Actions: G

11 actions, from Gain Contact to Guild Investigation.

ABCDEFGHIJKLMNOPQRSTUVWXYZ

Gain Contact · Gather Information · Gather Information · Ghost Shot · Glimpse of Redemption · Gossip · Grab an Edge · Grapple · Grim Swagger · Grow · Guild Investigation

Gain Contact

downtime 

Variant Rule Infiltration

You try to make contact with an individual who can aid you in the infiltration. Attempt a normal, hard, or very hard DC Diplomacy or Society check, or a check using a Lore skill appropriate to your prospective contact.

Success You make contact and gain 1 EP.Failure You fail to make contact.Critical Failure You insult or spook the contact in some way. Future attempts take a –2 circumstance penalty.Special Multiple critical failures might cause the contact to work against the PCs in some way, likely increasing the party's Awareness Points.

Gamemastery Guide, page 163.

Open in the interactive list

Gather Information

downtime secret 

Overcome DC 35 Diplomacy

The PC seeks out rumors about Tegarn's status and location.

Critical Success The PCs learn information as a success, plus supporting details that assist in their preparations. The PCs gain a +2 circumstance bonus to checks to perform legwork tasks from this point on. In addition, the PC learns that the scheduling of the auction experienced some delays due to disagreements between the Scarlet Triad and Fleshmongers' Federation over how to split profits—in the face of the gradual constriction of slave market, the longtime allies are both great taking pains to maintain their own profits without undercutting each other.Success The PC learns that while nobody knows where Tegarn Kerndallion and her enslaved colleagues are, a private auction has been scheduled for the evening of 15 Neth, to be held at the Sheitroul Estate in Vokhiago's Inner City. Invitations are nearly impossible to come by, and the audience is expected to include a large number of extraplanar bidders. Tegarn is among the slaves up for sale. Shipments into and out of the estate suggest preparations are already underway for the exclusive event, and the slaves are likely being kept off-site until the event begins.Failure The PC learns nothing.Critical Failure The PC learns a few misleading rumors that give the PCs a –2 circumstance penalty to their next check for a legwork task.

Age of Ashes #5: Against the Scarlet Triad, page 24.

Open in the interactive list

Gather Information

exploration secret 

Skill Diplomacy (untrained)

You canvass local markets, taverns, and gathering places in an attempt to learn about a specific individual or topic. The GM determines the DC of the check and the amount of time it takes (typically 2 hours, but sometimes more), along with any benefit you might be able to gain by spending coin on bribes, drinks, or gifts.

Success You collect information about the individual or topic. The GM determines the specifics.Critical Failure You collect incorrect information about the individual or topic.

Core Rulebook, page 246.

Open in the interactive list

Ghost Shot [>]

flourish gunslinger 

Class Gunslinger; Subclass Sniper

Make a firearm or crossbow Strike. If you're hidden from or undetected by the target, the Strike adds the additional precision damage from One Shot, One Kill; if you would already receive that additional damage on the Strike, the effects aren't cumulative. If you were undetected or unnoticed by any creatures, you're now hidden from them instead, as the origin of the attack is clear.

Guns & Gears, page 110.

Open in the interactive list

Glimpse of Redemption [R]

champion 

Class Champion; Subclass Redeemer

Trigger An enemy damages your ally, and both are within 15 feet of you.

Your foe hesitates under the weight of sin as visions of redemption play in their mind's eye. The foe must choose one of the following options

Core Rulebook, page 107.

Open in the interactive list

Gossip

downtime secret 

Variant Rule Infiltration

You seek out rumors about the infiltration's target. Attempt a normal, hard, or very hard Diplomacy check.

Critical Success You gain inside information about the location or group you're trying to infiltrate. This grants you a +2 circumstance bonus to future checks you attempt for preparation activities for this infiltration. If you share this information, those you share it with also gain this bonus.Success You gain inside information about the place or group you're attempting to infiltrate that aids your planning.Failure You learn nothing.Critical Failure You hear a few mistaken rumors and take a –2 circumstance penalty to your next check for a preparation activity. Word spreads around that you're asking after that group or individual, increasing your Awareness Points by 1.

Gamemastery Guide, page 163.

Open in the interactive list

Grab an Edge [R]

Trigger You fall from or past an edge or handhold.

Requirements Your hands are not tied behind your back or otherwise restrained.

When you fall off or past an edge or other handhold, you can try to grab it, potentially stopping your fall. You must succeed at a Reflex save, usually at the Climb DC. If you grab the edge or handhold, you can then Climb up using Athletics.

Critical Success You grab the edge or handhold, whether or not you have a hand free, typically by using a suitable held item to catch yourself (catching a battle axe on a ledge, for example). You still take damage from the distance fallen so far, but you treat the fall as though it were 30 feet shorter.Success If you have at least one hand free, you grab the edge or handhold, stopping your fall. You still take damage from the distance fallen so far, but you treat the fall as though it were 20 feet shorter. If you have no hands free, you continue to fall as if you had failed the check.Critical Failure You continue to fall, and if you've fallen 20 feet or more before you use this reaction, you take 10 bludgeoning damage from the impact for every 20 feet fallen.

