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12:25, 24th April 2024 (GMT+0)

MOVES AND CLASSES.

Posted by The GMFor group 0
The GM
GM, 14 posts
Thu 25 Mar 2021
at 22:23
  • msg #1

MOVES AND CLASSES

MOVES:

Basic Moves Anyone can attempt to do at any time:


--Hack And Slash:


When you do melee, roll +Forceful.

--On a 7-9, you deal your damage, and the opponent may counterattack, or something else slightly problematic may happen.

--On a 10 or higher, you deal your damage, and your opponent does not get a free counterattack.




--Volley
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: -1 stress
--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 over melee is that the attacker is less likely to be attacked back. Of course 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 the monster 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 sorcerer's magic gets you.”



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 opponent/danger/threat.
■ Deal half your damage.
■ Hold them back
■ Draw all attention from your protect-ee to yourself

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

If the attack doesn’t deal stress then halving it means the attacker gets some of what they want but not all of it. It’s up to you and the GM to work out what that means depending on the circumstances. If you’re defending the Jewel of Jiory and an thief tries to grab it from its pedestal, then "half effect" might mean that the gem gets knocked to the floor but the thief doesn’t get his hands on it, yet. Or maybe the thief gets a hold of it but so do you—now you’re both fighting over it, tooth and nail. If you and the GM can’t agree on a halved effect, you can’t choose that option.


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 result 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 9, you notice in time to alert everyone and is prepared.
--On a 7-8, 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 +Insightful.

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

----No one got distracted nor missed anything important
----Everyone else on your team takes +1 Forward



--Rest:
When you rest for an hour or more, you get back 1 Health Point (HP) for each hour that you don't do anything hard at all and in which absolutely nothing stressful happens. (This may very possibly involve you, or someone, Taking Watch.)





GEAR:
This is not a move, but more how Gear works:
--All Characters can carry 8 weight worth of stuff. Then add their Forceful modifier to that.

Stuff they might choose to carry:
--Light armor (1 armor, 0 weight, Clumsy tag (gives a -1 to all rolls except Confident).)
--Medium armor, like chainmail. (1 weight, 2 armor, Clumsy tag (gives a -1 to all rolls except Confident))
--a shield. (1 weight, 1 armor (stacks with other armor.)
--Heavy armor. (2 weight, 3 armor, Clumsy tag (gives a -1 to all rolls except Confident)).
--A weapon. (1 weight.) (Melee-fighting without a weapon deals -1 stress (minimum of 0.))
--A BIG weapon, like one that takes 2 hands to use. (2 weight. Does no extra damage, but wielder can swing and hit multiple opponents at once if they're all nearby the wielder. Only fighter classes can use this kind of weapon.)
--Adventuring Gear. 3/3 uses. Need a rope, grappling hook, crowbar, torch, any sort of basic equipment? Just mark off a use of Adventuring Gear, and you pull it out of your pack. Adventuring Gear has 1 weight.
--A Pack. All adventurers have a pack to keep their stuff in. It includes a bedroll and blanket and small tent and tent-stuff for camping, and basic blah food rations. This pack and its camping gear contents count as 0 weight because the GM is nice. Anything else you put in your pack counts as the same weight it has when it's not in the pack.


ARMOR: The concept of "Armor" works a bit differently than in games like Dungeon World. There, it absorbs damage. Here, instead, it reduces your likelihood of damage.

For example, say you're fighting a giant beetle that'll do 1 stress to you on a weak hit, and 2 stress on a strong hit.

However, you're wearing light armor, which is to say that you have 1 armor.

The GM rolls for the beetle's attack: 7. A weak hit.

However, you are wearing light armor, reducing the roll to 6-- no hit.

On the beetle's next attack, it rolls 10: a strong hit. But your armor turns it into 9: a weak hit. You take 1 stress.

On the beetle's next attack, it rolls 8: a weak hit. You take 1 stress again, because your armor reducing the roll from 8 to 7 is still a weak hit.


The weapon/attack tag "piercing" means that a weapon or attack can ignore a certain amount of armor.




STRESS AND HEALTH:
Everybody gets 11 health. Fighters and Rogues add their Forceful modifier to that number. Mages and Priests add their Confident modifier to that number.

Instead of "damage," everyone takes "stress." If someone sticks you with a dagger, you take stress. If you trip over your own feet during combat and an evil cultist laughs at you, you take stress. If you open a door and see a bunch of giant spiders that all start rushing toward you, you might take stress. If you mis-cast a spell and it accidentally effects your allies as well as your enemies, you, your enemies, and your allies ALL might take stress.

When you take 1 stress, mark off 1 health.

What happens after you subtract health because of stress and you hit zero health left?

You lose it.

Big time.

The GM will either tell you what your character does, or the GM will ASK you what your character does, but it won't be as helpful as what you'd do next if you had any health left.

Some possibilities (that the GM might roll for randomly) include your character:
--passing out
--not passing out, but your body just falls to the ground and you can't move. You might be able, with great effort, to crawl several feet to a safer spot, if need be (this would be a Confident roll).
--not passing out NOR falling down, but just... standing there, very vaguely aware of what's going on around you but not able to do anything at all but to keep standing and watching
--screaming and crying (or screaming and laughing maniacally)
--trying to run away
--trying to attack someone-- even if they're a friend, or even if it's a being that's way more big and/or dangerous than what you should be attacking
--losing control of your magic, with "OH NO THIS ISN'T GOOD" results

Pretty much all of them involve panicking.

If your character survives whatever happens when they Lose It Big Time... then when everything calms down, your character can get 1 health back for each hour of rest and calm and Nothing New And Stressful happening. (Clerics can also attempt to heal you and give you some health points back faster...)

What happens if your character takes stress before they get any health back?

Then buddy, your character might die.

--So You Just Lost All Your Health Points (HP) and then took EVEN MORE stress...
Roll +Forceful.

✴On a 10+, you’re not dead-— yes, you’re still Not Okay, but you’re still alive for now.
✴On a 7–9, one of the gods will appear unto you in a vision, and will offer you a bargain. Take it, and stabilize, and go on living, 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).



--You Kinda Died, Pal:
If you have to use this move, then the gods or fate or destiny or the universe or something has decided your character is not done adventuring. Your character will come back to your allies, soon, in the body of another adventurer. The GM will inform you that your species or class (or both?) will have to change, though... Your character will remember their last life (though it'll be just a little fuzzy (which might be good, considering how traumatic it was near the end, there), but they'll also have fuzzy awareness of the life and abilities of the new person they also are (the soul who was in the new body jumped out (who knows where they went? Only the gods), and your character's soul and mind jumped in).

Your new character will, actually, be the same level as your old character, but the GM might decide that you have a -1 penalty on your first few rolls, as you get used to this new body/class/whatever.



LEVEL UP:

The THE CAST link keeps track of how many times you post.

When you have made 100 posts (OOC counts too!), you may Level Up after the next time your character Rests.

(It's only 100 points the first time. Every time after that, it's 200. So it's 100, 300, 500, 700, 900...)

When you Level Up:

--add a point to a stat modifier (that is not already +3)

AND ALSO

--You get 1 extra maximum HP.

AND ALSO

--You may choose 1 Perk.
This message was last edited by the GM at 16:35, Fri 12 Nov 2021.
The GM
GM, 15 posts
Fri 26 Mar 2021
at 02:14
  • msg #2

MOVES AND CLASSES

-
-
FIGHTER: The fighter is a genius of melee combat situations.

YOU START WITH ALL THREE OF THESE THREE STARTING MOVES:

I Am The Warrior: Medium armor (or lower) is not Clumsy for you. You deal 2 stress on a successful hit in melee combat-- in ranged combat, you deal 1 stress, unless your roll result is 12 or higher (then it's two). Like all classes in the Fighter class, you can use two-handed weapons if you want.

I Protecc: When you use the Aid move, even if you roll a 1, you save the person you're aiding from at least some of the trouble they're in.

Who's Next? Once per fight (once combat actually starts), you can ask the GM who or what is the biggest threat. The GM will tell you, honestly, who or what seems, to you, like the most problematic threat-- and you'll always be right, even if things aren't what they seem. If there's some kind of tie, the GM will tell you which threat you, personally, would be the best at dealing with.

