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13:26, 29th April 2024 (GMT+0)

MOVES.

Posted by The GMFor group 0
The GM
GM, 8 posts
Sun 7 Jun 2020
at 21:43
  • msg #1

MOVES

Basic Moves Anyone can do at any time:

--It’s Clobberin’ Time:
When you action up your foes, roll + Forceful.  On a 10+ choose 2, on a 7-9 choose 1
----You hit hard (+1d4 or +1 Stress)
----You avoid most of their retaliation (-1d4 or -1 Stress)
----There isn’t much collateral damage and no bystanders are left in danger


Volley
When you take aim and shoot at an enemy at range (or throw something), 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

Volley covers the entire act of drawing, aiming, and firing a ranged weapon or throwing a thrown weapon. The advantage to using a ranged weapon over melee is that the attacker is less likely to be attacked back. Of course they do have to worry about ammunition and getting a clear shot though.

On a 7–9, read “danger” broadly. It can be bad footing or ending in the path of a sword or maybe just giving up your sweet sniper nest to your enemies. Whatever it is, it’s impending and it’s always something that causes the GM to say “What do you do?” Quite often, the danger will be something that will then require you to dedicate yourself to avoiding it or force you to defy danger.

If you’re throwing something that doesn’t have ammo, you can’t choose to mark off ammo. Choose from the other two options instead.


Defy Danger
When you act despite an imminent threat or suffer a calamity, say how you deal with it and roll. If you do it
--by powering through or enduring, +Forceful
--acting fast, +Agile
--with quick thinking, +Insightful
--using charm and social grace, +Charming
--through intense concentration, +Confident

On a 10+, you do what you set out to, the threat doesn’t come to bear. On a 7–9, you stumble, hesitate, or flinch: the GM will offer you a worse outcome, hard bargain, or ugly choice.

You defy danger when you do something in the face of impending peril. This may seem like a catch-all. It is! Defy danger is for those times when it seems like you clearly should be rolling but no other move applies.

Defy danger also applies when you make another move despite danger not covered by that move. For example, hack and slash assumes that’s you’re trading blows in battle—you don’t need to defy danger because of the monster you’re fighting unless there’s some specific danger that wouldn’t be part of your normal attack. On the other hand, if you’re trying to hack and slash while spikes shoot from hidden traps in the walls, those spikes are a whole different danger.

Danger, here, is anything that requires resilience, concentration, or poise. This move will usually be called for by the GM. He’ll tell you what the danger is as you make the move. Something like “You’ll have to defy danger first. The danger is the steep and icy floor you’re running across. If you can keep your footing, you can make it to the door before the sorcerer's magic gets you.”



Defend
When you stand in defense of a location, item, or person (including yourself), roll+Forceful.
On a 10+, hold 3.
On a 7-9, hold 1.

As long as you stand in defense, when you or the thing you defend is attacked you may spend your hold, 1-for-1, to choose an option from the list below:
■ Redirect the attack from who/what you're guarding to yourself.
■ Halve the attack’s effect or damage.
■ Grant an ally +1 forward against this enemy.
■ Deal half your damage (rounded up).
■ Hold them back
■ Draw all attention from your ward to yourself
When you go on the offense, cease to focus on defense, or the danger passes, lose any Readiness that you hold.

If the attack doesn’t deal damage then halving it means the attacker gets some of what they want but not all of it. It’s up to you and the GM to work out what that means depending on the circumstances. If you’re defending the Jewel of Baldur and an thief tries to grab it from its pedestal then half effect might mean that the gem gets knocked to the floor but the thief doesn’t get his hands on it, yet. Or maybe the thief gets a hold of it but so do you—now you’re both fighting over it, tooth and nail. If you and the GM can’t agree on a halved effect, you can’t choose that option.


AID
--When you help another character, roll a d6; they can use this roll in lieu of one of their own roll's dice. (If more than one player helps them, they can only keep the best 1 die from amongst all dice rolled). You are exposed to any risks, consequences or costs of their move, even if they didn’t use your die.
--If you roll a 1, the GM will probably put you at risk, make trouble for you, or make things worse in general, even if the GM can't think of any way for you to share the same problems as the character you tried to help.

TAKE WATCH:
When you take watch and something approaches, roll+Insightful.
--On a 10+, you notice in time to alert everyone and prepare; everyone in the camp takes +1 forward.
--On a 7-9, you’re a few moments too late; you manage to alert everyone, but nobody has time to prepare. They have weapons and armor but little else.
--On a miss, whatever lurks outside the campfire’s light has the drop on you.


--Inspire the Team:
When you inspire the team with encouraging leadership, roll +Charming, or with commanding tactical orders, roll +Confident.  On a 10+ take both, on a 7-9 take 1.
----No one got distracted and missed something important
----Everyone else on your team takes +1 Forward


--Run Away:
When you flee the scene roll +agile.  On a 10+ you get somewhere safe.  On a 7-9 pick 2
----You don’t leave anything important behind
----You don’t run into something worse
----You don’t get made a laughing-stock


--Rest:
When you rest for a few hours, you may roll 2d6 plus your Forceful modifier.
10 or better: You get half your total HP back, or half your total stress back.
7-9: You get 2d4 HP back, and/or 1d4 stress back.
6 or lower: you get 1d4 HP back, and/or 1d2 stress back.



Special Moves:

--Level Up:

Anytime you roll and get a result of 6 or lower, you get 1 xp. When you have 7 xp, and you can Rest, you can Level Up, which means you may either add a point to a stat, or else you can add a new special ability (with GM approval) (or improve one you already have-- talk to the GM).


--So You Just Lost All Your HP...
When you’re dying, you catch a glimpse of the world beyond that of the living (the GM will describe what you see). Then roll +Forceful.

✴On a 10+, you’re not dead-— you’re in a bad spot, but you’re still alive for now.
✴On a 7–9, a representative of death itself will offer you a bargain. Take it, and stabilize, or refuse, and die (there may be a way for your friends to bring you back later, though.
✴On 6-, you have no choice. You’ll cross over soon. The GM will tell you exactly when (in other words, you may die instantly, or you may get to attempt to do one more cool and/or heroic thing first-- it depends on the circumstances.

If your PC dies, just get a new one... but...

--They Just Can't REALLY Be Dead...!
When you're willing to do (almost) anything to bring a fellow hero back from the dead, tell the GM you want to use this move. The GM will give you one to five of the following conditions (his pick, not yours):
--It’s going to take days/weeks/longer
--First you must (DO SOMETHING SPECIFIED BY THE GM)
--You’ll need help from (SOMEONE SPECIFIED BY THE GM (MAYBE AN ENEMY!))
--It will require a lot of money
--The process of bringing them back will be unreliable (may involve a dice roll)
--The process of bringing them back must be done at a certain place and/or time
--You and your allies will risk danger from (SOMETHING SPECIFIED BY THE GM)
--You’ll have to get (SOMETHING SPECIFIED BY THE GM) disenchanted to do it
--The process of bringing them back may be risky (they could come back... different)

When and if all of these conditions are met, the PC (...or a VERSION of the PC, MUAH-HAH-HAH) will come back.

If the player still wants to play that PC, then they may either play two PCs, or they can "retire" whomever they've been playing in the meantime.

If the player doesn't want to play that PC anymore, then the back-from-the-dead PC can "retire," or can go off on a personal quest (maybe come back if the newer PC gets killed), or the GM can play them as an NPC, or whatever.
This message was last edited by the GM at 19:38, Fri 14 Aug 2020.
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