Difference between revisions of "Basic Moves"
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| − | + | = Basic Moves = | |
| − | + | == Unleash Your Powers == | |
| + | When you unleash your powers to overcome an obstacle, reshape your environment, or extend your senses, roll + Freak. On a hit, you do it. On a 7-9, mark a condition or the GM will tell you how the effect is unstable or temporary. | ||
| − | + | == Directly Engage == | |
| + | When you directly engage a threat, roll +Danger. On a hit, trade blows. On a 10+, pick 2. On a 7-9, pick 1: | ||
| − | + | ● resist or avoid their blows. | |
| − | + | ● take something from them. | |
| − | + | ● create an opportunity for your allies. | |
| − | + | ● impress, surprise, or frighten the opposition. | |
| − | ' | + | == Defend == |
| + | When you defend someone or something from an immediate threat, roll + Savior. For NPC threats: on a hit, you keep them safe and choose | ||
| + | |||
| + | one. On a 7-9, it costs you: expose yourself to danger or escalate the situation. | ||
| + | |||
| + | ● add a team to the pool | ||
| + | |||
| + | ● take Influence over someone you protect | ||
| + | |||
| + | ● clear a condition | ||
| + | |||
| + | For PC threats: on a hit, give them -2 to their roll. On a 7-9, you expose yourself to cost, retribution, or judgment. | ||
| + | |||
| + | == Assess The Situation == | ||
| + | When you assess the situation, roll + Superior. On a 10+, ask 2. On a 7-9, ask 1. Take +1 while acting on the answers. | ||
| + | |||
| + | ● What here can I use to ? | ||
| + | |||
| + | ● What here is the biggest threat? | ||
| + | |||
| + | ● What here is in the greatest danger? | ||
| + | |||
| + | ● Who here is most vulnerable to me? | ||
| + | |||
| + | ● How could we best end this quickly? | ||
| + | |||
| + | == Provoke Someone == | ||
| + | When you provoke someone susceptible to your words, say what you’re trying to get them to do and roll + Superior. For NPCs: on a 10+, they rise to the bait and do what you want. On a 7-9, they can instead choose one: | ||
| + | |||
| + | ● They stumble: you take +1 forward against them. | ||
| + | |||
| + | ● They err: you gain a critical opportunity. | ||
| + | |||
| + | ● They overreact: you gain influence over them. | ||
| + | |||
| + | For PCs: On a 10+, both. On a 7-9, choose one. | ||
| + | |||
| + | ● if they do it, add a team to the pool. | ||
| + | |||
| + | ● if they don’t do it, they mark a condition | ||
| + | |||
| + | == Comfort or Support == | ||
| + | When you comfort or support someone, roll +Mundane. On a hit, they hear you: they mark potential, clear a condition, or shift labels if they open up to you. On a 10+, you can also add a team to the pool or clear a condition yourself. | ||
| + | |||
| + | == Pierce the Mask == | ||
| + | When you pierce someone's mask to see the person beneath, roll + Mundane. On a 10+, ask 3. On a 7-9, ask 1. | ||
| + | |||
| + | ● What are you really planning? | ||
| + | |||
| + | ● What do you want me to do? | ||
| + | |||
| + | ● What do you intend to do? | ||
| + | |||
| + | ● How could I get your character to ___? | ||
| + | |||
| + | ● How could I gain Influence over you? | ||
| + | |||
| + | == Take a Powerful Blow == | ||
| + | When you take a powerful blow, roll+Conditions marked. | ||
| + | |||
| + | On a 10+, choose 1: | ||
| + | |||
| + | ● You must remove yourself from the situation. Flee, pass out, etc. | ||
| + | |||
| + | ● You lose control of yourself or your powers in a terrible way. | ||
| + | |||
| + | ● Two options from the 7-9 list. | ||
| + | |||
| + | On a 7-9, choose 1: | ||
| + | |||
| + | ● You lash out verbally: provoke a teammate to foolhardy action or take advantage of your Influence to inflict a condition. | ||
| + | |||
| + | ● You give ground; your opposition gets an opportunity. | ||
| + | |||
| + | ● You struggle past the pain; mark two conditions. | ||
| + | |||
| + | On a miss, you stand strong. Mark potential as normal, and say how you weather the blow. | ||
| + | |||
| + | = Adult Moves = | ||
| + | |||
| + | == Wield your powers == | ||
| + | When you wield your powers, roll + freak. On a hit, choose 1. On a 10+, choose 2. | ||
| + | |||
| + | ● Take hold of something vulnerable to you. | ||
| + | |||
| + | ● Create something from your environment. | ||
| + | |||
| + | ● Neutralize an opponent, at least for now. | ||
| + | |||
| + | == Persuade with Best Interests == | ||
| + | When you persuade someone with their best interests, roll + Superior. If they're an NPC, on a 10+, they buy it, and act accordingly. On a 7- | ||
