====== Action Cards ====== Actions are anything a player can imagine their Actor doing in an RPG. Action Cards group all possible actions into broad categories called Action Tags, or just Tags. Each Action Card lists a number of these ActionTags, and each Action Card is associated with one of the 9 Trine Attributes. Action Tags are paired with the Attribute that is most important to successfully accomplishing an Action. For example, you would play the Strength Action Card when attacking an opponent with a heavy melee weapon, but would play the Agility Action Card if attacking with a fast light weapon. Similarly, the Knowledge Action Card would be played when trying to successfully research a topic in a library, or the Presence Action Card to successfully talk your way past the guards. While playing the game, it is expected that a player will role play some statement that they intend their Actor to attempt while playing a Trine Aspect Card. This is called the **Statement of Intent.** The TA card limits the Action Card that may be played next to one of the 3 Attributes associated with that Aspect (see [[..:actors:start#abbreviations|The Trine]]). After the Action Card is revealed during a Hand, a player is allowed a **brief justification** of why that Action made sense given their earlier Statement of Intent. This is known as the [[..:start#table_culture_rules|Bluff Space]] rule, and is intended to prevent what a player says while role playing from allowing opposing players to automatically guess what TA & Action cards they are about to play. ===== Procedure ===== - **Statement of Intent [Role Playing]**--Say something around the table indicating what your Actor intends to do next. - **Play TA Card**--This commits your Actor to playing an Action Card from one of the 3 Attributes of the TA you played. - **Play Action Card**--This commits your Actor to a specific Action, and determines what Attribute Tokens you must bid. The Action you intend to take with this card should fit into one of the Action Tag categories listed on the card, or one closely related that does not overlap with Tags associated with other Attributes. - **(Action Card Revealed)**--During [[..:start#conflict_procedure|Step 3 of the Hand]] the card you played is revealed to the other players. - **Justification [Role Playing]**--After your card is revealed you should say something to justify why the Action Card you played makes sense given your earlier statement of Intent (see [[..:start#table_culture_rules|Bluff Space]]). ===== Action Tags ===== The Action Tags printed on the cards are not intended to be an all-inclusive list of all possible actions. Instead, they are broad categories of actions intended to give you the idea, and what kinds of other actions might also go with that Attribute, even if not explicitly printed on the card. Choosing the right Action Card to play along with a stated action while role playing should feel intuitive once you have memorized what the 9 Attributes represent. If you aren't sure which Attribute governs success of an Action you intend your Actor to take, ask the GM (in a way that won't reveal your cards during a Hand). Below are a list of Action Tags printed on the Action Cards from the Core Rules, as well as an extended list of other possible Tags for each Attribute. These are provided to help familiarize players with the types of Actions that go with each Attribute, so you can guess them intuitively during the game without asking the GM. ==== Mind Aspect ==== * **Reason (REA)**--Action Card tags __Analyze, Plan, Logic, Deduce, Diagnose__. * Example Actions: __Examine, Strategize, Investigate, Assess, Devise, Identify, Interpret__ * Example Combat Actions: __Predict Attack, Outsmart, Cunning Trick, Exploit Environment, Befuddle__ * **Knowledge (KNO)**--Action Card tags __Recall, Craft, Technical, Protocol, Research, Lore__ * Example Actions: __Know Facts: Heraldry, Etiquette, Customs, Scientific, Language__ * Example Combat Actions: __Know Their Moves, Fighting Style, Practiced Move, Superior Technique__ * **Quickness (QUI)**--Action Card tags __React, Think Fast, Slight, Improvise.__ * Example Actions: __Anticipate, Witty Joke, Reflexive Reaction, Split-second Decision__ * Example Combat Actions: __First Strike, Too Fast to React, Dirty Trick, Anticipate & Counter__ === Body Aspect === * **Strength (STR)**--Action Card tags __Brute Force, Overpower, Lift/Carry, Break__ * Example Actions: __Batter, Break Open, Bend, Force Back__ * Example Combat Actions: __Heavy blow, Haymaker, Kick, Slam, Swing__ * **Fitness (FIT)**--Action Card tags __Endure, Long Push, Sustain, Recover, Brace/Hold__. * Example Actions: __Leap, Move, Run, Jump, Throw__ * Example Combat Actions: __Grapple, Wrestle, Trip, Knock Over, Throw__ * **Agility (AGI)**--Action Card tags __Finesse, Evade, Maneuver, Balance, Precision__. * Example Actions: __Dodge, Slight of Hand, Manipulate (object)__ * Example Combat Actions: __Jab, Thrust, Sucker Punch, Fire, Shoot__ === Spirit Aspect === * **Willpower (WIL)**--Action Card tags __Resist, Focus, Courage, Spiritual Strength__, * Example Actions: __ Persist, Persevere, __ * Example Combat Actions: __Command, Demoralize, Dominate, Invoke Fear__ * **Presence (PRE)**--Action Card tags __Interpersonal, Command, Perform, Deceive/Bluff__. * Example Actions: __Acting, Dance, Orate, Intimidate, Lead__ * Example Combat Actions: __Intimidate, Invoke Horror, Invoke Sympathy, Deter, Talk Down__ * **Intuition (INT)**--Action Card tags __Notice, Read Motives, Instinct, Sense Danger__, * Example Actions: __Read the Room, Detect Lie, Sense Trustworthiness, Perception__ * Example Combat Actions: __Spot Vulnerability, Guess Move, Use the Force, Lucky Position__ ===== Attack Actions ===== When making a physical attack during a Conflict, the Actor may bid any Attribute from the //Body Aspect// (STR, AGI, or FIT). For example, a Longsword may be designed to Slash(FIT), but can also be used to Pierce(AGI) with a thrust, or Crush(STR) as with a pommel strike. This variability is built into the Core Rules to allow [[start#table_culture_rules|Bluff Space]]. The [[extensions:things:weapons|Weapons Extension]] introduces Primary Attributes and tradeoffs when bidding different Attributes if that level of detail is desired. Mind and Spirit attacks work in the same way: the Action Tag is a guideline as to what Attribute must be bid, but the way a Player chooses to describe their Action while role playing is intentionally allowed to be able to be misleading so as to create Bluff Space at the table. ==== Mind or Spirit Attack Bluff Space Example ==== **Player @ Conflict Step 2.3 (State Intent)** -- "As quickly as I can I try and convince him [opponent] of the error of his ways." This signals other players that he will probably bid Mind or Spirit Aspect. Mind would encompass bidding Reason, using his Knowledge of the opponent's history to convince him, or Quickness to fast-talk him. But perhaps he is instead trying to dominate him (Willpower), or persuade him (Presence), or just guess what words he could say that might move his opponent (Intuition). **Player @ Conflict Step 2.5 (Aspect Reveal)**-- reveals the Spirit Aspect card **Player @ Conflict Step 3.3 (Attribute Reveal)** -- turns the Presence Attribute card face up. **Player @ Conflict Step 3.4 (Justification)** -- "I appeal to his sense of right and wrong to **//persuade//** him that there is a non-violent way to resolve this." ---- == Links to this page: == {{backlinks>.}}