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Thread Actions

Even though it is a chat venue primarily, Five Rings Online allows players to log weekly actions in their personal forums to represent downtime activities that do not require scenes, but do require STs are made aware of the action.

This is a guide for the rules and regulations of these thread actions, or bluebook actions as they have been called in the past. Since we're doing things a bit differently, we've also included a guide for how to use them effectively so that your PC can benefit as much as possible from these actions.

Thread Actions offer many benefits for players and STs, among them the fact that thread actions have a bit more time to answer. However, just because it might take a few days to get an answer on a thread does not mean there are no deadlines. Here are the full rules for using thread actions.

Thread Action Rules


  • Players receive two (2) thread actions every week during the season. This includes any crafts they intend to make.
  • Making a roll in the forum court thread is not counted against thread actions, as this is considered a scene played at forum pace.
  • Each character may spend a maximum number of Void Points equal to their Void Ring each week in their thread actions. Thus, a character with Void 3 may spend up to 3 void points on their thread action rolls each week. Please note that this is on a basis of one void point per roll (unless you have a school technique like the Shiba bushi ability to spend multiple void points on one roll, in which case it still counts against your total void spent for the week), and some actions may require multiple rolls. If you spend a void point, you must apply the bonus to one roll in the thread action.
    • Void points spent on threads will not be counted as missing in ST-run scenes, but if you wish to play your character being depleted on Void during 'tea' rp, you are welcome to do so.
  • No spell or kiho with a duration less than two hours will be helpful with any of these long-term actions. Some situations, on a case-by-case basis (like staking out a location for six hours) would require a longer-term spell or kiho to be effective in influencing the roll.


  • All player thread actions are due on Sunday.
  • The staff deadline to return actions is Thursday.
  • If you miss a thread submission deadline, your action will not be answered until the next week.
  • If you are concerned that your action has been missed or is late, send one PM to the GM who is supposed to answer it. We will get to your action as soon as possible. Please do not send a second message unless it has been two days since the last message without response.
  • Exploration Sphere-related actions are due Thursday, and are returned at the GMs' discretion.
  • Exploration players who take actions that are not sphere-related, such as crafting, must adhere to the Sunday deadline of the rest of the site. Only Exploration sphere-related actions that are for Exploration GMs have the Thursday deadline.

Rolls and Action Economy

  • A single thread action represents a single goal for a player, but may require a few rolls. Following someone without being seen, for example, requires Investigation to watch them and Stealth to stay hidden, but both are part of the same action. Don't worry if a staff member asks you to roll an additional thing for an action; they just want to cover all aspects of it.
    • As an extension of this, don't get too scared if you see the GM has rolled some opposed checks. If you follow someone, they do get a check to notice your sneaky shinobi self.
  • A thread action cannot cover multiple projects of the PC's. Meeting with an NPC to discuss an agenda is a thread action because it takes a bit of planning and is just one goal, but meeting every NPC individually and separately to discuss agendas is one action per NPC.

How to Use Threads

Threads can be a bit confusing if one isn't familiar with them, and even if you are, it never hurts to have a few suggestions to make your actions efficient and effective. Thus, we've created this guide for players old and new to help get the most out of your thread actions.

  1. Have a clear goal. The best way to ensure that the GMs know what you want from your thread action is to say so up front. While we do appreciate your written fluff, clarity is key in communicating your goals. Every action should include the character's goal right up front. Even if you put it in as an OOC note before IC fluff, the goal is the most important part of the action.
  2. Have a plan. How your PC accomplishes their goal is also essential. Trying to learn information about an NPC, for example, can be accomplished in many ways– Courtier (Gossip) will find rumors about them, while Etiquette (Conversation) will allow a character to talk to them in person, Investigation will read their emotions, and sneaking into their bedroom at night will reveal Other Things™. The next thing your thread should include, after the goal, is how the PC is going about reaching that goal. This determines what to roll!
  3. Roll your dice. The next essential aspect of your thread action is the roll. Most thread actions require at least one roll, as even conversation is a skill in Legend of the Five Rings. Once you know how to go about reaching your PC's goal, it's pretty easy to figure out a roll. If you're not sure what to roll, ask a GM. If you haven't rolled the right things, don't worry, we'll ask you to do so and then answer from there.
  4. Write a little. Last but not least, adding a bit of fluff to tell the tale of your PC's (mis)adventures around the colony that week is helpful for getting a bit of a storied response. While fluff is not essential, it does allow for more flavor, which is always fun! However, we caution against writing too lengthy of a fluff section, even though it's tempting. Three sentences to three short paragraphs of fluff is ideal for staff to respond in an interesting but still efficient way.
  • A few examples!
    • You can prepare for a scene ahead of time with a thread by doing things like practicing troop formations, going over maps, researching landmarks, staking out locations in the colony, talking to key NPCs, or finalizing backdoor deals, or even acquiring something illegal.
    • You can do follow-up work after a scene to examine clues, research something funky you discovered, talk to NPCs or prisoners, re-examine an area, study a piece of art, or write an important letter.
    • You can use threads for out-of-sphere plots, as well, such as meeting or hanging out with out-of-sphere NPCs, maintaining Allies, crafting items, helping your out-of-sphere buddy with a thing, going hunting or fishing for food, earning money, preaching on a streetcorner, or messing with crossover and venue-wide plots.
house_rules/thread_actions.txt · Last modified: 2016/09/09 17:15 by Meatloaf