Core Rulebook, page 472.

Open in the interactive list

Grapple [>]

attack 

Skill Athletics (untrained)

Requirements You have at least one free hand or have your target grappled or restrained. Your target cannot be more than one size larger than you.

You attempt to grab an opponent with your free hand. Attempt an Athletics check against their Fortitude DC. You can also Grapple to keep your hold on a creature you already grabbed or restrained.

Critical Success Your opponent is restrained until the end of your next turn unless you move or your opponent Escapes.Success Your opponent is grabbed until the end of your next turn unless you move or your opponent Escapes.Failure You fail to grab your opponent. If you already had the opponent grabbed or restrained using a Grapple, those conditions on that creature end.Critical Failure If you already had the opponent grabbed or restrained, it breaks free. Your target can either grab you, as if it succeeded at using the Grapple action against you, or force you to fall and land prone.

Core Rulebook, page 242.

Open in the interactive list

Grim Swagger [>>>]

auditory emotion fear gunslinger linguistic mental 

Class Gunslinger; Subclass Pistolero

Requirements You have a one-handed firearm or one-handed crossbow visibly worn or wielded.

You attempt to clear the room by promising a grim fate to anyone who doesn't do what you say, and quickly. Attempt a Deception or Intimidation check against the Will DCs of each creature within 30 feet, except for your allies. Regardless of whether you succeed or fail, each subject is temporarily immune to your Grim Swagger for 10 minutes.

For example, if you attempt a Deception check, you lie and boast about your prowess or the large group of friends on their way to back you up. If you attempt an Intimidation check, you promise everyone in the room that you're going to be the last thing they see.

Critical Success The creature becomes frightened 3. If it's lower level than you, it's also fleeing for 1 round.Success The creature becomes frightened 2.

Guns & Gears, page 109.

Open in the interactive list

Grow

rare downtime manipulate 

You can grow an item from a living thing, most commonly a plant. You need the Alchemical Crafting skill feat to Grow an alchemical item, the Magical Crafting skill feat to Grow a magic item, and the Snare Crafting feat to Grow a snare. To Grow an item, you must meet the following requirements.

You must spend 4 days at work, at which point you attempt a Crafting check. The GM determines the DC to Grow the item based on its level, rarity, and other circumstances. Depending on the specifics of the type of item, it might be easier to Grow than it is to Craft, or vice versa; typically, the GM can represent that by making an easy or hard DC adjustment.

If your attempt to create the item is successful, you expend the fertilizers and other magical nutrients you supplied. You can pay the remaining portion of the item's Price in additional growth accelerants to complete the item immediately, or you can spend additional downtime days cultivating the item. For each additional day taken, reduce the value of the accelerants you need to complete the item. This amount is determined using Core Rulebook Table 4–2: Income Earned, based on your proficiency rank in Crafting and using your own level instead of a task level. After any of these downtime days, you can complete the item by spending the remaining portion of its Price in accelerants. If the downtime days you spend are interrupted, you can return to finish the item later, continuing where you left off.

You also have the option to allow the item to grow mostly untended, only stopping to supervise it occasionally, though the pace is much slower without your direct intervention. At the end of each season in which you spent at least 1 day of downtime to Grow the item, roll an additional Crafting check and reduce the value of accelerants you need to expend to complete the item by the corresponding amount.

Critical Success Your attempt is successful. Each additional day spent Growing reduces the materials needed to complete the item by an amount based on your level + 1 and your proficiency rank in Crafting. Success Your attempt is successful. Each additional day spent Growing reduces the materials needed to complete the item by an amount based on your level and your proficiency rank. Failure You fail to complete the item. You can salvage the raw materials you supplied for their full value. If you want to try again, you must start over. Critical Failure You fail to complete the item. You ruin 10% of the fertilizers and nutrients you supplied, but you can salvage the rest. If you want to try again, you must start over.

Treasure Vault, page 165.

Open in the interactive list

Guild Investigation

concentrate exploration secret 

A PC spends a day and attempts a DC 30 Skill check to pursue their investigation into the guild.

Critical Success The PCs' investigation results in compelling evidence that Kithavak is the culprit behind the shoddy weapons,and reveals the location of his shop to the PCs. This evidence forces Kithavak to give up as soon as the PCs confront him in his shop without forcing them to talk him into a confession.Success The investigation implies that Kithavak is behind the shoddy weapons, and reveals the location of his shop to the PCs.Failure The investigation yields no results, but does not alert Kithavak of the threat.Critical Failure The investigation yields no results, and Kithavak learns that the PCs are on to him. He abandons his shop and flees to the Hidden Forge to seek shelter with the other Bebraevraes cultists. In this case, the PCs can encounter Kithavak in area D2—you can represent him with the statistics for Khurain in that encounter.

Age of Ashes #4: Fires of the Haunted City, page 18.

Open in the interactive list

ABCDEFGHIJKLMNOPQRSTUVWXYZ