STATS AND MOVES:   Posted by The GM.Group: 0
The GM
 GM, 6 posts
Sat 28 Nov 2020
at 17:48
STATS AND MOVES:


The Stats:

--Forceful = tough and strong
--Agile = agile and/or Sneaky
--Insightful = noticing things, remembering things, and figuring things out
--Charming = fast talkers and/or leaders
--Confident = doing things confidently and/or with focused concentration (like using The Force)


So to make your own character, distribute these scores: +2, +1, 0, 0, -1
Forceful:
Agile:
Insightful:
Charming:
Confident:




Read a Person:
When you Read a Person while interacting with them, roll with Insightful. On a 10+, ask their
player (or the GM for NPC’s) 2 questions from the list. On a 7-9, ask 1:
 What’s your character not telling me?
 What’s your character really feeling?
 What does your character intend to do about ___?
 What does your character want me to do?
 How could I get your character to ___?
 Advanced: On a 12 +, ask any 2 questions, not limited to the list.


Check Out The Scene:
When you take a moment to Check Out The Scene, roll with Insightful. On a 10+, ask the GM
2 questions from the list. On a 7-9, ask 1. When you act on the answers, take a +1 to the
rolls.
 What’s happened here recently?
 What should I be on the lookout for?
 What’s the best way ___?
 What am I missing here?
 What’s my greatest opportunity here?
 What here can I use to ___?
 Advanced: On a 12+, ask any 2 questions, not limited to the list.



Apply Leverage
When you Apply Leverage (political, financial, physical, or flirtatious) on someone to get them to do what you want, roll with Suave. On a 10+, they’ll do it for little to no cost. On a 7-9, they’ll do it, but only after you agree to something big and provide concrete assurances.
* Advanced: On a 12+, they will do what you want and help you see it to its end.

BRIBES:
When you bribe someone with 1-cred, it counts as applying leverage and hitting the roll with an extra +1 (max of +2).


Put The Word Out:
When you spend cred and put the word out that you’re looking for something, roll with the cred spent (max of 3). On a 10+, it comes to you, no strings attached. On a 7–9, it comes to you, or something pretty close. On a miss, it comes to you, but with strings very much attached.

Hit The Duracrete:
When you check in with a contact, shop for something special, or go around asking questions, roll with Charming. On a hit, you find what you’re looking or near enough. On a 7-9, it comes with strings attached. On a miss, you find yourself in a very tight spot.


Stand In Defense:
When you Stand In Defense of a person, place or thing, roll with Forceful. On a hit, you protect it from harm, suffering in its place. On a 10+, choose 2. On a 7-9, choose 1:
- You suffer little harm
- You inflict harm on your attackers
- You see it/them to safety
- Your efforts inspire or frighten others
* Advanced: On a 12+, choose all 4, then choose 1 and double its effect.

Go In Blazing:
When you Go In Blazing, roll with Forceful. On a hit, inflict harm and suffer harm in return. On a 10+, choose 2. On a 7-9, choose 1:
- You inflict terrible harm
- You don’t find yourself in a tight spot
- You suffer little harm
- You take something from your opposition
* Advanced: On a 12+, choose all 4.


SHOOT:
When you take aim and shoot at an enemy at range (or throw something), 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 (but you'll do at least 1 damage)
--You have to take several shots, reducing your ammo by one

Volley covers the entire act of drawing, aiming, and firing a ranged weapon or throwing a thrown weapon. The advantage to using a ranged weapon is that the attacker is less likely to be attacked back than in up-close combat. They do have to worry about ammunition and getting a clear shot, though.

On a 7–9, read “danger” broadly. It can be bad footing or ending in the path of a sword or maybe just giving up your sweet sniper nest to your enemies. Whatever it is, it’s impending and it’s always something that causes the GM to say “What do you do?” Quite often, the danger will be something that will then require you to dedicate yourself to avoiding it or force you to defy danger.

If you’re throwing something that doesn’t have ammo, you can’t choose to mark off ammo. Choose from the other two options instead.




Defy Danger:
When you act despite an imminent threat or suffer a calamity, say how you deal with it and roll. If you do it
--by powering through or enduring, +Forceful
--acting fast, +Agile
--with quick thinking, +Insightful
--using charm and social grace, +Charming
--through intense concentration and/or willpower, +Confident

On a 10+, you do what you set out to, the threat doesn’t come to bear.

On a 7–9, you stumble, hesitate, or flinch: the GM will offer you a worse outcome, a hard bargain, or an ugly choice.

You defy danger when you do something in the face of impending peril. This may seem like a catch-all: it is! Defy danger is for those times when it seems like you clearly should be rolling but no other move applies.

