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06:28, 29th April 2024 (GMT+0)

MOVES AND RULES.

Posted by The GMFor group 0
The GM
GM, 4 posts
Fri 1 Oct 2021
at 20:43
  • msg #1

MOVES




When you want to do something, roll for it:

 0 in a stat means you roll 1d6.
+1 in a stat means you roll 2d6 and take the best result.
+2 in a stat means you roll 3d6 and take the best result.
+3 in a stat means you roll 3d6 but add 1 point to your best result.
-1 in a stat means you roll 1d6 but if your result was a 4, count it as a 3.

1-3 = fail

4-5 = partial success

6 = success

7 = Wow, super lucky, better than you could have reasonably expected


MOVES THAT ANYONE CAN DO:

Basic Moves Anyone can attempt to do at any time:



--Fight:
When you do physical combat, roll one die, and then roll an extra die if you have +1 Forceful, or two extra dice if you have +2 Forceful, or more extra dice if you have some sort of other advantage, like a Performer kid's song helping you.

--On a 3 or 4, you deal one physical Hurt (unless you're a Wild Kid), but the opponent may counterattack, or something else problematic may happen. (READ ABOUT HURT NEAR THE BOTTOM OF THIS PAGE.)

--On a 5 or 6, you deal one physical Hurt (unless you're a Wild Kid), and your opponent does not get a free counterattack/other bad thing.


--Insult:
When you try to hurt someone's feelings or otherwise upset them or stress them out in a non-physical way, roll one die, and then roll an extra die if you have +1 Insightful, or two extra dice if you have +2 Insightful, or more extra dice if you have some sort of other advantage.

--On a 4 or 5, you deal one non-physical Hurt, but the opponent may counterattack, or something else problematic may happen.

--On a 6, you deal one non-physical Hurt, and your opponent does not get a free counterattack/other bad thing.



--Throw:
When you take aim and throw something at someone or something, roll one die, and then roll an extra die if you have +1 Agile, or two extra dice if you have +2 Agile, or more extra dice if you have some sort of other advantage, like a Performer kid's song helping you.

--On a 3 or 4, you deal one physical Hurt, but the opponent may counterattack, or something else problematic may happen.

--On a 5 or 6, you deal one physical Hurt, and your opponent does not get a free counterattack/other bad thing.


Steal:
When you want to try to steal something and someone who wouldn't want you to is around, roll Agile.
--On 6: You do it, and they don't notice.
--On a 4 or 5: You get it-- but they noticed! RUN (if possible)!
--On a 3 or lower: They noticed-- and you didn't even get it!




Travel Elsewhere:
When you have to move to one quarter of the city to another, pick one kid to lead the group. That kid will roll Insightful... Unless they're a Sneaky Kid, in which case they can roll Agile.
--On 5 or 6: You get to where you're going without anyone seeing you.
--On 3 or 4: Halfway to where you're going, someone (or something?) sees you (from at least 15 feet away) that you wish hadn't spotted you. They might chase you...!
--On 1 or 2: You run right into someone (or something?) sees you (from at least 15 feet away) that you wish hadn't spotted you!

HOWEVER, there are some other modifiers:
--If you have to travel to, from, or through the Catacombs under the city, Weird Kids get a +1 bonus to lead the way. (So do Proteges of the Shadows.)
--If you have to travel to, from, or across the Rooftops of the city, Sneaky Kids get an extra +1.
--If you have to travel to, from, or through the Alleyways of the city, Nice Kids, Wise Kids, or Smart Kids get an extra +1.
--If you're just travelling to, from, or through the Streets of the city, and you're not one of the types of kids listed above, you get an extra +1.





--Do It Anyway!
When you know there'll be trouble if you don't do something right, but you do it anyway, say how you deal with it and roll. If you do it:

--by powering through or enduring, +Forceful
--by acting fast, +Agile
--by using quick thinking or intense concentration and/or willpower, +Insightful
--using charm and/or good manners, +Charming

On a 5 or 6, you do it right, and the extra trouble that might have happened doesn't happen to you.

On a 3 or 4, you stumble, hesitate, or flinch: the GM will offer you a worse outcome, a hard bargain, or an ugly choice.







