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core:conflicts:actions [2026/01/08 06:39] – created jobcore:conflicts:actions [2026/02/28 18:55] (current) job
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 ==== Mind Aspect ==== ==== Mind Aspect ====
-  * **Reason (REA)**--Action Card tags __Analyze, Plan, Logic, Deduce, Diagnose__.  Related tags: __Examine, Strategize, Investigate, Assess, Devise, Identify, Interpret__ +  * **Reason (REA)**--Action Card tags __Analyze, Plan, Logic, Deduce, Diagnose__.   
-  * **Knowledge (KNO)**--Action Card tags __Recall, Craft, Technical, Protocol, Research, Lore__ Related tags: __Know Facts: Heraldry, Etiquette, Customs, Scientific, Language__ +    * Example Actions: __Examine, Strategize, Investigate, Assess, Devise, Identify, Interpret__ 
-  * **Quickness (QUI)**--Action Card tags  __React, Think Fast, Slight, Improvise.__  Related tags: __Anticipate, Witty Joke, Reflexive Reaction, Split-second Decision__+    * 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 === === Body Aspect ===
-  * **Strength (STR)**--Action Card tags __Brute Force, Overpower, Lift/Carry, Break__ Related tags__Attack (big melee weapon)Punch, Kick, Slam, Batter__ +  * **Strength (STR)**--Action Card tags __Brute Force, Overpower, Lift/Carry, Break__  
-  * **Fitness (FIT)**--Action Card tags __Endure, Long Push, Sustain, Recover, Brace/Hold__. Related tags__Grapple, Leap, Move, Run, Jump, Throw__ +    * Example Actions__BatterBreak Open, Bend, Force Back__ 
-  * **Agility (AGI)**--Action Card tags __Finesse, Evade, Maneuver, Balance, Precision__. Related tags: __Dodge, Slight of Hand, Manipulate (object)__+    * 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 === === Spirit Aspect ===
-  * **Willpower (WIL)**--Action Card tags __Resist, Focus, Courage, Spiritual Strength__, Related tags: __ Persist, Persevere, __+  * **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 =====
  
-== Presence (PRE) == +When making a physical attack during a Conflict, the Actor may bid any Attribute from the //Body Aspect// (STRAGIor FIT) For example, a Longsword may be designed to Slash(FIT)but can also be used to Pierce(AGI) with thrust, or Crush(STR) as with pommel strikeThis variability is built into the Core Rules to allow [[start#table_culture_rules|Bluff Space]]. 
-Presence measures the Actor's charismaforce of personalitytheir leadership ability and determines how willing others are to be influenced by themPresence can take many formsbut whether an Actor is successful charlatan, a famous performer, a terrifying ogre, or a beloved king, this trait is immediately recognizable to all who witness itIt is associated with the Action Card tags **Interpersonal, Command, Perform, Deceive/Bluff**+
  
-== Intuition (INT) == +The [[extensions:things:weapons|Weapons Extension]] introduces Primary Attributes and tradeoffs when bidding different Attributes if that level of detail is desired
-Intuition is a measure of how accurately the Actor guesses things correctly, feels the right answer without knowing why, or avoids acting foolish. It also determines how aware an Actor is of their circumstances, their ability to notice things that aren't obvious, spot someone hiding nearby, etcIt is associated with the Action Card tags **Notice, Read Motives, Instinct, Sense Danger**+
  
 +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. 
  
 +<WRAP center round tip 100%>
 +==== 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."
 +</WRAP>
 +
 +
 +
 +----
 +
 +== Links to this page: ==
 +{{backlinks>.}}