WHEN YOU REACH LEVEL 2, AND EACH TIME YOU LEVEL UP AFTER THAT, TOO, YOU CAN ALSO ADD THESE MOVES, ONE BY ONE:

Brutal Courage: With this move, even when you attack and get a result of 6 or lower, you still do one stress to a target.

Scent of Blood: When you successfully hack and slash an enemy, your next successful attack against that same foe does 1 extra stress.

Superior Warrior: When you hack and slash, on a result of 12 or better, you deal your damage, avoid their attack, and impress, dismay, or frighten your enemy.

Disarm: When you roll an 11 or better in melee, instead of dealing stress, you can choose to disarm your opponent. If you're using the right sort of weapon, this can sometimes mean natural weapons, too, like cutting off a giant scorpion's sting (not possible with a fencing foil, but if you have a big sword or axe...)

Advantage, Me: When you stress them, you take 1 forward against them until they stress you...

Trophy: When you face and triumph over a danger, you may keep a trophy to remind you of it. You may carry up to three trophies. When you choose, you may discard the trophy, to get a +2 bonus on your next roll...


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.)




Paladin: The paladin fights with their faith on their side.

YOU START WITH ALL THREE OF THESE THREE STARTING MOVES:

Why Are You So Armored: Heavy armor (or lower) is not Clumsy for you. You deal 2 stress on a successful hit in melee combat-- in ranged combat, you deal 1 stress, unless your roll result is 12 or higher (then it's two). Like all classes in the Fighter class, you can use two-handed weapons if you want.

Charge! When you lead the charge into combat, those you lead take +1 forward.

That's My Philosophy: Choose two of these things: Justice, Mercy, Courage, Honor. At the dawn of each game day, hold 3 Creed. When you act to uphold one or more of the ideals you have chosen, you may choose to spend 1 Creed to add +1 to your roll. If you take stress as a result of that roll or action, you may spend Creed, 1 for 1, to reduce the amount of stress you take. You lose any remaining Creed at the start of each game day, and get 3 new Creed. If you ever act in a way that does not uphold your creed, you lose all Creed points until the next dawn.



WHEN YOU REACH LEVEL 2, AND EACH TIME YOU LEVEL UP AFTER THAT, TOO, YOU CAN ALSO ADD THESE MOVES, ONE BY ONE:

Combat Horsemanship: When you are mounted and attack with a weapon, you do one extra stress on a non-failure attack. If you are using some sort of spear or lance, you deal double stress. When you Defy Danger while mounted, take +1.

I Say Thee Nay: When you endanger yourself to protect someone whom you think is weaker than you, take +1 forward.

--Voice of Fire: When you publicly try to impress a group of people, whether by words or deeds (or both), roll+CHA.
*On a 10+ the GM chooses two NPCs present that you have impressed and a reaction from the list below.
*On a 7-9, the GM chooses one NPC present that you have impressed and a reaction from the list below.
*On a 6-, you’ve attracted some unwanted attention.

Reactions:
• The person or persons chosen back you up, stand by your side, or support your cause.
• The person or persons chosen come to you with something they think you want, need or could use.
• The person or persons chosen come to you with valuable information.


Aura of Retribution: When you take a moment and pray for divine protection, roll+CHA.
✴ On a 10+: When you or an ally you can see takes damage from an opponent, that opponent takes one stress.
✴ On a 7-9: As a 10+ but you take -1 ongoing while you maintain the aura.

The aura ends when you lose your focus on maintaining its effect.


These Things I Believe: If you choose this, then each dawn, you will hold 6 Creed instead of 3. You may also choose one more word to the two words you chose to make up your Creed, for a total of 3 words.

The Order: If you choose this, then your order (of knights, paladins, whatever) has noticed that you're getting kind of impressive. Whenever you meet another member of your order, you can ask them for a favor (there's at least one in every large city, and you might run into them practically anywhere else, too (that is, you might if you choose this move)). If what you ask isn't in the nature of "suicide mission" or "I need lots of money" or anything like that, they'll almost certainly try to help you out, although depending on how big a favor it is, you might have to accept some sort of compromise regarding what you want...

My Mighty Steed: Choosing this move means your deity sends you a mighty steed.
--ANTHAN, god of rebellion: You get a zebra. It not only kicks, it bites. Your zebra steed excels in combat situations, but will also stay quiet when stealth is needed.
--CELADEL, goddess of justice and protection: You get a Clydesdale, a huge tough horse.
--DAIGATH: deity of birth and death and boundaries: You get an ivory-colored horse. It will never react in fear-- not to predators, fire, snakes, thunder, nothing. This horse never makes noise at all-- although its hoofbeats echo weirdly.
--NORIC: deity of the night sky and jewels: Your horse will be jet black save for a star on its forehead. This horse is the best at stealth.
--RONSI: goddess of youth and games: You get a winged unicorn, though it can't fly for very long distances at all (about the length of a football field, and about two stories up, is as high as it can go per flight). It will stab enemies with its horn, but there's no hole nor blood. They take stress from it anyway, though-- especially if they're evil. This mighty steed comes in colors of sky blue, light green, light purple, or bright yellow. This unicorn's voice always sounds like laughter.
--TANDALA, goddess of healing... This mighty steed varies-- It's often a camel, buffalo, or moose (it seems to depend on the terrain where the steed is first granted: desert, plains, forest). There is a legend of one sea-going paladin of Tandala riding a small whale (sometimes it's a beluga, sometimes it's an orca, depending on the storyteller).
This message was last edited by the GM at 01:47, Thu 20 May 2021.
The GM
GM, 18 posts
Fri 26 Mar 2021
at 18:33
  • msg #3

Re: MOVES AND CLASSES

Ranger: The Ranger specializes in movement and combat in the wild.

YOU START WITH ALL THREE OF THESE THREE STARTING MOVES:

I Travel Light: Light armor (or lower) is not Clumsy for you. You deal 2 stress on a successful hit in ranged combat-- in melee combat, you deal 1 stress, unless your roll result is 12 or higher (then it's two). Like all classes in the Fighter class, you can use two-handed weapons if you want... but you have a -1 penalty to hit when you use them. On the other hand, you have no penalty for using a weapon in each hand. You don't do deal any extra stress or anything, but it's nice because even if something causes you to drop one weapon, you've still one in one hand. Also, using two weapons gives you 1 armor. (Of course, not using two weapons means you can fight with one hand and grab something important with the other. That'd be useful sometimes, huh.)

Call the Shot: When you take your time and calmly line up the perfect shot (if you just step out into the middle of combat to do this you might take stress yourself!), roll +Agile. On a 10+, pick 2 from the list below; pick 1 from the list below:
--Deal two stress which ignores armor
--Stun, hobble (make them slow-moving), or distract them
--Make them stumble or drop what they’re holding
--Make sure you do no harm; don't deal any stress after all (if they're sentient, thinking beings, they'll realize you were merciful).


Favored Enemy: You must choose one type of enemy from this list:
--Insects
--Magically-Created Monsters
--Plants
--Accursed Beings
--Cultists

You always get +1 when your roll directly involves your chosen Favored Enemy.


WHEN YOU REACH LEVEL 2, AND EACH TIME YOU LEVEL UP AFTER THAT, TOO, YOU CAN ALSO ADD THESE MOVES, ONE BY ONE:


Dangerous Game: When you spend time in an outdoors-type environment setting up a trap, describe it and roll+Insightful.
✴On a 10+: Gain Trap 3.
✴On a 7–9: Gain Trap 1.
Spend Trap, 1 for 1, on the following when enemies move through the trapped area, to make the following happen:
• Suddenly duck into a hiding spot you created, out of sight or out of reach.
• Avoid or knock aside an enemy attack by setting off a trap.
• Catch an opponent in a compromising situation.
• A target caught by your trap takes 2 stress.

Camouflaged Position: When you strike with a ranged weapon from hiding, your first shot never gives away your position.

Ambidangerous: If you choose this move, and you use a weapon in each hand, you can deal stress to two different opponents in reach at the same time. If you choose this move, though, you no longer get 1 armor when you use a weapon in each hand.

A Bare Spot: When you know your target’s weakest point (say, perhaps, because of your (or someone else's) successful Insightful roll), your missiles have 2 piercing.
This message was last edited by the GM at 16:09, Sun 28 Mar 2021.
The GM
GM, 20 posts
Sun 28 Mar 2021
at 01:56
  • msg #4

Re: MOVES AND CLASSES

Berserker: The Berserker specializes in attacks that are as big as the way they do everything else.

