| The Peripheral Moves | |
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| Tweet Topic Started: Jun 1 2014, 08:59 PM (55 Views) | |
| wayward | Jun 1 2014, 08:59 PM Post #1 |
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Peripheral Moves Most peripheral moves are not available by default, but may be rolled by characters if certain conditions are met. New Turn: At the beginning of every turn, roll+n, where (n) is equal to 3 - the number of turns you've gone without failing this move. On a 10+, hold 3. On a 7-9, hold 2. On a miss, hold 2 anyway, but you'll suffer a major complication sometime this turn. During the course of the turn, you may spend your hold 1 for 1 to use any of the other peripheral moves you have access to. Go Into Your Workspace: If you have a workspace (from the Mechanic or Enchanter moves, for example), you may go into it, as per the rules laid out in the move. Hit the Books: When you hit the books and research a topic, roll+Sharp. On a 10+, you learn something interesting and useful about the subject in question. On a 7-9, you learn something interesting, and it's on you to make it useful. On a miss, you may get misinformation, or no information at all. Insight: By default, nobody has access to Insight, but certain other moves may give you access to it. When you go to your people/familiar/resources/the voices for insight, ask them what they think your best course of action is, and they'll tell you. If you follow their advice, take +1ongoing on all rolls you make while doing so. If you follow their advice but still don't succeed in your goal, mark experience. Mercantile: When you go into a bustling market searching for a thing, roll+Sharp. On a 10+, you can buy that thing, just like that, even if it's something that seems like maybe you shouldn't be able to. On a 7-9, you can buy it - or something pretty close - but the GM will choose one of the following: - It'll cost you 1-Wealth more than you thought it would. - It's in bad shape, and it'll need some work to bring it back up to snuff. - There'll be strings very much attached. - "I used to have one of those, but this one guy Etienne just bought it... maybe you can get it off of him?" Bribery: By default, nobody has access to Bribery, but certain other moves (such as the Wealth general move) may give you access to it. When you bribe an NPC with 1-wealth and the promise of a fantastic reward, it counts as though you'd rolled to seduce or manipulate and hit a 10+. This won't change an NPC's nature, but it may well activate their threat motives. Moonlighting: Be default, nobody has access to Moonlighting, but certain other moves may give you access to it. When you take on odd jobs for a quick buck, choose up to three jobs and roll+Cool. On a 10+, you get profit from all of them. On a 7-9, you get profit from one and catastrophe from the rest. On a miss, catastrophe all 'round. - Bodyguarding (1-Wealth / embattled) - Espionage (1-Wealth / deceived) - Mercenary Work (1-Wealth / embattled) - Enforcement (1-Wealth / overthrown) - Honest Work (1-Wealth / impoverished) - Companionship (1-Wealth / entangled) - Deliveries (1-Wealth / bushwhacked) - Infiltration (1-Wealth / discovered) - Salvage (1-Wealth / impoverished) - Brokering deals (1-Wealth / shut out) - Technical work (2-Wealth / shut out) - Sex (2-Wealth / entangled) - Counter-espionage (2-Wealth / infiltrated) - Murder for hire (3-Wealth / embattled) |
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10:53 AM Jul 11