| + | |||
| + | 9, they need concrete assurance, right now. If they're a PC, then on a hit, they can mark potential or shift their own labels if they do what you want. On a 10+, take Influence over them. | ||
| + | |||
| + | == Empathize == | ||
| + | When you empathize with someone openly and visibly, roll + Mundane. On a hit, they must reveal a vulnerability, or mark a | ||
| + | |||
| + | condition. On a 10+, take Influence over them. | ||
| + | |||
| + | == Stand up for something == | ||
| + | When you stand up for something, roll +Savior. On a 10+, choose 2. On a 7-9, choose 1. | ||
| + | |||
| + | ● Listeners can't keep doing what they're doing. | ||
| + | |||
| + | ● Listeners can't flee without addressing you. | ||
| + | |||
| + | ● Listeners can't attack you without losing status or position. | ||
| + | |||
| + | == Overwhelm a vulnerable foe == | ||
| + | When you overwhelm a vulnerable foe, roll +Danger. On a hit, the fight's over. They're done. | ||
| + | |||
| + | On a 10+, choose 1. On a 7-9, choose 2. | ||
| + | |||
| + | ● You take a powerful blow in turn. | ||
| + | |||
| + | ● You hurt your foe more than you intended. | ||
| + | |||
| + | ● You cause serious collateral damage. | ||
| + | |||
| + | = Start of Session = | ||
| + | At the start of every session, the GM adds 1 Team to the pool. | ||
| + | |||
| + | = End of Session = | ||
| + | At the end of every session, choose one: | ||
| + | |||
| + | - Grow closer to the team. Explain who made you feel welcome; give Influence to that character and clear a condition or mark potential. | ||
| + | |||
| + | - Grow into your own image of yourself. Explain how you see yourself and why; shift | ||
| + | |||
| + | one label up and another down. | ||
| + | |||
| + | - Grow away from the team. Explain how you feel detached. Take Influence over you away from another character. | ||
| + | |||
| + | = Team Mechanics = | ||
| + | When you enter battle against a dangerous foe as a team, add two team to the pool. | ||
| + | |||
| + | ● If the leader has Influence over every teammate, add another team. | ||
| + | |||
| + | ● If everyone has the same purpose in the fight, add another team. | ||
| + | |||
| + | ● If any team member mistrusts the leader or the team, remove a team. | ||
| + | |||
| + | ● If your team is ill-prepared or off-balance, remove a team. | ||
| + | |||
| + | The leader of the team can mark a condition to avoid removing a team from the pool. Anyone working with the team can spend it one for one to help a teammate; give them +1 to their roll. | ||
| + | |||
| + | Team members can also spend team to act selfishly. When you act selfishly, say how your actions ignore or insult your teammates, remove 1 team from the pool, and shift 1 Label up and 1 Label down, your choice. You can use this option after rolling to alter the Label you’re rolling with. | ||
| + | |||
| + | Whenever time passes, the GM will empty the Team pool and restore it to 1 Team. | ||
| + | <br /> | ||
| + | |||
| + | = Moment of Truth = | ||
| + | When you unlock your Moment of Truth, you can activate it at any time: read your Moment of Truth out loud from the back of your playbook and follow that script. In essence, you (the player) take full control of the narrative in this moment. The GM will let you know what consequences arise… | ||
| + | |||
| + | After you use your Moment of Truth, permanently lock 1 Label. You have changed, and some part of you has become set in stone. | ||
Revision as of 21:31, 6 May 2020
Contents
Basic Moves
Unleash Your Powers
When you unleash your powers to overcome an obstacle, reshape your environment, or extend your senses, roll + Freak. On a hit, you do it. On a 7-9, mark a condition or the GM will tell you how the effect is unstable or temporary.
Directly Engage
When you directly engage a threat, roll +Danger. On a hit, trade blows. On a 10+, pick 2. On a 7-9, pick 1:
● resist or avoid their blows.
● take something from them.
● create an opportunity for your allies.
● impress, surprise, or frighten the opposition.
Defend
When you defend someone or something from an immediate threat, roll + Savior. For NPC threats: on a hit, you keep them safe and choose
one. On a 7-9, it costs you: expose yourself to danger or escalate the situation.
● add a team to the pool
● take Influence over someone you protect
● clear a condition
For PC threats: on a hit, give them -2 to their roll. On a 7-9, you expose yourself to cost, retribution, or judgment.
