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MOVES.

Posted by The GMFor group 0
The GM
GM, 5 posts
Fri 24 Aug 2018
at 18:28
  • msg #1

MOVES

Basically, when you want to do something:
--Roll 2d6 plus any applicable bonus or penalty
--On a 10 or higher, it works like you want
--On a 7, 8, or 9, it works sort of//partially like you wanted, but with a complication
--On a 6 or lower, it doesn't work like you wanted, and things probably got worse.

Examples:

Attack
When you attack an enemy in melee, roll+Str. (Unless using a weapon with the Precise tag, in which case Dex.)
✴On a 10+, you deal your damage to the enemy and avoid their attack. At your option, you may choose to do an extra 1d6 damage but risk exposing yourself to enemy attack.
✴On a 7–9, you deal your damage to the enemy and the enemy makes an attack against you.
✴On a 6 or below, you don't damage them, and there may be a consequence for you...


Shoot
When you take aim and shoot at an enemy at range, roll+Dex.
✴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
--You have to take several shots, reducing your ammo by one




Special Moves
Special moves are moves that come up less often or in more specific situations.



Rest
When you rest for a few hours (at least 4), you may roll 2d6 plus your Constitution modifier.
--10 or better: You get 2d4+1 HP back.
--7-9: You get 1d4+1 HP back.
--6 or lower: you get 1 HP back.


Level Up
When you have downtime (hours or days) and XP equal to (or greater than) your current level+7, you can reflect on your experiences and hone your skills.

--First, subtract your current level+7 from your XP.
--Next, increase your level by 1.
--Next, choose one of your stats and increase it by 1 (this may change your modifier). Changing your Constitution increases your maximum and current HP. Ability scores can’t go higher than 18 (at least not permanently/naturally. Temporarily, maybe).




Travel Through Shadow: roll plus your Perception modifier.
10 or higher: you arrive where you meant to arrive or find what you meant to find.
7-9: you arrive at a place like your intention, but not the same thing.
6 or less: before you even get to where you wanted to get, you run into trouble, and/or it turns into a Hellride. Hellrides are noticeably more dangerous.

If you are riding a steed, or in a vehicle someone else is driving, you get +1.
If you have plenty of time, and you're not in annnnny hurry, you get +1.
If someone else is actively trying to stop you, -1 or -2.
If you're in a terrible hurry, -1. SYNONYMOUS WITH: Hellride rolls: -1.

The GM may decide that, depending on where you want to go//how hard to find what you're looking for is, you might get a -1 penalty... or that it might just start out as a Hellride.
This message was last edited by the GM at 16:46, Thu 17 Dec 2020.
The GM
GM, 12 posts
Sat 1 Sep 2018
at 17:35
  • msg #2

MOVES


For spellcasting PCs only:


Cast A Spell
When you unleash a spell, roll 2d6 and then add your Willpower modifier:

• On a 10+ the the spell is successfully cast, and you may cast it again, later (the next round, if you want).

• On a 7 through 9, the spell is cast, but choose one:
--You draw unwelcome attention or put yourself in a spot. The GM will tell you how.
--Your casting wears you out a little; take -1 ongoing to cast any spell until the next time you rest for at least an hour.
--After it is cast, you cannot cast that particular spell again until you rest for at least an hour.
--The spell is somehow less effective than it was supposed to be, or has some other unexpected side effect (the GM will tell you exactly what).

• On a 6 or below, the spell is cast, but the GM will choose one:
--You draw unwelcome attention or put yourself in a spot. The GM will tell you how.
--Your casting wears you out a little; take -1 ongoing to cast any spell until the next time you rest for at least an hour.
--After it is cast, you cannot cast that particular spell again until you rest for at least an hour.
--The spell is somehow less effective than it was supposed to be, or has some other unexpected side effect (the GM will tell you exactly what).
The GM
GM, 287 posts
Mon 25 Mar 2019
at 19:01
  • msg #3

MOVES


CONJURE is basically a lot like Cast a Spell...

When you have somewhere between several seconds to a few minutes, roll 2d6 and then add your Willpower modifier...

(Depending on what you are trying to get, the GM may add an additional modifier for how hard/easy it will be to find.)

• On a 13+ the the conjuring is extra-successful-- what you get is practically perfect for your needs, and you may conjure again, the next chance you get (the next round, if you want and if nothing's interfering with you).

• On a 10-12 you get what you want, or something good enough. You may conjure again, the next chance you get (the next round, if you want and nothing's interfering with you).

• On a 7 through 9, what you get is less useful than it was supposed to be, or has some other unexpected side effect (the GM will tell you exactly what)... The GM may also ask you to choose one:
--You draw unwelcome attention or put yourself in a spot. The GM will tell you how.
--Your conjuring wears you out a little; take -1 ongoing to cast any spell until the next time you rest for at least an hour.
--After it is done, you cannot conjure again until you rest for at least an hour.
--What you get is less useful than it was supposed to be, or has some other unexpected side effect (the GM will tell you exactly what).

• On a 6 or below, what you get is less useful than it was supposed to be, or has some other unexpected side effect (the GM will tell you exactly what)... The GM may also choose one of these:
--You draw unwelcome attention or put yourself in a spot. The GM will tell you how.
--Your conjuring wears you out a little; take -1 ongoing to cast any spell until the next time you rest for at least an hour.
--After it is done, you cannot conjure again until you rest for at least an hour.
--What you get is less useful than it was supposed to be, or has some other unexpected side effect (the GM will tell you exactly what).
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