INFO: CHOSEN MOVES: MOVES THAT NOT EVERYONE HAS
Anyone may choose these moves:
__ Plan Something
When you make a complicated plan, roll +wits. On a 10+, hold 3. On a 7-9, hold 1. While you’re drawing up your plan, spend your hold 1 for 1 to introduce an advantage or an opportunity. When executing the plan, the first ally who acts on an opportunity or advantage you’ve introduced gains +1 forward. This includes you.
__ This Ain’t No Turkey Hunt
When you try to pick up a trail, roll +wits. On a hit, you find evidence of your quarry and can track him. On a 10+, you get the drop on your quarry. On a 7-9, you alert him, and the GM chooses one:
You walk into an ambush
Your quarry digs in and fortifies his position or is otherwise prepared for you.
__ Put the Word Out
When you put the word out that you need something special, roll +shine. On a 10+, someone has what you’re looking for at a reasonable price. On a 7-9, choose one.
It’s going to be expensive, even for you
You’ll have to settle for something less
Your snooping around has drawn unwanted attention
--I Wouldn't Tell You Even If I Knew: When you make a Shine roll for the purpose of covering up for someone else, add +1 to the roll (stacks with other bonuses).
--Taunt
When you taunt an NPC, roll +Shine. ✴ On a 10+, you take +1 forward against them and choose one. ✴ On a 7+, choose one.
They do what you want them to do
They leave, upset with you
They stop what they were doing and attack you
✴ On a miss, they do as they please and you take -1 forward against them.
--Lucky Bastard: Once per session, when you would make any roll, roll +Rattle instead.
These next 4 moves may be taken by anyone BUT a Holy person:
__ Card Shark
When you play cards, stake dollars and roll +shine. On a 10+, all three. On a 7-9, choose one.
You win big; double the dollars you staked.
No one suspects you of cheating
No one gets mad and tries to shoot you
__ Indulge
When you indulge in sinful pleasures in a civilized steading, spend 5-dollars and roll +shine. On a 10+, choose three. On a 7-9,
choose two.
You make a good impression all around; gain +1 forward against everyone present.
Someone with a lot of money walks in, and he’s not afraid of gambling.
Your spirits are lifted and the relaxation does you good; heal 1 harm.
You don’t attract the attention of someone dangerous to you.
You don’t get yourself in trouble.
__ Place Your Bets
At the beginning of every session, hold 2. During the session, spend a hold to place a bet on the outcome of another player’s (next) roll. Stake dollars and state whether the roll will be a 10+, a 7-9, or a miss. If you’re right, your bet pays off at 2-dollars for every 1 you staked. If you’re wrong, you lose the dollars and gain -1 forward twice.
__ Dangerous Bastard
When you have dealings with someone, you may roll +grit instead of +shine.
This next move may be taken by anyone BUT a human Holy person:
__ Dreamweed Denizen
When you spend some time cooling down in a dreamweed den, roll +grit. On a hit, the GM will answer one question concerning the near future of an ally. If you tell the ally, and he acts on it, he takes +1 forward and you both mark XP. On a 7-9, all that, plus you take -1 ongoing until you tell the ally, and the ally takes -1 ongoing until he acts on the information. Either way, the event may or may not come to pass, depending on how yall use the information. Determinism is funny that way.
This move is for human Holy Folks ONLY:
Inspiring Oratory: Roll 2d6 and add your Shine modifier:
●10+ means all PCs in earshot get a +2 going forward, or a +1 ongoing until the end of whatever short-term challenge they’re facing (you choose which). Your speech can be as long as you want, or can stop at any time, but that won’t change the inspiring effects.
●7-9 means all PCs in earshot get a +1 ongoing until the end of whatever's going on stops... but if your speech stops, the effect stops. long as the speech doesn’t stop, either.
●6 or below means the speech didn’t work, and it might even distract the PCs.
This move is for Holy Folks of any race:
Consecrate: When you perform rites of your faith to consecrate an item or a place, roll +Grit or +Rattle.
--On a 10+, the item or place comes with Hold 4.
--On a 7-9, the item or place comes with Hold 2.
Any time any character makes a roll while using the item, or in the place, they may spend 1 hold to gain +1 forward for that roll.
If the consecrated item is a weapon, a character may spend a hold when inflicting harm with it to treat the weapon as whatever the target is vulnerable to, if it happens to have a specific vulnerability or weakness.
If the consecrated thing is a place or area, then accursed beings will get a -1 on all damage rolls they give inside the area, and will take +2 damage while inside the area.