Remember that you can use the stats to try anything.

Example:

Django looked up. Sure, the window was open, but how was he going to reach it, if the wall was too smooth to climb?

He looked around...

(Django rolls Insightful: 2, 4, 6, highest result is 6)

Ah ha! Those boxes over there! He could stack them!




Of course, some things the GM just won't allow. A zombie doesn't have the brains to take non-physical damage from you insulting it. (Yelling at it to draw it's attention to a panicky friend whose hiding place it's just about to find, yes. Hurting its feelings, no.)

But you can use the stats to try anything. If you get a 6, it's not going to make the situation any worse, even if the GM doesn't allow what you're trying (though he'll try to help you out in some other way if he can).




--Rest:
When you rest for 15 minutes or or more, you lose one non-physical Hurt (as long as you don't do anything hard at all and absolutely nothing stressful happens.



--Sleep: When you sleep for at least 8 hours, you lose one physical Hurt.

[5 blank lines suppressed]

Weapons and armor: Nah. Most adults hate for kids to have even toy wooden swords, and they hate kids to have slings. Even kids with pointy sticks make adults a little nervous. Any kids with weapons, real or toy, will very soon have some adult come and try to take them away.

Of course, OTHERS might have weapons or armor. Or whether they do or not, they might be able to take more than 3 hurt. As a general rule:

--Individual rats can take 1 only one physical hurt (although there are exceptions), but--
--Teens can take 4 of each type of hurt.
--Normal adults can take 5 of each.
--Many special adults can take 6 of each.
--Then there's stranger examples, like Mr. Hot, the (treant) truant officer, who can take more than 6 physical hurt (although he can't take as much non-physical hurt).

---Then there's ghosts, who are hard to hurt physically at all (though it's not impossible under the right circumstances), but take non-physical damage normally.

The point is:
--Remember that most opponents who aren't your own age might be able to take more Hurt than you.







STRESS AND HEALTH:

Your character starts with 0 Hurt. They can have a maximum of 3 of either physical or non-physical Hurt before they Lose It due to getting too much Hurt.


(When you take Hurt, be sure to mark which kind it is, physical or non-physical.)


What happens after you get 3 Hurt of either kind?

You lose it.

Big time.

The GM will either tell you what your character does, or the GM will ASK you what your character does, but whatever happens next, it almost certainly won't be as helpful as what you'd do next if you had less than 3 Hurt.

Some possibilities (that the GM might (or might not) roll for randomly) include your character:
--screaming and crying (or screaming and laughing maniacally)
--trying to run away
--trying to attack someone-- even if they're a friend, or even if it's a being that's way more big and/or dangerous than what you should be attacking
--losing control of your magic, with "OH NO THIS ISN'T GOOD" results

Pretty much all of them involve panicking.

After your character Loses It... then when everything calms down, your character can start losing Hurt again with enough rest and calm and Nothing New And Stressful happening. (Inspired Kids and Nice Kids can also attempt to heal you and take away Hurt faster...)

What happens if your character takes stress before they lose some of that Level-3-Hurt?

These (that the GM might (or might not) roll for randomly) might happen:

--passing out
--not passing out, but your body just falls to the ground and you can't move. You might be able, with great effort, to crawl several feet to a safer spot, if need be (this would be an Insightful roll, because it involves mental effort).
--not passing out NOR falling down, but just... standing there, very vaguely aware of what's going on around you but not able to do anything at all but to keep standing and watching.
--Doing whatever anyone tells you to do, just because you're too freaked out to disobey





Special Moves:

--Level Up:


The THE CAST link keeps track of how many times you post.

When you have made 100 posts (OOC counts too!), you may Level Up after the next time your character Rests.

(It's only 100 points the first time. Every time after that, it's 200. So it's 100, 300, 500, 700, 900...)

When you Level Up:

--add a point to a stat modifier (that is not already +3)

AND ALSO

--You can take one more point of Hurt in each category. So after the first time you Level Up, you won't Lose It until you hit 4 Hurt in a category, instead of 3.

ALSO... The GM might also give you some sort of special bonus, like a new magical ability, or a magic item.
This message was last edited by the GM at 22:01, Tue 30 Nov 2021.
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