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09:45, 19th April 2024 (GMT+0)

Great Responsibility: Move-Specific OoC thread.

Posted by EditorFor group 0
Editor
GM, 8 posts
Tue 3 Sep 2019
at 13:27
  • msg #1

Great Responsibility: Move-Specific OoC thread

Much of the time, it would be appropriate to discuss which specific Move you will be doing before you actually attempt it. This will also be where you asked What statistic you use for that specific move, if it isn't already obvious. By all means, feel free to confirm every move you making a post before making a post. It's not always obvious what you should be rolling in order to accomplish the objective, so this is the thread to consult in order to clarify what you're trying to achieve, and what Move you should be using to do it.
Editor
GM, 29 posts
Fri 27 Sep 2019
at 15:45
  • msg #2

Great Responsibility: Move-Specific OoC thread

BASIC MOVES

Here we go: the meat and potatoes of the game! Reference this list when you want to do something in the fiction. Feel free to ask questions or seek clarification in the Move-Specific OoC thread any time you want. Before every move you make, if you want to. This game, like other PbtA games, is about creating a shared fiction, and requires a dialogue that we all can take part in. Indeed, as you can see, several of the Moves do not have a defined attribute.

TAKE DOWN

Whenever you attempt to subdue an immediate threat, say how you do it and roll. The EIC will tell you which stat to add to the roll.
On a 10+, choose 3. On a 7-9, choose 2:
• Impose a Condition (choose once for Minor, twice for Moderate, three times for Critical)
• Take away an Advantage (choose twice)
• Force a change of location (choose once and the EIC picks where they go, choose twice and you do)
• Reduce the size of a mob by 1
• Take no harm in the doing

SEIZE CONTROL

Whenever you and another character struggle over a contested goal or objective, say how you outsmart, overpower, outmaneuver, or otherwise try to overcome them. The EIC will tell
you which stat to add to your roll. On a 10+, choose two. On a 7-9, choose one:
• You seize control over what was contested
• You prevent yourself from ending up at a disadvantage or in harm’s way
• You put your opponent at a disadvantage

PUSH

When you push your powers and concentrate to do something that is not on your Powers Profile sheet, first determine if the power falls under Simple, Difficult or Borderline, then
roll.
On a 10+, you do it and can add it to your powers profile if it’s not there already.
On a 7-9, you can do it, but the EIC will offer you an ugly choice or hard bargain in order to do so; you also take a Minor Condition if it was Simple, a Moderate Condition if it was
Difficult, or a Critical Condition if it was Borderline; and you cannot add it to your Powers Profile sheet.
On a 6-, you take a Condition as per a 7-9 and the EIC also makes a move.

SERVE AND PROTECT

When you stand in defense of someone or something when an imminent threat or danger befalls them, roll+Protect.
On a 10+, Hold 3. On a 7-9, Hold 1. As long as you continue to defend, spend 1 Hold to ...
• Redirect an attack to yourself
• Reduce the effectiveness of an attack or Condition (Reduce the level of severity for every Hold spent)
• Open up the attacker to an ally, giving that ally a bonus to take forward against the attacker (+1 for every Hold spent)
• Create or advance a Bond with the person you are protecting by one

USE ENVIRONMENT

When you use something from the environment to suit your purposes, the EIC will tell you one or more:
• It’ll break quickly; use it while you can
• It’s dangerous; the EIC will say how
• It’s particularly effective; the EIC will say how
• You can use it, but there will be a side effect; the EIC will tell you what it is.

DEFY DANGER

When you act despite an imminent threat or dig in to endure a danger that has befallen you, say how you deal with it and roll.
The EIC will tell you which stat to add to the roll.
On a 10+, you do what you set out to do and the threat doesn’t come to bear or you endure it.
On a 7-9, you can do it, but to do so the EIC will offer you a worse outcome, hard bargain, or ugly choice.

AID OR INTERFERE

When you help or hinder someone you have a Bond with, roll+Bond.
On a 10+, choose two.
On a 7-9, choose one, but there’s an obstacle to overcome first. You also expose yourself to
danger, retribution, or the EIC will offer you an ugly choice.
Choose two:
• You make an untenable position or course secure
• You avoid taking harm in the doing
• They take a +1 or -2 forward, your choice

EXAMINE

When you closely study a situation or person, roll+Investigate.
On a 10+, ask the EIC three questions from the list below.
On a 7-9, ask one. Either way, take +1 forward when acting on the answers.
• What happened here recently?
• What is about to happen?
• What danger should I be on the lookout for?
• What here is useful or important?
• Who’s really in control here?
• What here is not what it appears to be?


SPECIAL MOVES

These Moves are used in specific situations.

BURNOUT
You loose your full powers and put all you have into an attempt to save another. Roll+Bond.