YOU START WITH ALL THREE OF THESE THREE STARTING MOVES:

What is steel compared to the hand that wields it?: Medium armor (or lower) is not Clumsy for you. You deal 2 stress on a successful hit in melee combat-- in ranged combat, you deal 1 stress, unless your roll result is 12 or higher (then it's two). Like all classes in the Fighter class, you can use two-handed weapons if you want-- in fact, when you roll a 6 to hit with a two-handed weapon? Treat it as a 7. Furthermore, while you wield a weapon, and while you are not at full HP, any big weapon you use gains the forceful tag (might knock people (or people-sized enemies) back, or down).


Berserker Rage: When you work yourself into a wild, howling frenzy, roll+Forceful.
*On a 10 or better, hold 3 rage.
*On a 7-9, hold 3 rage, but choose a drawback as well.
*On a 6-, hold 2 rage and the GM chooses a drawback.

You may spend 1 rage to:
• Add the forceful or stun tag to an attack
• Perform a feat of superhuman strength
• Halve the effects from an opponent's non-magical physical attack against you
• Terrify someone you can see
• Ignore the effects of Losing It for a short time

If a drawback was chosen, it starts affecting you the next time your rage is reduced to 0:
• You take -2 ongoing that lasts for as long as the GM says (probably an hour or two)
• You cannot use this move again until you rest for a while
• You injure an ally or break something important while raging, as chosen by the GM, but you won’t notice until the rage ends.

Your maximum rage is 3. While you hold rage, when you make a move that does not use
Forceful, or you take an action requiring subtlety, finesse, thinking or discussion, lose
1 rage.

You cannot use this move while wearing armor.


Step Off: Every melee attack you make has the chance to knock your enemy backwards, or maybe knock them down. This happens on a result of 11 or better.



WHEN YOU REACH LEVEL 2, AND EACH TIME YOU LEVEL UP AFTER THAT, TOO, YOU CAN ALSO ADD THESE MOVES, ONE BY ONE:

Revenge: Add +2 ongoing to your attack rolls if a PC ally has already been knocked out or killed in this combat.

Look Of Fear: When you ritualistically mark your bare skin with terrifying designs, gain 1 armor as long as you wear these markings.

Smash! When you hack and slash, on a 12+ deal your damage and choose something physical your target has (a weapon, their armor, their position-- but not a body part): they lose it.


Guardian Totem: Choose a totem animal (suggestions: wolf, bear, eagle, seal, bull, horse). You may spend 1 rage to have your totem animal attempt to counter a spell targeting you (or that already targeted you earlier/before combat started). It will have no effect, or else its effect will be weakened (GM's choice).

Good For What Ales You: When you drink enough to get drunk, you can also heal 1 stress. ...You will, of course, also get drunk. The results of being drunk may vary somewhat depending on WHAT you've been drinking, but the most common result is often -1 to Agile, -1 to Insightful, +1 to Confident.
This message was last edited by the GM at 17:34, Wed 07 July 2021.
The GM
GM, 23 posts
Mon 29 Mar 2021
at 02:10
  • msg #5

Re: MOVES AND CLASSES

Martial Artist: The Martial Artist is a living weapon-- and, eventually, a living shield, as well.

YOU START WITH ALL THREE OF THESE THREE STARTING MOVES:

I Am Never Unarmed: You deal 2 stress on a successful hit in melee combat-- in ranged combat, you deal 1 stress, unless your roll result is 12 or higher (then it's two). Like all classes in the Fighter class, you can use two-handed weapons if you want. Unlike other classes, you can still deal the same amount of stress to opponents when you aren't using a weapon-- when you're just using punches and kicks (and maybe head-butts and elbows and knees and...)

This Requires Total Concentration: When you enter a fight, roll+Confidence. On a 10+, hold 3. On a 7-9, hold 2. On a miss, hold 1, but your enemies already have the drop on you.  Spend Hold, 1 for 1, during the fight to  achieve one of the following effects:
--Block a blow meant for you or someone else (you take -1 stress (minimum of zero)). (This may involve doing things like running on water, on walls, or on things that really shouldn't hold your weight (but not just thin air, although you can leap twice as far as normal).)
--Break free from bonds or other confinement.
--Cross the distance between yourself and a foe, bypassing all obstacles. (This may involve doing things like running on water, on walls, or on things that really shouldn't hold your weight.)
--Deal your stress to a foe within reach.


You lose any remaining Hold of this type once the fight is over.

I Bow To You: When you arrive at a new settlement, someone honorable will  accept you as their guest and provide you with hospitality, and advice. If you also agree to help them  solve a problem they have, take +1 forward.


WHEN YOU REACH LEVEL 2, AND EACH TIME YOU LEVEL UP AFTER THAT, TOO, YOU CAN ALSO ADD THESE MOVES, ONE BY ONE:


Be Like Water: When  you  block  or  dodge  a  missile  attack,  roll+Agile. On  a  10+,you  snatch  the  missile  out  of  the  air  and  it  deals  no  stress/damage.  On  a  7-9, choose one:
--You avoid the attack completely.
--You snatch the missile out of the air and take reduced stress (you take -1 stress (minimum of zero)).


I Am The Shield: As long as you are unarmored and carry no shield, you have 2 armor  against hand-held weapons. If this reduces the stress you take to 0, you may also disarm your foe as they attack.

Use It Against Them: When an enemy comes rushing at you, you may toss them behind you (and, if they are not twice your size, over you), with the same force with which they were rushing toward you. They take 1 stress from this.

Five Venoms Style: As long as you have Hold left, you may Defend with Agile instead of Forceful, and Hack and Slash with Agile instead of Forceful.

Almost Tireless: Each time you roll 10 or better during a fight, or when you take stress by stopping an attack that was directed at someone else, you gain 1 additional Hold. (3 is the maximum that you can Hold, unless you also have the move The Energy That Flows Through All Things.)

The Energy That Flows Through All Things: Each time you use This Requires Total Concentration after you choose this, double the amount of Hold you get. The maximum you can Hold is now 6.

Meditation: After you choose this, you may Meditate. Once a day (dawn to dawn), when all is quiet and peaceful and unstressful, you may roll Insightful to Meditate. On 10 or higher, Hold 2. On a 7-9, Hold 1. You can Hold a maximum of 3 (unless you have also chosen the The Energy That Flows Through All Things move). You no longer lose Hold when combat is over. Use Hold out of combat to:
--Block a threat meant for you or someone else right next to you (you take -1 stress (minimum of zero)) (say, from a trap being set off).
--Break free from bonds or other confinement.
--Cross a distance that requires doing things like running on water, on walls, or on things that really shouldn't hold your weight (but not just thin air, although you can leap twice as far as normal).

Weapon Master: Choose a type of weapon that you will specialize in. When you attack with that type of weapon and get a roll result 12 or greater, you will now gain 1 Hold (you can Hold a maximum of 3 (unless you have also chosen the The Energy That Flows Through All Things move)), and +1 armor forward against any opponent trying to use the same type of weapon against you (this bonus disappears if it doesn't get used by the end of the battle).

It Is True: When you say something obvious as if it's really something profound, roll +Insightful. On a 10 or higher, all sentient beings who hear you will be shocked by how deep and true it is. Any enemies or opponents will probably stop what they're doing for a few moments. On a 7-9, they'll be just a tiny bit impressed, but what they're doing won't be interrupted. On a 6 or lower, take -1 forward.
This message was last edited by the GM at 22:09, Mon 29 Mar 2021.
The GM
GM, 31 posts
Wed 31 Mar 2021
at 18:36
  • msg #6

Re: MOVES AND CLASSES

Mage: The Mage is a master (or mistress) of doing magic spells. The universe has secret rules for its power, and the Mage understands those rules. Well, some. Enough. Sometimes.

