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STATS AND MOVES.

Posted by The GMFor group 0
The GM
GM, 2 posts
Sat 10 Jul 2021
at 20:31
  • msg #1

STATS AND MOVES

STATS:

Distribute these stats:

Stats: Distribute the following numbers: 16 (+2), 14 (+1), 12, 10, 8 (-1) (see below for what the stats are for)

Forceful:
Agile:
Insightful:
Charming:
Confident:

--Forceful: how tough and strong you are
--Agile: how fast and agile you are (including hand-eye coordination, like riding a steed or driving a vehicle)
--Insightful: how smart and clever you are-- good at noticing things and/or remembering things
--Charming: how persuasive you are//good at making people like you
--Confident: everything else not covered by the other 4 stats-- concentration (magic often has a lot to do with concentration)




Basic Moves Anyone can do at any time:

--Melee Attack:

When you do melee, roll +Forceful.

--On a 7-9, you deal your damage, and the enemy may counterattack, or something else slightly problematic may happen.

--On a 10 or higher, nothing bad happens, and choose one:

* You hit hard-- you do a little extra damage
* You frustrate or upset them: explain how. They will take stress. If they take enough stress (often three), they will panic and/or do something disadvantageous to them that they wouldn't normally want to do.
* You do your damage, and then also do something that puts you in an advantageous position (take +1 armor the next time you take damage)

(Armor: helps you ignore damage)



Volley
When you take aim and shoot at an enemy at range (or throw something), roll+Agile. 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 (but you'll do at least 1 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 and/or willpower, +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, a hard bargain, or an 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 Jiory 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 if you do it with commanding tactical orders, roll +Confident.

On a 10+ choose both of these; on a 7-9 choose 1:

----No one got distracted and missed something important
----Everyone else on your team takes +1 Forward



--Rest:
When you rest for a few hours, you may roll 2d6 plus your Forceful modifier (if you mostly took physical damage) or your Confident modifier (if you took some other kind of damage, like a psychic attack)
--10 or better: You feel a lot better.
--7-9: You feel a little better
--6 or lower: you feel only a tiny little bit better




Special Moves:

--Level Up:

Anytime you roll and get a result of 6 or lower, you get 1 xp. When you have an amount of xp equalling 6 plus your level, and you Rest, you can also 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 possibly improve one you already have-- talk to the GM about it).

A level up could get you:
--A new form to shapechange into
--the ability to cast certain spells (probably done with Confident)
--A cool new magical item?
--An awesome useful secret that hardly anyone knows?
--Something else?


--This Could Be It...
When you are in danger of dying from physical damage, roll +Forceful.

✴On a 10+, you’re not dead-— yes, you’re in a bad spot, but you’re still alive for now.

✴On a 7–9, you can keep living if you make a sacrifice (say, an arm, or an eye, or something much weirder (probably something much weirder). The GM will tell you what the potential sacrifice would be. Accept the sacrifice, and stabilize, or refuse, and die (there may be a way for allies 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.
This message was last edited by the GM at 22:58, Sun 11 July 2021.
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