Rules discussion.   Posted by Lion-Turtle.Group: 0
 GM, 2 posts
 Powerful Beyond Measure
Fri 7 Jul 2017
at 02:31
Rules discussion

Speak Honorably (+Natural)

When you speak honorably to persuade, convince, or manipulate
an NPC, tell the MC what you want and roll +Natural. On a 10 or
greater, you get what you want and can Tag the NPC as long as you
promise them something theyíll get in return. On a 7, 8, or 9, you get
what you want but there are immediate and troublesome strings
When used against another player character, roll +nothing. If they
Respect you, add +2. On a 10 or greater, both of the following apply.
On a 7, 8, or 9, choose just one:
~ If they promise to do what you want, they gain a point of Chi.
~ They must Stand Fast to deny you.

Meditate (+Natural)

When you spend time in uninterrupted contemplation, say what
youíre thinking about and roll +Natural. On a 10 or greater, declare a
detail about that subject to be true. On a 7, 8, or 9, the MC declares a
relevant detail about the subject.

Act Dishonorably (+Hot)

When you act in a threatening way to get what you want, roll +Hot.
On a 10 or greater, they need to choose whether to give in or face
your wrath. On a 7, 8, or 9, you might not get what you want, but
youíve pushed them to: (MC chooses 1)
~ Escalate with a counter-proposal.
~ Flee in cowardice.
~ Provide what they think you want.

Commit Open Violence (+Hot)

When you strike out violently with intent to kill or incapacitate, roll
+Hot. On a 10 or greater, your attack is successful; Tag the target
appropriately. On a 7, 8, or 9, choose one:
~ You donít Tag them.
~ Youíre left in a disadvantageous position.
~ Youíre left open to their counterattack.

Stand Fast (+Solid)

When you act in reaction or under pressure, roll +Solid. On a 10 or
greater, you do it, no problem. On a 7, 8, or 9, the MC will offer you a
tough choice, hard bargain, or dangerous outcome.

Observe Carefully (+Keen)

When you pay close attention to something, whether it be a person
or a situation, roll +Keen. On a 10 or greater, ask 3 questions from
the list below. On a 7, 8, or 9, ask only 1. After you hear the answers,
you can add a Tag or Environment Tag describing the situation.
~ What do I need to do to be at an advantage here?
~ What here is not as it appears to be?
~ What is about to happen?
~ What should I be watching for?
~ Who is in control here?

Move With Intention (+Fluid)

When you move deliberately to gain a position of strength, roll
+Fluid. On a 10 or greater, choose 2 of the following. On a 7, 8, or 9,
only choose 1.
~ Add 1 to your next roll.
~ Add an Environment Tag to the scene.
~ Place a Tag on the target youíre gaining a position on.
~ Youíre safe from imminent attack.
If used against another player character, add this option to the list:
~ The target needs to Stand Fast to act against you.


When you help another player characterís Move, roll +nothing. If
they Respect you, add +2 to the roll. On a 10 or greater, add +2 to the
other player characterís Move. On a 7, 8, or 9, the same, but you get
yourself in trouble in the process.
Always make this Move before the Helped character rolls the dice.
Chi and Oath Moves

This message was last edited by the GM at 01:11, Sun 09 July 2017.

 GM, 3 posts
 Powerful Beyond Measure
Fri 7 Jul 2017
at 03:25
Rules discussion

Chi comes from a variety of places. Players can:
~ Roll a 6 or less on a Move.
~ Fulfill an Oath.
~ Cause trouble or tension by roleplaying to their Chakras.
~ Some playbook moves provide other ways to gain Chi.

Use the scratchpad to keep track of your chi!

Chi can be spent by players in two main ways. Players can:
~ Give 1 Chi to the MC to upgrade a Move result from a ď6 or lessĒ
result to a ď7, 8, or 9Ē result, or upgrade from a ď7, 8, or 9Ē result to
a ď10 or greaterĒ result, so long as they are taking advantage of
one of the targetís Tags or a relevant Environment Tag.

If a person wants to use chi to improve a roll, just mention after the roll and how you can take advatahr of a tag.

~ Spend 5 Chi to pick an option from their playbookís
Improvement list.

This message was last edited by the GM at 21:32, Sat 08 July 2017.

 GM, 4 posts
 Powerful Beyond Measure
Fri 7 Jul 2017
at 03:27
Rules discussion
Oaths and Respect

Characters in Legend of the Elements are bound to each other by
Oaths, promises to other characters to do something. A few Oaths
are established at the end of character creation when players fill
out their Backstory, and they will make other Oaths in play through
conversation or as the result of Moves such as Speak Honorably.

