RolePlay onLine RPoL Logo

, welcome to Some Princes/Princesses of Amber: a PbtA game

01:40, 25th April 2024 (GMT+0)

COOL MOVES A PERSON COULD TAKE WHEN THEY LEVEL UP.

Posted by The GMFor group 0
The GM
GM, 1142 posts
Wed 3 Feb 2021
at 00:12
  • msg #1

COOL MOVES A PERSON COULD TAKE WHEN THEY LEVEL UP

LIST OF COOL MOVES A PERSON COULD TAKE WHEN THEY LEVEL UP (in addition to raising one stat):

(A growing work/list in progress)


--Tactics: When you attempt to gain a tactical advantage over an opponent, through advanced planning and/or careful positioning, roll 2d6 and add your INT 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.



--Now I'm Mad: Each time you take damage, take +1 forward. (But not +1 per hp lost! Just each time you take fresh damage, you take +1 on your next roll.)



--Experienced Steed: You get an experienced steed (or finish training a steed). When you use the Move Through Shadows move while mounted on this steed, count a result of 6 as a 7 instead. Note: if anything ever directly puts your steed in danger in your presence, you take -1 ongoing on anything you do that isn't "trying to save/protect your steed" until that danger has passed (whether successfully or unsuccessfully). If anything DOES ever happen to your steed, you may train a new steed to be your Experienced Steed in just a couple of days of downtime.


--I AM OF THE BLOOD OF OBERON: When you are dealing with a person or being who'd already heard of Amber before they met you, you may add +1 to your CHR rolls if you're trying to intimidate or inspire them. If you roll a 10 or higher on said roll, you may also take +1 forward on your next roll involving that person/being.


--It's Nice When Families Do Things Together: When you roll to directly help someone else descended from Oberon (or Dworkin, I guess?) (but not just saving yourself) during an actively dangerous situation, you may add 1 to your roll.

Note: You may also add 1 to your roll to do something that you know a specific person you know (who is not present) who's descended from Oberon (or Dworkin, I guess?) would want you to do IF it's NOT also something you want to do... "UGH i don't really want to save this jerk, but I know it's what Jade would want me to do if she were here, so I guess I will..."
This message was last edited by the GM at 16:28, Thu 04 Feb 2021.
The GM
GM, 1147 posts
Thu 4 Feb 2021
at 15:27
  • msg #2

COOL MOVES A PERSON COULD TAKE WHEN THEY LEVEL UP

-

--This Is Like A Story I Heard Once: When you encounter something or hear about something (an animal, a plant, a place, a building, a person, a concept, some kind of magical thing, whatever) that's new to you//you haven't heard about before, you may say "Oh, that's kind of like a thing we have back in the Shadow I was raised in," or "Oh, that's like a story we have back in the Shadow I was raised in," and explain why you think so (it could be totally wrong), and roll INT.

--6 or lower: take -1 forward on your next two rolls that involve that thing.

--7 to 9: The GM will tell you one extra interesting and/or useful piece of information about that thing OR will allow YOU to make up one extra interesting and/or useful piece of information about that thing (and it will be true, or almost totally like you say). Take +1 forward on your next roll that involves that thing.

--10 or higher: The GM will tell you one extra interesting and/or useful piece of information about that thing OR will allow YOU to make up one extra interesting and/or useful piece of information about that thing (and it will be true, or almost totally like you say). Take +2 forward on your next roll that involves that thing, and +1 forward on your next roll after that that involves that thing.


--At Home, Being This Awesome Is Normal: The first time you make a roll after entering a Shadow that is not Amber, take an extra +1 forward. (Note: this can happen more than once. If you use this move on Earth, and go away, and return to Earth later, you can use it again. It's not once-per-Shadow). If you fail that roll with a result of 6 or less, take 1 EXTRA xp.


--I Said What I Said: When you make good on a promise or a vow that required exposing yourself to actual danger, get 1 extra xp, and take +1 forward.


--Then You Can Start To Make It Better: Once a day (game day, not real life day), when you successfully comfort someone who's sad or upset (someone else, not yourself), you can take +1 forward on your next roll.
This message was last edited by the GM at 15:56, Thu 04 Feb 2021.
The GM
GM, 1204 posts
Sat 13 Feb 2021
at 18:11
  • msg #3

COOL MOVES A PERSON COULD TAKE WHEN THEY LEVEL UP

-
--Watch Me, Neigh Neigh: Those taking this move have deepened their spiritual connection to The Unicorn (or, as they know her in Rebma, The Narwhal).

FIRST: Say how you perceive the Unicorn (or, as they know her in Rebma, The Narwhal):

I see The Unicorn (or, as they know her in Rebma, The Narwhal) as a being:

(choose one of the following)

...of Light and Revelation
...of Wise Judgement
...of Nature
...of Magic
...which cares about Defending the Downtrodden and Forgotten


THEN: Say how you feel the Unicorn (or, as they know her in Rebma, The Narwhal) wishes to be propitiated:

(choose one of the following)

--Your faith values the sanctity of suffering, add Petition: Suffering
--Your faith has important sacrificial rites, add Petition: Offering
--Your faith values the importance of trial by combat, add Petition: Personal Victory
--Your faith should be spread far and wide, add Petition: Conversion

--Divine Guidance (this is not a separate move, but just a part of the above move): When you petition the Unicorn (or, as they know her in Rebma, The Narwhal) according to the key precept of your faith, you are granted some useful knowledge or boon related to how you perceive the Unicorn (or, as they know her in Rebma, The Narwhal). The GM will tell you what that useful knowledge or boon is.

(*Petition: Suffering: you take significant damage while trying to further the values of the Unicorn (or, as they know her in Rebma, The Narwhal)
*Petition: Offering: you give up to the Unicorn (or, as they know her in Rebma, The Narwhal) something truly valuable as an offering
*Petition: Personal Victory: You defeat a worthy or dangerous opponent with zero or little help from others
*Petition: Conversion: You convert someone not already of the faith to sincerely and devoutly honoring the Unicorn (or, as they know her in Rebma, The Narwhal) from now on)
This message was last edited by the GM at 23:36, Sat 13 Feb 2021.
Sign In