YOU START WITH ALL THREE OF THESE THREE STARTING MOVES:

Arcane Repertoire:
You do 1 stress even on a fully-successful hit in combat, whether ranged or melee... but you can do 2 on a fully-successful hit if you're using your magic. All armor is clumsy for you.  However, you​ ​have​ ​an​ ​arsenal​ ​of​ ​spells​ ​at​ ​your​ ​command.​ ​Whenever​ ​you spend​ ​some​ ​hours (at least two)​ ​perfecting​ ​a​ ​new​ ​spell,​ ​you​ ​may​ ​add​ ​it​ ​to your​ ​list​ ​or​ ​replace​ ​an​ ​existing​ ​one.​ ​You​ ​may​ ​master​ ​up​ ​to three​ ​spells​ ​at​ ​a​ ​time. You start with three spells. You own a box of ​Spell​ ​Components​ ​(5/5​ ​uses,​ ​0​ ​weight)​. You can refill this, for 1 coin (or trading useful things), in a town of any size bigger than "tiny village." Your box of spell components is magically tied to you, and cannot be lost, stolen, nor destroyed.

Cast a Spell:
When​ ​you​ ​invoke​ ​your​ ​magic​ ​and​ ​shape​ ​it​ ​into​ ​a​ ​spell,​ ​ ​select a​ ​spell​ ​from​ ​your​ ​repertoire​ ​and​ ​describe​ ​your​ ​intended​ ​effect within​ ​the​ ​scope​ ​of​ ​the​ ​spell’s​ ​name.​ ​If​ ​everyone​ ​agrees​ ​that this​ ​makes​ ​sense,​ ​roll+Insightful.​

--​On​ ​a​ ​10+,​ ​either​ ​choose​ ​1​ ​good things, or​ ​choose 2, but​ ​ ​impose​ ​a​ ​consequence.
--​On​ ​a​ ​7-9,​ ​the​ ​GM​ ​imposes​ ​an additional​ ​consequence.
--On a 6 or lower, you don't get to choose any good things. Just... take cover...

GOOD:
● Its​ ​effects​ ​are​ ​especially​ ​potent.​ ​If​ ​it​ ​would​ ​deal damage,​ ​roll​ ​an​ ​additional​ ​die;​ ​if​ not,​ ​the​ ​GM​ ​will describe​ ​what​ ​this​ ​means.
● It​ ​affects​ ​multiple​ ​targets.​ ​+Area​ ​or​ ​+Chaining.
● It​ ​can​ ​affect​ ​someone​ ​from​ ​a​ ​distance, not just a few feet away.
● It’ll​ ​last​ ​for​ ​a​ ​little​ ​while​ ​without​ ​needing​ ​your concentration.​ ​+Lingering.

All spells​ ​start​ ​with​ ​a​ ​range​ ​of​ ​Close.​ ​If​ ​it​ ​deals​ ​damage,​ ​it​ ​deals 2 stress. If​ ​it​ ​has​ ​some​ ​other​ ​effect,​ ​just​ ​alter​ ​the fiction​ ​accordingly.​ ​If​ ​it​ ​lasts​ ​for​ ​more​ ​than​ ​just​ ​an​ ​instant, ​you’ll need​ ​to​ ​concentrate on keeping it going,​ ​giving​ ​you​ ​-1​ ​ongoing​ ​to​ ​all​ ​moves until the spell ends.

Consequences:
● The​ ​spell​ ​puts​ ​you​ ​or​ ​an​ ​ally​ ​in​ ​a​ ​spot,​ ​as​ ​described​ ​by the​ ​GM.
● The​ ​spell​ ​affects​ ​either​ ​much​ ​more​ ​or​ ​much​ ​less​ ​than desired,​ ​GM’s​ ​choice which.
● The​ ​spell​ ​requires​ ​components:​ ​Say​ ​what​ ​they​ ​are​ ​and mark​ ​off​ ​1​ ​use​ ​from​ ​your​ ​spell​ ​component​ ​box.
● The​ ​spell​ ​saps​ ​your​ ​energy:​ ​Take​ ​a​ ​-1​ ​ongoing​ ​to​ ​Cast​ ​a Spell​ ​until​ ​you​ ​have​ ​a​ ​few​ ​hours​ (at least two) ​to​ ​recover.


I'll Let The Magic Decide: The move above talks about your prepared spells, but you can also choose to just use whatever magic words and phrases come to you randomly, all of a sudden. If and when you ever choose to do this, roll 2d6+Insightful, and then add 1 more point to the result. The GM will roll for a random spell name, and will tell you what happens. If it's 10 or higher, it'll be something really useful that solves whatever problem you might be trying to deal with. If it's 7-9, choose a Consequence from the list above. If it's 6 or lower, choose two consequences.

WHEN YOU REACH LEVEL 2, AND EACH TIME YOU LEVEL UP AFTER THAT, TOO, YOU CAN ALSO ADD THESE MOVES, ONE BY ONE:

Enchanter: When ​you have ​time ​and ​safety ​with ​a ​magic ​item, ​you ​may ​ask ​the GM ​what ​it ​does; ​the ​GM ​will ​answer ​you ​truthfully. The first time you use that information, take +1 forward.

Familiar: You ​have ​a ​strong ​magical ​connection ​with ​an ​arcane ​creature. You ​can ​communicate ​telepathically ​with ​it, ​and ​if ​destroyed, ​it ​will re-materialize ​after ​a ​night’s ​rest. ​Describe ​your ​familiar, ​give ​it ​a ​name. Your familiar can use the ​​Aid ​move whenever you want.

Counterspell: When ​you attempt ​to ​counter ​an ​arcane ​spell ​targeting ​you ​as ​it ​is cast, ​roll+Insightful. ​On ​a ​10+, ​choose ​2. ​On ​a ​7-9, ​choose ​1:
● The ​spell ​deals ​no ​stress.
● The ​spell’s ​effects ​are extremely ​superficial ​and ​temporary.
● You ​take ​+1 ​Forward ​against ​the ​caster.

Forager: When ​you Make ​Camp ​in ​the ​wilderness, ​you ​also ​gather ​1 ​use ​of spell ​components; ​describe ​how. ​If ​you ​expose ​yourself ​to ​danger, ​you gather ​3 ​uses ​of ​spell ​components ​instead.

Ritual: When ​you draw ​upon ​a ​place ​of ​power ​to ​create ​a ​magical ​effect, tell ​the ​GM ​what ​you’re ​trying ​to ​achieve. ​Ritual ​effects ​are ​always possible, ​but ​the ​GM ​will ​give ​you ​1 ​to ​4 ​of ​the ​following ​conditions:
● It’s ​going ​to ​take ​days/weeks/months.
● First ​you ​must ​________.
● You’ll ​need ​help ​from ​________.
● It ​will ​require ​________.
● The ​effect ​will ​be ​unreliable ​or ​limited.
● You ​and ​your ​allies ​will ​risk ​danger ​from ​________.
● You’ll ​have ​to ​disenchant ​________ ​to ​do ​it.


Warmage: When ​you Cast ​a ​Spell ​that ​deals ​stress, ​you ​may ​choose ​up ​to ​two of ​the ​following ​effects:
● The ​spell ​gains ​the Piercing tag.
● The ​spell ​gains ​the Stun ​tag.
● The ​spell ​gains ​the Forceful ​tag.
● The ​spell ​deals ​an ​additional stress.

Signature Spell: Choose​ ​one​ ​spell​ ​from​ ​your​ ​repertoire.​ ​That​ ​spell​ ​no​ ​longer counts​ ​towards​ ​your​ ​maximum​ ​number​ ​of​ ​mastered​ ​spells. In other words, you can now have 4 spells prepared, as long as one is the one you chose.



SPELL NAME TEMPLATES
The​ ​name​ ​of​ ​your​ ​spell​ ​must​ ​follow​ ​one​ ​of​ ​the​ ​following​ ​structures:
● [Element]​ ​[Form]
● [Adjective]​ ​[Form]
● [Adjective]​ ​[Element]

● [Form]​ ​of​ ​[Element]
● [Form]​ ​of​ ​[Adjective]​ ​[Form]
● [Form]​ ​of​ ​[Adjective]​ ​[Element]

If​ ​you​ ​want​ ​to​ ​prefix​ ​a​ ​name​ ​to​ ​it​ ​(e.g.​ ​Melf’s​ ​Arcane Bolt​,​ ​Mordenkainen's​ ​Extra-Planar​ ​Hammer,​ ​etc.)​ ​feel​ ​free​ ​to​ ​do​ ​so (for free).