When Oaths are fulfilled, the person the Oath was made to gains
Respect for the fulfilling character. Respect is a binary state; you
either have someoneís Respect or you do not. When a character
Respects another, it makes it easier for them to work together.
Respect isnít necessarily mutual, it can be in one direction.

When an Oath is made, the promising character writes it down
under Oaths, including to whom the Oath was made.

When an Oath is fulfilled, the character it was made to now
Respects the fulfilling character. The fulfilling character gains 1 Chi.

When an Oath is broken, the oath-breaker rolls the associated Move.
Respect can also be won or lost as a result of the narrative
conditions, but to avoid trivializing the mechanic it should only be
changed if there is a drastic change in the nature of the relationship
of the characters.

Mechanically, it is more important for each player to keep track of
who Respects their character, but they should also track who they
Respect as well. There is a place on the playbooks for both. In
general, Respect is mostly important when an Oath needs to be
broken or when Helping another character. As this is not helpful
with regard to MC characters, their Respect can instead be spent to
improve a Moveís result against them. When spent, the Move result
upgrades one tier, in the same way as when Chi is spent to upgrade

When you make an oath, write it, and who it is to, down in the scratchpad.
When you fulfill an Oath to someone, they now Respect you and you
gain 1 Chi.

When you break an Oath to someone, roll +nothing. If they Respect
you, add +2 but they no longer Respect you. On a 10 or greater,
nothing more than that happens, though you arenít exempt from
the personal consequences of going back on your word. On a 7, 8, or
9, choose 1:
~ They intuitively know you broke the Oath, regardless of where
they are, and immediately act on that knowledge.
~ You must make a new Oath to them to try and redeem yourself.
~ You also lose the Respect of someone else who knows you broke
your promise

This message was last edited by the GM at 22:35, Mon 17 July 2017.

 GM, 13 posts
 Powerful Beyond Measure
Fri 7 Jul 2017
at 07:30
Rules discussion

Tags are small descriptive words or phrases that are applied to
characters, and Environment Tags are phrases describing the state
of a location. They neednít be witty or concise, though itís easier to
keep track of simple Tags. Many moves apply Tags, and using Chi
to improve Move results relies upon them. However, they are not
purely mechanical in nature.

In one sense, Tags do nothing on their own. They have no
mechanical weight outside of using Chi to take advantage of them.
They donít change the numbers at all until Chi is spent.

However, mechanical weight isnít the only important type of weight
in Legend of the Elements. All the mechanics in the game flow from the
fiction, and Tags are fictionally binding. If a soldier has the Trapped
In Ice Tag, just because the numbers havenít changed doesnít mean
the MC can just describe them breaking free and running. Theyíre
trapped, after all! The MC would need an opportunity to use one of
the MC Moves to have that soldier break free.

Similarly, with some moves it would make sense to apply lethal
Tags. For example, if the Warrior swung his battle-axe and rolled a
10 on their Commit Open Violence roll, it makes perfect sense that
they could apply the Mortally Wounded Tag or even the Dead Tag.

Thatís how MC characters are taken out of the action, not by any loss
of a mechanical resource but when they fictionally arenít
participating any more.

Removing Tags is simple and not mediated mechanically. When it
no longer makes sense narratively for a Tag or Environment Tag to
apply, remove it. When an MC Move involves the soldier Trapped In
Ice being broken out by his friends and rejoining their ranks, that
Tag no longer makes sense and can no longer be taken advantage of.
 GM, 16 posts
 Powerful Beyond Measure
Fri 7 Jul 2017
at 08:05
Rules discussion
Player Tags and Fortune

Players can get Tags too! However, itís a little more involved than
with MC characters so player characters donít get sidelined by a
single action. As a matter of protection for player charactersí
agency, a player characterís first Tag is Mild
in scope, their second Moderate, and their third Severe.

Mild Tags
should not greatly restrict the sorts of actions a character can take.
Severe Tags can be powerful enough to remove a character from the
action. However, MCs should never kill a player character unless the
player consents to it as the most interesting and dramatic event.

Tags neednít be physical states! Distracted or Angry are just as
legitimate as Tied Up or On Fire.
If it helps, consider Mild, Moderate, and Severe to be prefixes on
whatever Tag is being applied.

The MC cannot take advantage of player characterís Tags the same
way players can. On player characters, Tags are just narrative. They
donít provide any mechanical penalty to making Moves.

All characters have a Fortune value, determined by their playbook,
and increased by certain Moves. At any time a player character
would be Tagged, they can spend 1 Fortune to ignore the Tag.
Whatever action was happening still happens, but they arenít bound
by the Tag and can narrate around it however they feel.
Fortune is restored to maximum at the beginning of each session.