Back to Cloudminster.
After a nice shift of focus to Goodnight Maus, this week I have been working on my steampunk Forged in the Dark hack; Steam Thieves and the Soaring Metropolis.
Specifically, I am working on my descriptions of the Action Rolls. Here’s the Ashcan, in case you want to see all the progress to date (link).
The newest stuff is repeated in this email and you can find it after the pic below (which matches how I imagine the soot and smoke clogged bowels of Cloudminster).
![](https://substackcdn.com/image/fetch/w_1456,c_limit,f_auto,q_auto:good,fl_progressive:steep/https%3A%2F%2Fsubstack-post-media.s3.amazonaws.com%2Fpublic%2Fimages%2Fc9507c67-2dca-4279-90c4-67955bfddd68_640x493.jpeg)
Actions
When you Finesse, you employ dextrous manipulation or subtle misdirection.
You might hide a contraband steam canister under your shirt. You might pinch the message from a pigeon in mid-air. You might draw a pistol and fire a shot before the target notices (but Skirmishing might be better). You could try to pick a lock on a steam valve (but Tinkering might be better).
When you Skirmish, you entangle a target in close combat so they can’t easily escape.
You might brawl or wrestle with them. You might hack and slash. You might grapple during a free-fall, hoping you land on top. You might try and stab someone in the back (but Finessing might be better).
When you Study, you scrutinize details and interpret evidence.
You might gather information from manifests, newspapers, and schematics. You might do research on an esoteric topic. You might closely analyze a person to detect lies or true feelings. You might experiment with mathematical equations related to velocity, attack and pitch (but Tinkering might be better). You could try to examine events to understand a pressing situation (but Surveying might be better).
When you Survey, you observe the situation and anticipate outcomes.
You might soar over a busy thoroughfare to look for choke points. You might discern which copper on patrol is paying the least attention . You might detect a person’s motivations or intentions. You could try to spot a weakness on a brass tortoise (but Study might be better).
When you Sway, you influence with guile, charm, or argument.
You might lie convincingly. You might persuade someone to do what you want. You might argue a compelling case that leaves no clear rebuttal. You could try to trick people into affection or obedience (but Consorting or Commanding might be better).
When you Tinker, you fiddle with devices and mechanisms.
You might create a new gadget or alter an existing item. You might fix a steampack on the fly. You might disable an alarm or trap. You might re-route steam across the city using valves and levers. You could try to use your technical expertise to control a vehicle (but Finessing might be better).
When you Wreck, you unleash savage force.
You might smash down a door or wall with a sledgehammer, or use an explosive to do the same. You might employ chaos or sabotage to create a distraction or overcome an obstacle. You could try to overwhelm an enemy with sheer force in battle (but Skirmishing might be better).
When flying through the air you Endure, Thrust and Weave to control your equipment, perform manoeuvres and avoid damage.
When you Endure, you fly in a manner that pushes your body and nerve towards its limitations.
You might soar high into the clouds, despite the cold, or fly through a cloud of steam despite the heat. You might free-fall a great distance and remain alert despite the forces of gravity. You might attempt to execute a break-neck turn without losing your bearings (but Weave might be better).
When you Thrust, you fly fast.
You might race to catch a falling comrade before they hit the metal ground. You might try and fly through St. Oliver’s stained glass windows (but Wreck might be better). You might try to fly through the blades of a giant rotating fan (or Weave might be better).
When you Weave you change directions and fly between obstacles.
You might try fly through a floating minefield. You might swoop along street level, avoiding pedestrians and light poles. You might engage in a dog fight with a Hornet (though Skirmishing might be better). You might fly evasively to avoid machine gun fire (but Ensure might be better)
As you can see, many actions overlap with others. This is by design. As a player, you get to choose which action you roll, by saying what your character does. Can you try to Wreck someone during a fight? Sure! The Operator tells you the position and effect level of your action in this circumstance. As it says, Skirmish might be better (less risky or more effective), depending on the situation at hand (sometimes it won’t be better).
Working through these was a lot of fun and it prompted me to create new world-building details (like the idea of a ‘Hornet’, a specially armed flying constable, and a Brass Tortoise (a slow, but powerful tank).
These actions will really sink or swim when I get down to play-testing (especially the three mid-air actions). We’ll get there.