Defy danger also applies when you make another move despite danger not covered by that move. For example, hack and slash assumes that’s you’re trading blows in battle—-you don’t need to defy danger because of what you’re fighting unless there’s some specific danger that wouldn’t be part of your normal attack. On the other hand, if you’re trying to hack and slash while spikes shoot from hidden traps in the walls, those spikes are a whole different danger.

Danger, here, is anything that requires resilience, concentration, or poise. This move will usually be called for by the GM. He’ll tell you what the danger is as you make the move. Something like “You’ll have to defy danger first. The danger is the steep and icy floor you’re running across. If you can keep your footing, you can make it to the door before the stormtroopers manage to hit you.”



Heal Up:
When you have the chance to rest and Attempt to Heal Wounds without the aid of a PC who might be able to heal, roll with Forceful. On a 7 or better, you heal 1d4. On a 10+, the GM will choose 1. On a 7-9, the GM will choose 2:
* You’ll be in and out of consciousness for the next 24 hours
* Your injuries require the aid of a professional, pharmaceutical, mystical, or medical; pay them 1-cred
* You’re incapacitated for the next 8 hours-- doing anything other than lying down involves a -1 roll.
* You’ll require constant monitoring and care from someone competent for the next 36 hours Any wounds left over heal at a rate decided by the GM on a case-by-case basis. When you Take it Easy for a While, heal HP at a rate of 1 per hour.



AID:
--When you help another character, roll a d6; they can use this roll in lieu of one of their own roll's dice. (If more than one player helps them, they can only keep the best 1 die from amongst all dice rolled). You are exposed to any risks, consequences or costs of their move, even if they didn’t use your die.

--If you roll a 1, the GM will probably put you at risk, make trouble for you, or make things worse in general, even if the GM can't think of any way for you to share the same problems as the character you tried to help.



TAKE WATCH:
When you take watch and something approaches, roll+Insightful.
--On a 10+, you notice in time to alert everyone and prepare; everyone in the camp takes +1 forward.
--On a 7-9, you’re a few moments too late; you manage to alert everyone, but nobody has time to prepare. They have weapons and armor but little else.
--On a miss, whatever lurks outside the campfire’s light has the drop on you.


--Inspire the Team:
When you inspire the team with encouraging leadership, roll +Charming, or if you do it with commanding tactical orders, roll +Confident.

On a 10+ choose both of these; on a 7-9 choose 1:

----No one got distracted and missed something important
----Everyone else on your team takes +1 Forward




Special Moves:

--Level Up:
Anytime
you roll and get a result of 6 or lower, you get 1 xp. When you have an amount of xp equalling 4 plus your level, and you Rest, you can also Level Up, which means you may either add a point to a stat, or else you can add a new special ability (with GM approval) (or possibly improve one you already have-- talk to the GM about it).


--So You Just Lost All Your HP...
When your HP drops to less than 1, roll +Forceful.

✴On a 10+, you’re not dead-— yes, you’re in a bad spot, but you’re still alive for now.
✴On a 7–9, Take one Dark Side point, and stabilize, or refuse, and die (there may be a way for your friends to bring you back later, though).
✴On 6-, you have no choice. You’ll cross over soon. The GM will tell you exactly when (in other words, you may die instantly, or you may get to attempt to do one more cool and/or heroic thing first-- it depends on the circumstances.


If your PC dies, just get a new one... but...

--They Just Can't REALLY Be Dead...!
When you're willing to do (almost) anything to bring a fellow hero back from the dead, tell the GM you want to use this move. The GM will give you one to five of the following conditions (his pick, not yours):
--It’s going to take days/weeks/longer
--First you must (DO SOMETHING SPECIFIED BY THE GM)
--You’ll need help from (SOMEONE SPECIFIED BY THE GM (MAYBE AN ENEMY!))
--It will require a lot of money
--The process of bringing them back will be unreliable (may involve a dice roll)
--The process of bringing them back must be done at a certain place and/or time
--You and your allies will risk danger from (SOMETHING SPECIFIED BY THE GM)
--You’ll have to get (SOMETHING SPECIFIED BY THE GM) disenchanted to do it
--The process of bringing them back may be risky (they could come back... weird different)

When and if all of these conditions are met, the PC (...or a VERSION of the PC, MUAH-HAH-HAH) will come back.

If the player still wants to play that PC after they come back, then they may either play two PCs, or they can "retire" whomever they've been playing in the meantime.

If the player doesn't want to play that PC anymore, then the back-from-the-dead PC can "retire," or can go off on a personal quest (maybe come back if the newer PC gets killed), or the GM can play them as an NPC, or whatever.

This message was last edited by the GM at 19:31, Sat 28 Nov 2020.

