redheads witches to be burned.
Judge
Sway
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’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 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.
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 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 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.
GM Questions
- How do you sway them? What do you say or do?
- What do you hope they’ll agree to?
- What do you hope to achieve?
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.