FORMS: Aura Bane Blast Bolt Bond Burst Call Circle Crown Cube Dart Door Eyes Flame Guard Halo Hammer Hand Heart Lock Mark Memory Mind Mouth Oath Pillar Pocket Portal Pyramid Ray Rune Seal Shield Sigil Sign Spear Spell Spray Staff Storm Strike Trap Wall Ward Whisper Word

ELEMENTS: Aether Balance Clay Cloud Darkness Doom Fire Fog Glory Heat History Hope Iron Justice Knowledge Lead Lore Metal Might Mist Moon Mud Oil Perception Salt Shadow Silver Smoke Spirit Stars Steam Steel Stone Void Wind Youth

ADJECTIVES: All-Knowing Arcane Binding Black Blinding Burning Bright Cerulean Consuming Crimson Dark Deflecting Delayed Delicate Diminishing Eldritch Empowering Enlightening Entangling Enveloping Ephemeral Erratic Expanding Extra-Planar Floating Freezing Glittering Gyrating Helpful Hindering Icy Incredible Ingenious Instant Liberating Magnificent Many-Colored Mighty, Most Excellent, Piercing Prismatic Sensitive Shimmering Shining Silent Sleeping Slow Smoking Strange Temporary Thirsty Transmuting Uncontrollable Vengeful Weakening Wondrous
This message was last edited by the GM at 15:20, Thu 08 Apr 2021.
The GM
GM, 35 posts
Thu 8 Apr 2021
at 15:27
  • msg #7

Re: MOVES AND CLASSES

Warlock: The Warlock has no mystical power of their own-- it's granted to them by a powerful magical entity.


Starting as a Warlock, you must choose one of the following patrons:

--The Sword:</b> Your patron is the constellation known as The Sword. Your patron wants you to do things to make sure that "the destiny that is written in the stars" happens properly. When The Sword speaks to you, only you can hear it. Their voice sounds like a stereophonic shimmering.

Each time you do magic, choose one of the abilities The Sword grants you:
--Illuminate
--Know Destiny
--Cut The Inanimate

The Sword Weapon: Sword of White Fire. 2 piercing. The Sword of White Fire is full of twinkling light which issues forth from it in great spiraling gouts when it's slashed through the air-- or through anything else.



--Dimirya, the Djinn Your patron is a genie, a very powerful elemental from the elemental plane of air. Dimirya's agenda is a little unclear, but at the very least it seems to involve fighting evil. When Dimirya speaks to you, only you can hear it. Dimirya's voice is booming.

Each time you do magic, choose one of the abilities Dimirya grants you:
--Direct the Wind
--Far-Reaching Whispers
--Thunderous Blast

Genie Weapon: Pouch of Winds: A leather pouch with a drawstring. When the warlock opens the pouch and concentrates, strong winds or whispering breezes can come forth...




--Queen Mab: Your patron is a very powerful fairy//archfey. Queen Mab seems to just want the warlock to do big dramatic exciting things for entertainment value. Queen Mab claims that she is the "Queen of the Summer Court of the Seelie Fey." You get the feeling that that isn't necessarily true, exactly, but you're also aware that Queen Mab has NOT invited your opinion on the matter. When Queen Mab speaks to you, only you can hear it. Her voice is a lilting sing-song.

When you do magic, choose one of the abilities Queen Mab grants you:
--Create Illusion
--Enhance Feelings
--Dazzle

Fey Weapon: Hawthorn Rod: The Hawthorn Rod wand emits (on a successful Charming roll) beams of sunlight that dazzle. It can also be used as a bludgeon to do melee stress.



--The Ghost Valak: Your patron is a very powerful ghost (named Valak). The Ghost Valak seems to want you to get vengeance on behalf of wronged persons everywhere. The Ghost Valak doesn't like to talk much about who he was when he was alive, nor how he died. The Ghost Valak likes you to refer to him as "The Ghost Valak." When The Ghost Valak speaks to you, only you can hear it. His voice is an eerie wail.

Each time you do magic, choose one of the abilities The Ghost Valak grants you:
--Master of Shadows
--Speak With the Silent
--Chill of the Grave

Ghost Weapon: Candlestick of The Black Flame: The warlock can cause this pewter candlestick to ignite with a black flame that creates shadow-smoke which can creep forth to chill opponents... Against undead, it strangles them and/or binds them... (Range: about 10 feet away from you.)



--The Tower: Your patron is a sentient magical tower filled with monsters/traps that offers power to those who make it to the top. You made it to the top. The Tower wants you to do impressive things that will tempt others to come to The Tower and attempt to reach the top. When The Tower speaks to you, only you can hear it. Its voice echoes in your mind...

Each time you do magic, The Tower grants you one very useful ability: the power to move stuff with your mind. But not yourself, and not moving opponents. Stuff that can't move on its own (and that isn't nailed down). But anything that isn't ever capable of moving on its own, and isn't already stuck in place (and doesn't weigh more than you)? You can attempt to move it with your mind. Chairs, rocks, keys, levers, rocks-- if it weighs less than you, anything like this is fair game. Even shields and weapons (that no one is currently holding. You can't just rip something out of the hand of someone using it. No, you can't, I said so, don't argue with me. "Currently being used or worn by someone" counts as "moving on its own").

Tower Weapon: Glove of Stone: This glove looks like it's carved out of stone, but it feels like very soft leather. Its touch makes victims feel numb, half-paralyzed where they're touched, as if their arm or leg or whatever was turning to stone. However, the effect only lasts for a moment or two.



--Weapon: Your patron is a sentient magical weapon. (When you start playing with this character, you pick what type of weapon it is. You can't change it later.) Give it a cool name! It might look incredibly ancient, or it might look like it was just made last week (but never anything in-between) (how old it looks does not change). When your weapon-patron speaks to you, only you can hear it. Its voice in your mind sounds like a snake's hiss (but speaking your language)...

Each time you do magic, your weapon-patron grants you one very useful ability: the ability to push and shove your enemies with your mind. It only works on targets that are fighting you in combat, though. It's like your weapon has the forceful tag, except the range is about 100 feet away!







YOU START WITH THIS STARTING MOVE:

We Have An Understanding:
You do 1 stress even on a fully-successful hit in combat, whether ranged or melee... unless you're using your magic weapon or the other magical abilities your patron grants you, in which case you do 2 on a fully-successful attack. All armor is clumsy for you.

When you want to use one of the magical abilities-- or to attack with the magic weapon-- that your patron grants you, roll 2d6 + Confident (unless your patron is Queen Mab, in which case roll Charming).
--10 or higher: It works out just like you wanted.
--7-9: It works out just like you wanted, but choose one of the following:
* Your patron is annoyed; take -1 forward.
* You, yourself, take 1 stress.
* There is some small unfortunate extra result.
--6 or lower: It does not work out like you wanted at all. The GM will say what happens, and the GM will also choose one of the above.





WHEN YOU REACH LEVEL 2, AND EACH TIME YOU LEVEL UP AFTER THAT, TOO, YOU CAN ALSO ADD THESE MOVES, ONE BY ONE:


Summoned Minion: Your agreement with your patron allows you to summon a creature. The GM will describe it. It has 3 hp. Only the Warlock who summoned it can control it. It follows your orders to the best of its abilities.

Choose 2 things the minion can do (you can't change these later):
--Ranged Attack: The minion can Volley to do 1 stress.
--Disarm Trap: The minion can attempt to detect and disarm traps.
--Protector: When the Minion is assigned to protect a PC, that PC gets 1 extra armor.
--Combat Support: When the Minion is assigned to help in combat, that PC gets +1 to attack in melee.
--Porter: The Minion can and will carry 6 load. Anything they carry won't drop or be lost to unforseen circumstances unless they are killed or it's forcibly taken off then by someone else. (Note: If the Minion's hands are full, it can't do any other physical duties.)
--Appraiser: When you hand the Minion a weapon, armor, or other item of unknown qualities, it takes them no time at all to discern its basic properties and worth. Also, when you are opposed by an armored foe, the Minion can and will tell the Warlock where the foe is weakest.
--Torchbearer: The Minion can create a light, slightly brighter than a torch. When you send the Minion ahead on their own, roll +Charming. On a 10+, pick 3. On a 7-9, pick 2.
----They find a secret door.
----They find a clue, piece of information or sign of trouble.
----They find an item of interest.
----They do not spring a trap.
----They do not alert a waiting threat.

If it is destroyed or is otherwise lost, it summons itself to your side at the next sunset, alive and healed.


Fell Weapon: When you strike a foe with your sorcerous weapon, its power clings to them. The next time they approach you or act against you, they take 1 stress.