The GM
 GM, 7 posts
Sat 28 Nov 2020
at 18:00
Re: STATS AND MOVES:
The GM:
Read a Person:
When you Read a Person while interacting with them, roll with Insightful. On a 10+, ask their
player (or the GM for NPC’s) 2 questions from the list. On a 7-9, ask 1:
 What’s your character not telling me?
 What’s your character really feeling?
 What does your character intend to do about ___?
 What does your character want me to do?
 How could I get your character to ___?
 Advanced: On a 12 +, ask any 2 questions, not limited to the list.


Check Out The Scene:
When you take a moment to Check Out The Scene, roll with Insightful. On a 10+, ask the GM
2 questions from the list. On a 7-9, ask 1. When you act on the answers, take a +1 to the
rolls.
 What’s happened here recently?
 What should I be on the lookout for?
 What’s the best way ___?
 What am I missing here?
 What’s my greatest opportunity here?
 What here can I use to ___?
 Advanced: On a 12+, ask any 2 questions, not limited to the list.



Apply Leverage
When you Apply Leverage (political, financial, physical, or flirtatious) on someone to get them to do what you want, roll with Suave. On a 10+, they’ll do it for little to no cost. On a 7-9, they’ll do it, but only after you agree to something big and provide concrete assurances.
* Advanced: On a 12+, they will do what you want and help you see it to its end.

BRIBES:
When you bribe someone with 1-cred, it counts as applying leverage and hitting the roll with an extra +1 (max of +2).


Put The Word Out:
When you spend cred and put the word out that you’re looking for something, roll with the cred spent (max of 3). On a 10+, it comes to you, no strings attached. On a 7–9, it comes to you, or something pretty close. On a miss, it comes to you, but with strings very much attached.

Hit The Duracrete:
When you check in with a contact, shop for something special, or go around asking questions, roll with Charming. On a hit, you find what you’re looking or near enough. On a 7-9, it comes with strings attached. On a miss, you find yourself in a very tight spot.


Stand In Defense:
When you Stand In Defense of a person, place or thing, roll with Forceful. On a hit, you protect it from harm, suffering in its place. On a 10+, choose 2. On a 7-9, choose 1:
- You suffer little harm
- You inflict harm on your attackers
- You see it/them to safety
- Your efforts inspire or frighten others
* Advanced: On a 12+, choose all 4, then choose 1 and double its effect.

Go In Blazing:
When you Go In Blazing, roll with Forceful. On a hit, inflict harm and suffer harm in return. On a 10+, choose 2. On a 7-9, choose 1:
- You inflict terrible harm
- You don’t find yourself in a tight spot
- You suffer little harm
- You take something from your opposition
* Advanced: On a 12+, choose all 4.


SHOOT:
When you take aim and shoot at an enemy at range (or throw something), 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 (but you'll do at least 1 damage)
--You have to take several shots, reducing your ammo by one

Volley covers the entire act of drawing, aiming, and firing a ranged weapon or throwing a thrown weapon. The advantage to using a ranged weapon is that the attacker is less likely to be attacked back than in up-close combat. They do have to worry about ammunition and getting a clear shot, though.

On a 7–9, read “danger” broadly. It can be bad footing or ending in the path of a sword or maybe just giving up your sweet sniper nest to your enemies. Whatever it is, it’s impending and it’s always something that causes the GM to say “What do you do?” Quite often, the danger will be something that will then require you to dedicate yourself to avoiding it or force you to defy danger.

If you’re throwing something that doesn’t have ammo, you can’t choose to mark off ammo. Choose from the other two options instead.




Defy Danger:
When you act despite an imminent threat or suffer a calamity, say how you deal with it and roll. If you do it
--by powering through or enduring, +Forceful
--acting fast, +Agile
--with quick thinking, +Insightful
--using charm and social grace, +Charming
--through intense concentration and/or willpower, +Confident

On a 10+, you do what you set out to, the threat doesn’t come to bear.

On a 7–9, you stumble, hesitate, or flinch: the GM will offer you a worse outcome, a hard bargain, or an ugly choice.

You defy danger when you do something in the face of impending peril. This may seem like a catch-all: it is! Defy danger is for those times when it seems like you clearly should be rolling but no other move applies.

Defy danger also applies when you make another move despite danger not covered by that move. For example, hack and slash assumes that’s you’re trading blows in battle—-you don’t need to defy danger because of what you’re fighting unless there’s some specific danger that wouldn’t be part of your normal attack. On the other hand, if you’re trying to hack and slash while spikes shoot from hidden traps in the walls, those spikes are a whole different danger.

Danger, here, is anything that requires resilience, concentration, or poise. This move will usually be called for by the GM. He’ll tell you what the danger is as you make the move. Something like “You’ll have to defy danger first. The danger is the steep and icy floor you’re running across. If you can keep your footing, you can make it to the door before the stormtroopers manage to hit you.”