Assess The Situation
When you assess the situation, roll + Superior. On a 10+, ask 2. On a 7-9, ask 1. Take +1 while acting on the answers.
● What here can I use to ?
● What here is the biggest threat?
● What here is in the greatest danger?
● Who here is most vulnerable to me?
● How could we best end this quickly?
Provoke Someone
When you provoke someone susceptible to your words, say what you’re trying to get them to do and roll + Superior. For NPCs: on a 10+, they rise to the bait and do what you want. On a 7-9, they can instead choose one:
● They stumble: you take +1 forward against them.
● They err: you gain a critical opportunity.
● They overreact: you gain influence over them.
For PCs: On a 10+, both. On a 7-9, choose one.
● if they do it, add a team to the pool.
● if they don’t do it, they mark a condition
Comfort or Support
When you comfort or support someone, roll +Mundane. On a hit, they hear you: they mark potential, clear a condition, or shift labels if they open up to you. On a 10+, you can also add a team to the pool or clear a condition yourself.
Pierce the Mask
When you pierce someone's mask to see the person beneath, roll + Mundane. On a 10+, ask 3. On a 7-9, ask 1.
● What are you really planning?
● What do you want me to do?
● What do you intend to do?
● How could I get your character to ___?
● How could I gain Influence over you?
Take a Powerful Blow
When you take a powerful blow, roll+Conditions marked.
On a 10+, choose 1:
● You must remove yourself from the situation. Flee, pass out, etc.
● You lose control of yourself or your powers in a terrible way.
● Two options from the 7-9 list.
On a 7-9, choose 1:
● You lash out verbally: provoke a teammate to foolhardy action or take advantage of your Influence to inflict a condition.
● You give ground; your opposition gets an opportunity.
● You struggle past the pain; mark two conditions.
On a miss, you stand strong. Mark potential as normal, and say how you weather the blow.
Adult Moves
Wield your powers
When you wield your powers, roll + freak. On a hit, choose 1. On a 10+, choose 2.
● Take hold of something vulnerable to you.
● Create something from your environment.
● Neutralize an opponent, at least for now.
Persuade with Best Interests
When you persuade someone with their best interests, roll + Superior. If they're an NPC, on a 10+, they buy it, and act accordingly. On a 7-
9, they need concrete assurance, right now. If they're a PC, then on a hit, they can mark potential or shift their own labels if they do what you want. On a 10+, take Influence over them.
Empathize
When you empathize with someone openly and visibly, roll + Mundane. On a hit, they must reveal a vulnerability, or mark a
condition. On a 10+, take Influence over them.
Stand up for something
When you stand up for something, roll +Savior. On a 10+, choose 2. On a 7-9, choose 1.
● Listeners can't keep doing what they're doing.
● Listeners can't flee without addressing you.
● Listeners can't attack you without losing status or position.
Overwhelm a vulnerable foe
When you overwhelm a vulnerable foe, roll +Danger. On a hit, the fight's over. They're done.
On a 10+, choose 1. On a 7-9, choose 2.
● You take a powerful blow in turn.
● You hurt your foe more than you intended.
● You cause serious collateral damage.
Start of Session
At the start of every session, the GM adds 1 Team to the pool.
End of Session
At the end of every session, choose one:
- Grow closer to the team. Explain who made you feel welcome; give Influence to that character and clear a condition or mark potential.
- Grow into your own image of yourself. Explain how you see yourself and why; shift
one label up and another down.
- Grow away from the team. Explain how you feel detached. Take Influence over you away from another character.
Team Mechanics
When you enter battle against a dangerous foe as a team, add two team to the pool.
● If the leader has Influence over every teammate, add another team.
● If everyone has the same purpose in the fight, add another team.
● If any team member mistrusts the leader or the team, remove a team.
● If your team is ill-prepared or off-balance, remove a team.
The leader of the team can mark a condition to avoid removing a team from the pool. Anyone working with the team can spend it one for one to help a teammate; give them +1 to their roll.
Team members can also spend team to act selfishly. When you act selfishly, say how your actions ignore or insult your teammates, remove 1 team from the pool, and shift 1 Label up and 1 Label down, your choice. You can use this option after rolling to alter the Label you’re rolling with.
Whenever time passes, the GM will empty the Team pool and restore it to 1 Team.
Moment of Truth
When you unlock your Moment of Truth, you can activate it at any time: read your Moment of Truth out loud from the back of your playbook and follow that script. In essence, you (the player) take full control of the narrative in this moment. The GM will let you know what consequences arise…
After you use your Moment of Truth, permanently lock 1 Label. You have changed, and some part of you has become set in stone.