Spell Deflection: When a spell targets you and you try to deflect it, roll+Agile. On a 10+ you deflect it safely. On a 7-9, choose 1:
--In the process of deflecting the spell, you drop your weapon or something else you're holding (GM chooses).
--You break the spell but are slightly stunned by the impact; take -1 forward.
--You deflect the spell into something or someone else; the GM will tell you what.

Boon: When you defeat an opponent with your magical weapon, your patron gives you a surge of energy. Heal 1 stress.

Form of the Patron: If you agree to this choice, you look more like your patron:
--your feet don't touch the ground (genie)
--your teeth and ears become pointed, your eyes and hair turn a strange color (fey)
--you become a little transparent (ghost)
--your skin looks like stone (tower)
--your skin looks metallic or wooden (weapon)
--your skin and eyes shine (constellation)

In return, you get an extra ability:
--You are never knocked down (genie)
--you can hide behind anything (fey)
--you don't feel cold and don't take stress from cold-based magic (ghost)
--you are now impervious to non-magical ranged weapons (tower)
--you get +1 to hit in combat with your magical weapon (weapon)
--when you roll to do magic or use your magical weapon, treat a 6 as if it was a 7. (Fives and lower still work the same as always.) (constellation)


The Power Flows Through Me: When you choose this, your patron will give you an order. If you manage to do it, you will be granted some useful knowledge or boon related to one of your patron’s domains. The GM will tell you what. Your patron will then give you a new order...


To Bring Forth A Nightmare: You have the power to bring forth a nightmare. When you do, you must roll Insightful.
• On 10+, choose a nightmare creature, and it must serve you.
• On 7–9, choose a nightmare creature, and it must serve you, but it may expect recompense or consideration.
• On a miss, choose a nightmare creature, and it must serve you, but it can demand your service or its freedom in return.

Choose a nightmare creature:
--of blood,
--of darkness,
--of fear,
--of flame,
--of illusion,
--of loss, or
--of silence.
This message was last edited by the GM at 21:53, Tue 06 July 2021.
The GM
GM, 40 posts
Fri 9 Apr 2021
at 16:44
  • msg #8

Re: MOVES AND CLASSES

Cleric: The Cleric can do minor, and sometimes major, miracles, because of a bond they have with one of the gods.

DEITIES:
--ANTHAN, god of rebellion: CG
--CELADEL, goddess of justice and protection... LG
--DAIGATH: birth and death and boundaries: LN
--NORIC: the night sky and jewels: CG
--RONSI: youth and games, CG
--TANDALA, goddess of healing... LG

HOLY SYMBOLS:
--ANTHAN, god of rebellion: a broken chain
--CELADEL, goddess of justice and protection... a shield
--DAIGATH: birth and death and boundaries: a wall
--NORIC: the night sky and jewels: an 8-pointed star
--RONSI: youth and games: a sphere (a ball), sometimes a doll
--TANDALA, goddess of healing... the sun (a circle with 8 small points all around)

Deity X especially likes it when their Clerics/Paladins are Y:
--ANTHAN: rebellious, contrary, stubborn, "nobody tells me what to do!"
--CELADEL: tough, protective, brave, caretaking
--DAIGATH: lawful
--NORIC: quiet, mysterious
--RONSI: fun-loving, happy, playful
--TANDALA: kind, sweet, caring


YOU START WITH ALL THREE OF THESE THREE STARTING MOVES:

--The God Warrior: Medium armor (or lower) is not Clumsy for you. You deal 1 stress on a successful hit in melee combat-- in ranged combat, you deal 1 stress. You can only use weapons that do crushing damage (maces, hammers, clubs, etc.), but they can be two-handed weapons if your Forceful modifier is +1 or better...

--Turn Undead:When you hold your holy symbol aloft and call on your deity for protection, roll+Confident.
✴ On a 7+, so long as you continue to pray and brandish your holy symbol, no undead may come within reach of you.
✴ On a 10+, you also momentarily daze intelligent undead and cause mindless undead to flee. Aggression breaks the effects and they are able to act as normal. Intelligent undead may still find ways to harry you from afar. They’re clever like that.

--Heal: Clerics can recite PrayerSpells. The first one all Clerics start with is Heal. Roll 2d6+Confident...

--10 or better: heal 1 stress from a target you're close enough to touch (or, heal your own stress). Or, heal 2 stress, but choose one of the two options below:

* You also take 1 stress, yourself.
* Heal 2 stress, but that's all the healing you can do until after you use the REST move.

--7 to 9: Heal 1 stress, but the GM chooses from the list above.

--6 or lower: There's no healing, and you take 1 stress.



WHEN YOU REACH LEVEL 2, AND EACH TIME YOU LEVEL UP AFTER THAT, TOO, YOU CAN ALSO ADD THESE MOVES, ONE BY ONE:


Divine Aid: With this move, once per day (from dawn to dawn), when you roll a roll? And one of the dice came up as a 1? You can reroll both dice.






All of the following use PRAYERSPELL: Roll 2d6+Confident...

--10 or better: Works great

--7 to 9: Works great, but choose one of the following:

* You also take 1 stress, yourself.
* Works great, but you can't do it again until after you use the REST move.

--6 or lower: Works great, and the GM chooses one of the above.




--The Basics: choosing this move means Clerics of NORIC, DAIGATH, and RONSI get two new PrayerSpell moves:
--Light
An item you touch glows with divine light, about as bright as a torch. It gives off no heat or sound and requires no fuel, but it is otherwise like a mundane torch. You have complete control of the color of the flame. The spell lasts as long as it is in your presence. You take -1 to invoke another prayerspell while this one is still going.

--Guidance
A symbol of your deity appears before you and gestures towards the direction or course of action your deity would have you take, then disappears. The message is through gesture only; your communication through the spell is very limited.


But choosing The Basics means Clerics of ANTHAN, CELADEL, and TANDALA get these two new moves:

--Thaumaturgy
You briefly create an impressive display of divine might. Doors and windows slam open and shut, the sky darkens for a moment, you speak with a hundred voices, your eyes shine with burning light, etc.

--Endure
As long as this spell is ongoing, you or an ally you touch can endure
extremes of heat or cold that would normally cause harm, like
walking across burning sands or swimming through arctic waters. You take -1 to invoke another prayerspell while this one is still going.




--Getting Stuff Done: choosing this move means Clerics of NORIC, DAIGATH, and ANTHAN get two new PrayerSpell moves:

--Detect Magic: One of your senses is briefly attuned to magic. The GM will tell you what here is magical.

--Divine Planning: When you devise a plan, cast this spell to better your understanding of the situation. When you carry out that plan, take +2 forward. You can only have a heightened understanding of one plan at a time.


But choosing Getting Stuff Done means Clerics of RONSI, CELADEL, and TANDALA get these two new moves:

--Mending: Your devotion allows you to fix some mundane object, without needing tools or expertise.

--Compel Truth: While you maintain a hold of your target and concentrate, they are unable to intentionally lie or refuse to answer your questions, though if they are clever they might find a way to deceive you without lying. You take -1 to invoke another prayerspell while this one is still going.





--Step Off: choosing this move means Clerics of NORIC, DAIGATH, and ANTHAN get two new PrayerSpell moves:

--Mask of Death: You can assume the visage of death, and use this visage to attract insects, pass as a corpse, or to become invisible to the undead. While this spell is ongoing, you take -1 to cast a prayerspell.

--Darkness: Choose an area you can see: it’s filled with supernatural darkness and Shadow. While this spell is ongoing, you take -1 to Cast a PrayerSpell.

But choosing Step Off means Clerics of RONSI, CELADEL, and TANDALA get these two new moves:

--Sanctuary:
As you cast this spell, you walk the perimeter of an area, dedicating it to your god. As long as you remain inside, you are aware when anyone inside acts with hostile intent (including entering with harmful intent). Anyone who receives healing within a sanctuary heals 2 extra HP. While this spell is ongoing, you take -1 to cast a prayerspell.

--Bless: Your deity smiles upon a combatant of your choice (including yourself). They take +1 ongoing so long as battle continues and they stand and fight. While this spell is ongoing, you take -1 to cast prayerspells.



--Oh No You Don't: This one is a little different. You still get two prayerspells if you choose Oh No You Don't, but who gets what is a little more complex:

--Seal (CELADEL TANDALA  RONSI): Trace a glowing line, straight or curved, which enemies of your god struggle to cross. Only enemies who possess extraordinary willpower may cross, and they take d6 mental damage (ignoring armor) when doing so. The line persists as long as you concentrate. While this spell is ongoing, you take -1 to cast prayerspells.

