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04:32, 20th April 2024 (GMT+0)

MOVES.

Posted by The GMFor group 0
The GM
GM, 42 posts
Thu 8 Aug 2019
at 16:42
  • msg #1

MOVES




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+Forceful. (Unless using a weapon with the Precise tag, in which case Agile.)
✴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 +Agile.

✴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, and you run out of ammo or battery power or whatever





Defend
When you stand in defense of a location, item, or person (including yourself), roll +Forceful.

On a 10+, hold 3.
On a 7-9, hold 1.

As long as you stand in defense, when you or the thing you defend is attacked, you may spend your hold, 1-for-1, to choose an option from the list below:

■ Redirect the attack from who/what you're guarding to yourself.
■ Halve the attack’s effect or damage.
■ Grant an ally +1 forward against this enemy.
■ Deal half your damage (rounded up).
■ Hold them back
■ Draw all attention from your ward to yourself

When you go on the offense, cease to focus on defense, or the danger passes, lose any Readiness that you hold.




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



Rest
When you settle in to rest, consume a ration (unless you're getting a meal from somewhere else). If you’re somewhere dangerous decide the watch order as well. If you have enough XP you may level up. When you wake from at least a few uninterrupted hours of sleep, heal damage equal to half your max HP.

Staying a night in an inn or house is making camp, too. Regain your hit points as usual, but only mark off a ration if you’re eating from the food you carry, not paying for a meal or receiving hospitality.



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).



Recover
When you do nothing but rest in comfort and safety after a day of rest you recover all your HP. After three days of rest you remove one debility of your choice. If you’re under the care of a healer (scientific or otherwise) you heal a debility for every two days of rest instead.


Aid: Any time you are in a scene with another PC and you roll a 12 or higher, you can give another PC +1 on their next roll!
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