as a Descriptor
Texto
One way to use is to add a descriptive adverb to the verb that describes one’s activity in a check, based on the ring used for the check:
Air : Act precisely, stealthily, or subtly
Earth : Act cautiously, calmly, or thoroughly
Fire : Act creatively, fearsomely, or noticeably
Water : Act efficiently, flexibly, or gregariously
Void : Act instinctively, inscrutably, or sagely
Adding one of these descriptors can significantly change the way a character’s activity (the check) actually occurs in the narrative. The GM should consider how the character’s descriptor might change how their success or failure is received, what consequences it has, or what new narrative opportunities it might create.
For instance, if a courtier fails a check to convince their lord to cancel a planned pilgrimage after an assassination attempt, spending Air to have spoken very subtly might prevent their lord from realizing they were trying to exert influence at all. Alternatively, speaking very cautiously with Earth might convince their lord that they worry too much, but their intentions are good—perhaps the lord will invite their loyal retainer along for the pilgrimage, so that they can see how safe it is and relax a bit. In both cases, the character still failed, but their opportunity added an interesting, advantageous twist.
Many of the example uses of (see page 328) are thematically linked to these concepts, and players should feel free to use them for inspiration.
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Core Rulebook · Chapter 1: Playing the Game › Using Opportunity › as a Descriptor · p. 28
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One way to use is to add a descriptive adverb to the verb that describes one’s activity in a check, based on the ring used for the check:
Air : Act precisely, stealthily, or subtly
Earth : Act cautiously, calmly, or thoroughly
Fire : Act creatively, fearsomely, or noticeably
Water : Act efficiently, flexibly, or gregariously
Void : Act instinctively, inscrutably, or sagely
Adding one of these descriptors can significantly change the way a character’s activity (the check) actually occurs in the narrative. The GM should consider how the character’s descriptor might change how their success or failure is received, what consequences it has, or what new narrative opportunities it might create.
For instance, if a courtier fails a check to convince their lord to cancel a planned pilgrimage after an assassination attempt, spending Air to have spoken very subtly might prevent their lord from realizing they were trying to exert influence at all. Alternatively, speaking very cautiously with Earth might convince their lord that they worry too much, but their intentions are good—perhaps the lord will invite their loyal retainer along for the pilgrimage, so that they can see how safe it is and relax a bit. In both cases, the character still failed, but their opportunity added an interesting, advantageous twist.
Many of the example uses of (see page 328) are thematically linked to these concepts, and players should feel free to use them for inspiration.