A character can only Consecrate one item at a time. On a miss, the Consecration fails, and you may not Consecrate any more items this session.
Anyone BUT a Fighter can take this move:
__ Hustle
When you try to get someone else to do something dangerous for you, roll +shine.
If they're PCs: on a 10+ they mark XP if they do it and take -2 forward if they don’t; on a 7-9, they only take -1 forward if they don't.
For NPCs, on a 10+ they’ll do it for free; on a 7-9, they want a little something extra.
ONLY Fighters may choose these moves:
<b>Fame and Infamy (costs 2 Character Creation Points)
</b>Word gets around about you, and you’re making a name for yourself. You start with 0 fame, but you’ll have chances to mark it. When you mark your fame to 4, mark XP and reset your fame back to 1. When you enter a civilized steading or start a session in one, roll +fame.
On a hit, someone in town has heard of you, and the GM will have em act appropriately. On a 10+, tell the GM who it is and what they’ve heard, and you gain +1 forward against em. On a 7-9, the GM decides. Good luck with that!
When you showdown against someone, roll +rattle. Each time you defeat a worthy opponent in a showdown (your call), mark your fame.
__ I’m Your Huckleberry (requires Fame and Infamy first)
When you enter a tense situation, roll +fame. On a 10+, hold 1+1. On a 7-9, just hold 1. Spend your hold to make eye contact with another person. That dude freezes or flinches and can’t take action until you break it off. If you held 1+1, when you spend your hold you also gain +1 forward against that person. On a miss, your enemies identify you immediately as their biggest threat.
__Fan Your Pistols When you deal harm, you deal +1 harm.
__Tough Customer: While you are injured, you gain +1 armor.
__ Fancy Shootin'
When you do something totally amazing with a weapon, say what it is you’re doing. If the GM agrees, roll +rattle. On a 12+, they’ll remember you forever; mark 1 xp. On a 10 or 11, people who see it are impressed. On a 7-9, choose one of these:
You don’t quite pull it off; something less amazing happens instead.
You pull it off, but it doesn’t go as planned (the GM will tell you what happens).
Someone looking to make a name for himself finds out about your feat.
__ In My Sights
When you open fire in a gunfight, add the following to your list of options:
You pin down your enemy; he can’t take actions for a minute.
You compromise your enemy’s position; until he does something about it your posse gains +1 ongoing and +1 harm ongoing against him.
--Tactics: When you attempt to gain a tactical advantage over an opponent, through advanced planning, careful positioning, roll 2d6 and add your Wits modifier.
●10+ means you choose 2 from the list below.
●7-9 means you choose 1 from the list below.
--Add +1 to damage given for the rest of this fight.
--Take -1 damage each time you take damage in this fight.
--Add +1 to hit someone else for the rest of this fight.
--Others get a -1 penalty toward hitting you for the rest of this fight.
●6 or below means you take -1 forward.
THUNDERHEART MOVES: These moves can be chosen by Thunderhearts ONLY:
__ Vision Quest
When you prepare a ritual herbal brew and consume it to peer through the mystical veil of the world, tell the GM about your current situation and your proposed solution, then roll +wits. On a 10+, you get the name and location of someone who can help you. On a 7-9, you get either the name or location. On a miss, someone else has a vision with their name, location, and the reason for your query, but you don’t.
__ Inward Eye (requires Vision Quest first)
When you undertake a vision quest, you can instead ask the GM a question about your current situation. Roll +wits. On a hit, the GM will answer your question and you gain +1 when acting on the answer. On a 10+, you get good, useful details. On a 7-9, you get only impressions.
__ Ghost in the Wind
When you need to make a getaway, roll +wits. On a hit, you’re gone. On a 10+, you left no trace that anyone can follow, even a tracking expert.
__ Brave
When you are trying to do something during a gunfight, you may roll +wits.
__ Sage Wisdom
When you use traditional wisdoms and folk insights to have dealings with someone, roll +wits instead of +shine.
__ Remedy
When you spend some time collecting special plants, you can prepare a poultice from 'em. Apply the poultice immediately to a wounded person. That person heals 2 damage.
__ Bountiful
While you’re in the wilderness, you can forage and hunt easily enough that you and your allies don’t need rations, so long as they eat light.
__ The Thunderbird
At sunrise and sunset when you’re in the wilderness, check the sky and tell the GM what the weather will be for the next while. It will be as you say.
This message was last edited by the GM at 20:15, Sun 16 Sept 2018.