--Dispel Magic (TANDALA  DAIGATH  NORIC): Choose a spell or magic effect in your presence: this spell rips it apart. Lesser spells are ended, powerful magic is just reduced or dampened so long as you are nearby.

--Silence   (ANTHAN  DAIGATH  NORIC): Name a location you can see. While this spell is ongoing, no sound can be made in that place. While this spell is ongoing, you take -1 to cast prayerspells. If you are IN that place of silence, you take -2 to attempt to cast a prayerspell.

--Reversal (ANTHAN CELADEL RONSI): The next attack against you (including magical attacks) bounces off, towards another target. (If you prayercast this with a 10 or higher, it's not toward an ally. If you prayercast this with a 7 to 9, the new target is random). The effect ends when you cast another spell.
This message was last edited by the GM at 01:49, Thu 20 May 2021.
The GM
GM, 79 posts
Sat 8 May 2021
at 23:54
  • msg #9

Re: MOVES AND CLASSES

Druid: The Druid gets miracles from nature itself, instead of a particular deity.

YOU START WITH ALL THREE OF THESE THREE STARTING MOVES:

I Am The Wind On The Sea: Light armor is not Clumsy for you. You do 1 stress even on a fully-successful hit in combat, whether ranged or melee... You can only use weapons made of wood and/or stone and/or leather, such as: darts, clubs, staves, slings, bows-- with two exceptions: sickles and scythes are also allowed.


Nature's Boon: When you call on the primal spirits of animals or plants to help you do something (including helping you do extra stress in combat), roll+Charming.
 • On a 11 or higher, you are given help to do what you want to do, you avoid paying nature’s price for your request, and you retain control
 • On an 7 to 10, you are given help to do what you want to do, but choose two of the following things:
--You are given help to do what you want to do
--You avoid paying nature’s price for your request
--You retain control
 • On a 6 or lower, choose only one of the following things:
--You are given help to do what you want to do
--You avoid paying nature’s price for your request
--You retain control of what happens next


I Am The Point Of The Spear In Battle: To imbue your weapon with primal power, take 1 stress, and then choose one of the following. Whichever you choose, your weapon gains that effect as long as you wield it, until you use this ability again, or until you meditate again for a few hours:
• Your weapon gains the fiery tag and deals +1 stress
• Your weapon mystically shields you, granting +2 armor 
• Your weapon gains the forceful tag 
• You attack with this weapon using Confident instead of the usual stat



WHEN YOU REACH LEVEL 2-- AND EACH TIME YOU LEVEL UP AFTER THAT, TOO-- YOU CAN ALSO ADD THESE MOVES, ONE BY ONE:


Communion of Whispers: When you spend time in a place, making note of its resident spirits and calling on the spirits of the land, roll+Insightful. You will be granted a vision of significance to you, your allies, and the spirits around you.
--On a 10+ the vision will be clear and helpful to you.
--On a 7–9 the vision is unclear, its meaning murky.
--On a miss, the vision is upsetting, frightening, or traumatizing. The GM will describe it. Take -1 forward.


Barkskin: So long as your feet touch the ground (footwear doesn't count against you), you have +1 armor.


Spirit Tongue: The grunts, barks, chirps, and calls of the natural creatures of the wild are as language to you. You can understand any animal, and it can understand you-- although that doesn't mean you can just order it around.


I Am A Strong Wild Boar: With this move, when you want to come up with something useful about a creature or a plant or a natural area, roll Insightful OR Confident.
--On a 10 or higher, either the GM will tell you something quite useful, or the GM will let you make up something useful.
--On a 7 to 9, the GM will tell you something, but it'll be up to you to figure out how to make it useful.
--On a 6 or lower, the GM will tell you to take -1 forward, or something else kind of bad might happen...

I Am The Bull Of Seven Battles: By choosing this move, the Druid can attempt to charm a living creature (not a thing that counts as a person) if it is big and/or strong enough to carry his weight easily (and is not already being controlled by any other outside force). Just roll Charming...
--10 or higher: the creature will let the druid ride on it for about 24 hours. If the druid wants to ride for longer than that, he'll have to roll again and see how it goes. If the creature is big enough to carry the weight of more than one person easily, the creature might let the druid and one or more allies ride too. The creature will also attempt to defend itself in self-defense if anything attacks it or threatens it.
--7 to 9: the creature will let the druid ride on it for about 12 hours. If the druid wants to ride for longer than that, he'll have to roll again and see how it goes. The creature will not let anyone other than the druid ride it, and it may be much more likely to want to just run from possible combat than if the roll had been higher.
--6 or lower: the creature is not going to go along with this request, thank you. It might even get belligerent about it, depending on what kind of creature it is.
This message was last edited by the GM at 19:32, Sun 09 May 2021.
The GM
GM, 93 posts
Thu 20 May 2021
at 19:10
  • msg #10

Re: MOVES AND CLASSES

Thief: The Thief is a specialist of sneakiness and stealth (especially indoors or in urban areas).

YOU START WITH ALL THREE OF THESE THREE STARTING MOVES:

Stab and Move: Light armor (or lower) is not Clumsy for you. You deal 1 stress on a successful hit in melee or ranged combat.  You can only use one-handed weapons (and light bows and crossbows). On the other hand, you have no penalty for using a weapon in each hand. You don't do deal any extra stress or anything, but it's nice because even if something causes you to drop one weapon, you've still one in one hand. (Of course, not using two weapons means you can fight with one hand and grab something important with the other. That'd be useful sometimes, huh.) You can also pick locks, with Agile or Insightful. (No one else can pick locks without the "Stab and Move" move). You can also pick people's pockets, with Agile. (No one else can pick pockets without the "Stab and Move" move).


Opportunist

When you are in medium shadow or complete blackness, no one who relies mostly on their sense of normal sight to notice things will notice you as long as you don't make noise nor attack them nor do anything else to draw attention to yourself (as long as they don't already know you're there. You can't attack from darkness and then return to darkness and just expect them to forget you're there (somewhere)). Also, when you attack a surprised or defenseless enemy with a melee weapon, you can choose to deal your damage or roll+Agile.
* On a 10+ choose two from the list below.
* On a 7–9 choose one from the list below.
--You don’t actually get into combat with them (someone else might, but not you)
--You deal one extra stress
--You create an advantage, +1 forward to you or an ally acting on it
--Reduce their armor by 1 for the next 6 hours


Apothecary 
You’ve mastered the care and use of a chemical recipe. Choose a recipe from the list below; that recipe becomes not dangerous for you to use (in other words, you're good enough with it that you won't accidentally dose yourself). You also start with three uses of the recipe you choose. Whenever you have time to gather materials and a safe place to brew, you can make three uses of the recipe you choose for free. Note that some are applied, meaning you have to carefully apply it to the target or something they eat or drink. All of these just need to touch the target, they can even be used on a weapon (but if you apply one to an ally's weapon instead of yours, there's a very good chance of the ally accidentally dosing themselves instead. (You cannot apply more than one recipe to one weapon at the same time.)
--Oil of Noric: On an attack result of 10 or better, better, the target is affected by the recipe: the target falls into a light sleep.--Tandalaweed: On an attack result of 9 or better, better, the target is affected by the recipe: the target deals -1 less stress in combat for the next 6 hours.
--Anthan's Tears: After an attack result of 8 or better, the target is affected by the recipe: for the next hour, anyone dealing stress to the target rolls twice and takes the better result.
--Ronsi's Kiss: After an attack result of 9 or better, the target is affected by the recipe: they become confused and hallucinate for the next 2 hours


WHEN YOU REACH LEVEL 2, AND EACH TIME YOU LEVEL UP AFTER THAT, TOO, YOU CAN ALSO ADD THESE MOVES, ONE BY ONE:


Trap Expert

When you spend a moment to survey a dangerous area, roll+Insightful.
* On a 10+, hold 3.
* On a 7–9, hold 1. Spend your hold as you walk through the area to ask these questions:
--Is there a trap here and if so, what activates it?
--What does the trap do when activated?
--What else is hidden here?



The Set-Up: When you hit a target with a melee or ranged attack, choose an ally. Their next attack against your target does +1 stress.



