| The Basic Moves | |
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| Tweet Topic Started: Jun 1 2014, 08:31 PM (80 Views) | |
| wayward | Jun 1 2014, 08:31 PM Post #1 |
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Basic Moves The eight Basic Moves can be rolled by any character at any (narratively appropriate) time. Act Under Fire: When you do something under fire, roll+Cool. On a 10+, you do it, no problem. On a 7-9, you do it, but the GM can offer you a worse outcome, an ugly choice, or a hard bargain. - Advanced: On a 12+, you have a moment of grace, transcending and overcoming the danger or obstacle before you. The GM will offer you a better outcome. Apply Violence: When you apply violence to a situation, roll+Hard. On a 10+, choose 2. On a 7-9, choose 1. - You inflict terrible harm - You suffer little harm - You seize your objective absolutely - You impress, dismay, or frighten your enemy - Advanced: On a 12+, all 4, plus you get to choose one for double effect. Apply Pressure: When you apply pressure to someone, roll+Hard. On a 10+, they can choose: either do what you want, or force your hand and suffer the consequences. On a 7-9, they can choose one of the following: - Barricade themselves securely in - Back off slowly, hands where you can see them - Give you something they think you want - Tell you something they think you want to hear - Advanced: On a 12+, they do what you want, point blank, no choice involved. Read a Person: When you read a person, roll+Sharp. On a 10+, hold 3. On a 7-9, hold 1. While you continue to interact with them, you can spend your hold 1 for 1 to ask the following questions: - What are you really feeling? - What do you intend to do? - What do you wish I'd do? - Are you telling the truth? - How can I get you to ___? - Advanced: On a 12+, hold 3, and you can ask any questions, not just questions off the list. Read a Situation: When you read a charged situation, roll+Sharp. On a 10+, ask 3 of the following questions. On a 7-9, ask 1: - What should I be on the lookout for? - What's my best way in/out/around/past? - What's my enemy's true position? - Who or what is most vulnerable to me? - Who or what is the biggest threat? - What is about to happen? - Advanced: On a 12+, ask 3, and you can ask any questions, not just questions off the list. Seduce or Manipulate: When you seduce or manipulate someone, tell them what you want and roll+Hot. For NPCs, on a hit, they'll ask you for something in return, and they'll do what you want if you promise. On a 10+, whether or not you keep your promise is up to you, later. On a 7-9, they'll need some concrete assurances now. For PCs, on a 10+, both, and on a 7-9, choose 1: - If they do it, they mark experience. - If they don't, they're acting under fire. - Advanced: On a 12+, if they're an NPC, they do it and you change their nature in some way. They will no longer be a threat to you, they become an ally. Choose a nature for them: - Friend (impulse: to back you up) - Lover (impulse: to give you shelter and comfort) - Right Hand (impulse: to follow through on your intentions) - Representative (impulse: to pursue your interests in your absence) - Guardian (impulse: to intercept danger) - Confidante (impulse: to give you advice, perspective, or absolution) This is serious business. An ally gained through the advanced version of this move won't simply up and betray you, even if their threat motive says they should. Call on Inner Strength: When you hit 12:00-midnight or beyond on your shock or harm clock, call on your inner strength and roll+Will. Shock: On a 10+ you find some inner reserve that lets you keep going; you’re at 12:00 but still able to act. On a 7-9, you’re at 12:00, able to act, but glitched. On a miss, you slump unconscious. Further shock received becomes Harm. Harm: On a 10+ you find some inner reserve that lets you keep going; you’re at 12:00 on the clock but still able to act. On a 7-9 you’re hanging on by a thread; you’re able to act, but choose 2: - You are glitched - You’ll pass out in a few moments, unconscious or dying but still revivable. - You’re making it worse. Future moves to aid or heal you will be glitched On a miss, you tried your best, but that’s it for you. You may make this move before deciding whether or not to take a debility. - Advanced: On a 12+, you are a tower of iron will, rising from near death to ignore damage that would kill lesser mortals. You are still at 12:00-midnight, but are stable, conscious, and capable of action. You will take no additional harm for the duration of the battle, but will fall unconscious at the battle’s conclusion. At the GM’s option, truly overwhelming amounts of damage may drop you to unconsciousness mid-battle, but even then you will somehow manage to survive. Aid or Hinder Another: When you attempt to aid or hinder another character, roll+Hx (for PCs) or +Cool (for NPCs). On a hit, you apply the boosted (aid) or glitched (hinder) tag to them for their next action. On a 7-9, you also expose yourself to danger or repercussions, giving the GM 1 hold over you. - Advanced: On a 12+, they automatically succeed with a 10+ (aid) or fail outright (hinder) on their next action. Edited by wayward, Jun 19 2014, 04:25 PM.
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10:53 AM Jul 11