MOVES
Basically, when you want to do something:
--Roll 2d6 plus any applicable bonus or penalty
--On a 10 or higher, it works like you want
--On a 7, 8, or 9, it works sort of//partially like you wanted, but with a complication
--On a 6 or lower, it doesn't work like you wanted, and things probably got worse.
Examples:
Attack
When you attack an enemy in melee, roll+Str. (Unless using a weapon with the Precise tag, in which case Dex.)
✴On a 10+, you deal your damage to the enemy and avoid their attack. At your option, you may choose to do an extra 1d6 damage but risk exposing yourself to enemy attack.
✴On a 7–9, you deal your damage to the enemy and the enemy makes an attack against you.
✴On a 6 or below, you don't damage them, and there may be a consequence for you...
Shoot
When you take aim and shoot at an enemy at range, roll+Dex.
✴On a 10+, you have a clear shot—deal your damage.
✴On a 7–9, choose one (whichever you choose you deal your damage):
--You have to move to get the shot placing you in danger as described by the GM
--You have to take what you can get: -1d6 damage
--You have to take several shots, reducing your ammo by one
Special Moves
Special moves are moves that come up less often or in more specific situations.
Rest
When you rest for a few hours (at least 4), you may roll 2d6 plus your Constitution modifier.
--10 or better: You get 2d4+1 HP back.
--7-9: You get 1d4+1 HP back.
--6 or lower: you get 1 HP back.
Level Up
When you have downtime (hours or days) and XP equal to (or greater than) your current level+7, you can reflect on your experiences and hone your skills.
--First, subtract your current level+7 from your XP.
--Next, increase your level by 1.
--Next, choose one of your stats and increase it by 1 (this may change your modifier). Changing your Constitution increases your maximum and current HP. Ability scores can’t go higher than 18 (at least not permanently/naturally. Temporarily, maybe).
Travel Through Shadow: roll plus your Perception modifier.
10 or higher: you arrive where you meant to arrive or find what you meant to find.
7-9: you arrive at a place like your intention, but not the same thing.
6 or less: before you even get to where you wanted to get, you run into trouble, and/or it turns into a Hellride. Hellrides are noticeably more dangerous.
If you are riding a steed, or in a vehicle someone else is driving, you get +1.
If you have plenty of time, and you're not in annnnny hurry, you get +1.
If someone else is actively trying to stop you, -1 or -2.
If you're in a terrible hurry, -1. SYNONYMOUS WITH: Hellride rolls: -1.
The GM may decide that, depending on where you want to go//how hard to find what you're looking for is, you might get a -1 penalty... or that it might just start out as a Hellride.
This message was last edited by the GM at 16:46, Thu 17 Dec 2020.