Heal Up:
When you have the chance to rest and Attempt to Heal Wounds without the aid of a PC who might be able to heal, roll with Forceful. On a 7 or better, you heal 1d4. On a 10+, the GM will choose 1. On a 7-9, the GM will choose 2:
* You’ll be in and out of consciousness for the next 24 hours
* Your injuries require the aid of a professional, pharmaceutical, mystical, or medical; pay them 1-cred
* You’re incapacitated for the next 8 hours-- doing anything other than lying down involves a -1 roll.
* You’ll require constant monitoring and care from someone competent for the next 36 hours Any wounds left over heal at a rate decided by the GM on a case-by-case basis. When you Take it Easy for a While, heal HP at a rate of 1 per hour.



AID:
--When you help another character, roll a d6; they can use this roll in lieu of one of their own roll's dice. (If more than one player helps them, they can only keep the best 1 die from amongst all dice rolled). You are exposed to any risks, consequences or costs of their move, even if they didn’t use your die.

--If you roll a 1, the GM will probably put you at risk, make trouble for you, or make things worse in general, even if the GM can't think of any way for you to share the same problems as the character you tried to help.



TAKE WATCH:
When you take watch and something approaches, roll+Insightful.
--On a 10+, you notice in time to alert everyone and prepare; everyone in the camp takes +1 forward.
--On a 7-9, you’re a few moments too late; you manage to alert everyone, but nobody has time to prepare. They have weapons and armor but little else.
--On a miss, whatever lurks outside the campfire’s light has the drop on you.


--Inspire the Team:
When you inspire the team with encouraging leadership, roll +Charming, or if you do it with commanding tactical orders, roll +Confident.

On a 10+ choose both of these; on a 7-9 choose 1:

----No one got distracted and missed something important
----Everyone else on your team takes +1 Forward


THE DARK SIDE:
When you use The Force in hatred or rage, take 1 Dark Side point.
--If you ever get 3 Dark Side points-- or kill someone who was helpless against your attack-- your character will be Lost To The Dark Side (and their lightsaber will likely turn red), and you must make a new character.
--Sometimes, if you have 1 or 2 Dark Side points, you may do something in a way that is attuned to the Light Side of the Force, and the GM may tell you that you have lost a Dark Side point...
--If your character is ever Lost To The Dark Side, they may very likely become the party's new arch-villain or antihero villain-- either trying to destroy the rest of the party, or else showing up and causing other trouble for the party.
--If the party ever manages to make the Lost to the Dark Side character understand that it's not too late to start seeking Redemption, you might be able to Redeem that character, and they can become playable again (probably with a purple lightsaber). They will re-start with 2 Force Points.



Special Moves:

--Level Up:
Anytime
you roll and get a result of 6 or lower, you get 1 xp. When you have an amount of xp equalling 4 plus your level, and you Rest, you can also Level Up, which means you may either add a point to a stat, or else you can add a new special ability (with GM approval) (or possibly improve one you already have-- talk to the GM about it).


--So You Just Lost All Your HP...
When your HP drops to less than 1, roll +Forceful.

✴On a 10+, you’re not dead-— yes, you’re in a bad spot, but you’re still alive for now.
✴On a 7–9, Take one Dark Side point, and stabilize, or refuse, and die (there may be a way for your friends to bring you back later, though).
✴On 6-, you have no choice. You’ll cross over soon. The GM will tell you exactly when (in other words, you may die instantly, or you may get to attempt to do one more cool and/or heroic thing first-- it depends on the circumstances.


If your PC dies, just get a new one... but...

--They Just Can't REALLY Be Dead...!
When you're willing to do (almost) anything to bring a fellow hero back from the dead, tell the GM you want to use this move. The GM will give you one to five of the following conditions (his pick, not yours):
--It’s going to take days/weeks/longer
--First you must (DO SOMETHING SPECIFIED BY THE GM)
--You’ll need help from (SOMEONE SPECIFIED BY THE GM (MAYBE AN ENEMY!))
--It will require a lot of money
--The process of bringing them back will be unreliable (may involve a dice roll)
--The process of bringing them back must be done at a certain place and/or time
--You and your allies will risk danger from (SOMETHING SPECIFIED BY THE GM)
--You’ll have to get (SOMETHING SPECIFIED BY THE GM) disenchanted to do it
--The process of bringing them back may be risky (they could come back... weird different)

When and if all of these conditions are met, the PC (...or a VERSION of the PC, MUAH-HAH-HAH) will come back.

If the player still wants to play that PC after they come back, then they may either play two PCs, or they can "retire" whomever they've been playing in the meantime.

If the player doesn't want to play that PC anymore, then the back-from-the-dead PC can "retire," or can go off on a personal quest (maybe come back if the newer PC gets killed), or the GM can play them as an NPC, or whatever.