On a 10+, you do something you’ve never done, but possible with your powers, tell the
table what it is and add it to your Powers Profile. After doing so, you’re hanging on by a thread and can do nothing but move and mumble a few words until you rest and recover (and now have 3 Critical Conditions); you may raise your Bond with them by 1 (if you Bond with them was negative, you may reset it to zero).
On a 7-9, as a 10+, but make the Last Chance move upon completion.
On a 6-, you do it, but you’re Dead for Now (make the Dead for Now move).

GATHER INTEL

When your leads dry up, take to whatever avenues are open to you and roll. If you
do it ...
• ... by shaking people down, roughing people up or with direct force, roll+Smash

• ... by going places you shouldn’t be, gaining access or being stealthy, roll+Maneuver

• ... by doing research, gathering your thoughts, debate or analysis, roll+Investigate
• ... by using your charm and social grace, roll+Influence
• ... by calling in favors and relying on Bonds, roll+Bond

On a 10+, ask one.
On a 7-9, your first-choice method comes up dry, you must enlist the aid of another PC or choose a different method.
On a 6-, you don’t find trouble, trouble finds you. The EIC will ask you questions about what you were up to and then tell you what trouble arises.

  • Who can tell me what I want to know?
  • Where can I find ?
  • What are the rumors about ?
  • Who is the most upset about...?
  • Who stands the most to gain from...?

FIT IN

During your downtime, when you are not in your heroic guise, you can attempt to live a normal life. This can improve or create a Bond. Decide which Bond you focus on, and roll+Bond.

10+, remove a number of Conditions equal to your Bond with that person and then raise your Bond with them by 1 after doing so.
On a 7-9, as a 10+ result but you have to deal with a danger threatening your mundane life
with the Bond involved. Begin framing and playing out the scene as usual, the EIC will jump in and add danger when they so choose.

LAST CHANCE

When you try to keep on going despite taking a fourth Critical Condition and someone close to you is in peril, roll.
On a 10+, you do it, you’re in a bad spot but you’re still alive and conscious with three
Critical Conditions.
On a 7-9, you do it, but you can only get up if you can keep your enemy talking (you must get them to reveal an answer to one question from the list) or if someone close to you is in peril.
On 6-, your fate is sealed and you have no control over what your enemies do to you and those you failed to protect. The EIC will tell you what happens as the darkness takes you ... you are Dead For Now.

  • What started them on their road to becoming a villain, what is their defining trauma?
  • How is their world view distorted and different from the norm?
  • Why are they upset with the status quo?
  • What will the status quo look like after they succeed, in their mind?
  • What connection do they have to you or any of the heroes?

DEAD FOR NOW

When you take a fourth Critical Condition and die, roll.
On a 10+, you will return next issue, having survived or been brought back somehow.
7-9, you will return a few issues later, but choose a complication from the list below.
On a miss, you are dead until the EIC chooses  to bring you back, with complications of
their choosing.
Editor
GM, 55 posts
Tue 8 Oct 2019
at 01:37
  • msg #3

Great Responsibility: Move-Specific OoC thread

This Post was originally made by Amber's player in P1 Prime:

Amber:
Amber rolled 7 using 2d6+1.  Roll to Aid.  - I believe you add in the bond, like that?   

* * * * * *

Barbara had been reflecting on various things - some critical, others not -  when her thoughts were abruptly disrupted, first by light, and then by sound.

She needed no especial training to immediately grasp this situation.

Almost instinctively, she focused her will on the ancient, mystic band that adorned the finger of one hand.    Its namesake amber light instantly began to emanate; soft, constant, and steady.

She'd used it to create shields of force, able to bounce machine gun fire, any number of times.    Something like a flak gun?   She wasn't sure --   but, her immediate thought was that this was quite probably the time to find out ...

* * * * * *

Okay -  let's say I did want to try and force shield the plane.    Would we be talking - Protect & Serve --  backed by the Protect stat --    or would this be a Push situation?     She's done a lot of force shields in the past, but not against this sort of a weapon.         


In this case, the correct move (judgement call on behalf of GM, after reading your powers profile) would be a Push move. So far, your character has not demonstrated the ability to shield an entire vehicle or to resist flak fire. Either would be an appropriate expansion of your Powers Summary. Pick which you are attempting and roll Push.

You can keep the 7 if you want.
This message was last edited by the GM at 01:39, Tue 08 Oct 2019.
Amber
Prime, 14 posts
British archaeologist
Ring wielder
Tue 8 Oct 2019
at 02:40
  • msg #4

Great Responsibility: Move-Specific OoC thread

Based on what I've read, I've decided not to do this.     Don't think it's the best time to Push, right here.     Will post something else tomorrow.
Centipede
Prime, 16 posts
Assassin trained
Peace aimed
Tue 8 Oct 2019
at 14:10
  • msg #5

Great Responsibility: Move-Specific OoC thread


Interesting, I forgot all about the Push mechanic.  So my guy is an infiltrator.  If he planned the route to infiltrate Germany, was it possible to do a PUSH on that investigate roll I made before, so that one of his abilities is to plan routes for units or vehicles or something along those lines?

Definitely not asking for a retcon, I’m just curious.
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