DRIVES: Choose 3 of these drives. Take +1 forward every time you do one of the things you chose...
--Defiance: Stand up to a bully or tyrant
--Conscience: Forego comfort or advantage to do the right thing
--Excitement: Cause trouble for your allies by taking an unnecessary risk
--Trickery: Get someone to act on false information
--Chaotic: Leap into danger without a plan.
--Survival: Avoid detection or infiltrate a location.
--Greed: Steal, at risk to yourself, when it isn't necessary
--Vengeful: Avenge an insult to you.



Taunt

When you taunt an NPC, roll +Charming.
 On a 10 or better, you take +1 forward against them and choose one from the list below.
 On a 7+, choose one from the list below.
 On a miss, they do as they please and you take -1 forward against
them.

--They do what you wanted them to do
--They leave, upset with you
--They attack you--They take 1 stress (2 if your result was higher than 12!)



I'm Fine Back Here
When you attack and hit with a ranged weapon, deal +1 stress.


Cautious
When you use trap expert you always get +1 hold, even on a 6-.


Clever
When you defy danger using Insightful, Confident, or Charming, take +1 (stacks).



Where'd I Go?: During combat, if your opponent uses eyes or ears to find its way around, you can just suddenly disappear. (You don't REALLY. Everyone just loses sight of you for a few seconds.) Next round, you will reappear in the area where the combat is taking place.

(EXAMPLE: Emily the thief is fighting an evil cultist. She uses the Where'd I Go? move... and to the evil cultist, it seems like she vanishes. Actually, she ducked down out of his field of vision, then zipped around behind him. She can do nothing else this round, but at least she got away from that guy. Next round, she's suddenly run over by the magic crystal on the far side of the room, so she can guard her Mage buddy.)



Insult To Injury: Whenever an opponent is already at a disadvantage-- they're drugged, poisoned, on fire, freezing, blinded, deafened, hobbled, stunned, one arm is numb-- in a way that disadvantages them, then with this move, you can treat an attack result against them as one level higher:--treat a 6 or lower like 7-9--treat a 7-9 like 10-12--treat a 10-12 like a 13 or higher.


When you gain a level from 6–10, choose from these moves or the level 2–5 moves.


Tandem Strike (Replaces: The Set-Up)
When you Hack and Slash, choose an ally. Their next attack against your target does +1 stress and they take +1 forward against them.


Extremely Cautious (Replaces: Cautious)
When you use trap expert you always get +1 hold, even on a 6-. On a 12+ you get 3 hold and the next time you come near a trap the GM will immediately tell you what it does, what triggers it, who set it, and how you can use it to your advantage.


Serious Underdog (Replaces: Underdog)
You have +1 armor. When you’re outnumbered, you have +2 armor instead (stacks).


Evasion
When you defy danger on a 12+, you transcend the danger. You not only do what you set out to, but the GM will offer you a better outcome, true beauty, or a moment of grace.

Escape Route
When you’re in too deep and need a way out, name your escape route and roll+Agile.
--On a 10+ you’re gone.
--On a 7–9 you can decide to stay or go, but if you go it costs you: leave something behind (that you wouldn't want to leave behind) or take something with you (that you probably shouldn't be taking with you), the GM will tell you what.

Master Of Disguise
When you have time and materials you can create a disguise that will fool anyone into thinking you’re some random stranger who isn't you, of about the same size and shape. Your actions can give you away but your appearance won’t.
This message was last edited by the GM at 21:05, Thu 27 May 2021.
The GM
GM, 98 posts
Thu 27 May 2021
at 21:04
  • msg #11

Re: MOVES AND CLASSES



Bard: The Bard is a master (or mistress) of inspiring emotions and feelings in others through performing.



YOU START WITH ALL THREE OF THESE THREE STARTING MOVES:

Jack Of All Trades: Light armor (or lower) is not Clumsy for you. You deal 1 stress on a successful hit in melee or ranged combat.  You can only use one-handed weapons (and light bows and crossbows).

Included in Jack Of All Trades is Bardic Lore. Choose one area of expertise:
--Spells and Magicks
--The Dead and Undead
--The History of the Known World
--A Bestiary of Creatures Unusual
--Legends of Heroes Past
--Gods and their Ways

When you first encounter an important creature, location, or item (your call) covered by your Bardic Lore, you may ask the GM any one question about it; the GM will answer truthfully. The GM may then ask you what tale, song, or legend you heard that information in.


Enchanting Entertainer: When you perform in front of an audience, if you describe to the GM a story you tell, a song you sing, or your performance, roll+CHA.
--On a 10+:  Choose 2 from the following list:
--On a 7-9: Choose 1 from the following list, but the crowd starts to get out of control:

• You make some money - gain 2d6 coins.
• A NPC member of the audience becomes enraptured with you, the GM will tell you who
• You gain useful information or hear rumors of an opportunity
• Some NPC in the audience brings you a special gift for your performance



<b>Inspiration:</b> When you deliver a speech or song to your allies in the midst of combat, describe it and roll+CHA.

--On a 10+:  Choose 1 from the list below.
--On a 7-9+: Just like 10+, but it also helps your enemies a little bit somehow-- the GM chooses exactly how.

• You and your allies gain +1 forward.
• You and your allies gain +1 armor forward.
• You and your allies shake off the effects of a harmful enchantment.

--On a 6 or lower, the GM chooses what happens, but it'll probably be inconvenient for you...



WHEN YOU REACH LEVEL 2, AND EACH TIME YOU LEVEL UP AFTER THAT, TOO, YOU CAN ALSO ADD THESE MOVES, ONE BY ONE:




Bardic Drives: Choose 3 of these drives. Take +1 forward after each time you successfully do one of the things you've chosen...
--Pursuit of knowledge: Uncover forgotten knowledge or discover something new.
--Keeper of the Peace: Avoid a conflict or defuse a tense situation.
--Display my Skills: Perform for your own vanity or glory.
--Promise Kept: Deliver on a threat or agreement despite cost.
--The Time Is Now: Spur others to significant and unplanned decisive action.
--Fame: Ensure that others will spread your name
--Wisdom: You get an NPC to act on your honest advice



90% Perspiration:
Choose TWO of the following abilities. When you use Inspiration, you can now add either (but not both) of the two effects you just chose:

--Slumber: By playing tranquil, soothing music, you can put one person (or maybe a beast/creature-- the GM will decide how hard/easy this is) to sleep.

--Fascination: Give a sublime performance, holding your chosen audience entranced.

--Heart Strings: Name a strong emotion (love, fear, hate, hope, despair, etc.) and sing a song to evoke it; it swells in your chosen audience’s hearts. 

--Cacophony: Utter/play a loud and terrible note. All who hear it must either (they pick):
• Drop what they carry and cover their ears
• Stagger, cringe, and cower




Healing Song: When you roll 10 or better on your Inspiration move, you may also heal +1 stress for yourself or 1 ally.


The Boom Boom of Doom:
When you grant "You and your allies gain +1 forward" with inspiration, you also grant an extra +1 stress dealt.


My Craft Is Sacred:
While you are doing a performance move (such as Inspiration, for example), you effectively have +2 armor (that stacks, and that's proof against Piercing)




When you gain a level from 6-10, you may choose from these moves or the level 2-5 moves:


Metal Hurlant:
When you play a shattering note, choose a target and roll+Confident.
--On a 10+ the target takes 1d6 damage and is deafened for a few minutes.
--On a 7–9 you still damage your target, but it’s out of control: the GM will choose an additional target nearby.


Healing Chorus (Replaces: Healing Song)
Same as Healing Song, only you heal +2 stress.


110%: Same as 90% Perspiration, only you become able to achieve any of the 4 "extra" effects.



How Dare You: (Replaces: My Craft Is Sacred)
While you are using a performance move, you take +3 armor forward (that stacks, and that's proof against Piercing), and if you take damage anyway, take +1 forward.


Invigorating Song (Requires Healing Song first)
You can use your Inspiration move to include the following extra ability:
--When you roll 10 or better, you also heal +1 stress for any 2 allies, including yourself if you wish.
The GM
GM, 99 posts
Sat 12 Jun 2021
at 18:24
  • msg #12

Re: MOVES AND CLASSES



Sage: The Sage is a master (or mistress) of general knowledge and smartness, but especially when it comes to magical items (using them, in particular).


I Can Use This: All armor is Clumsy for you, and you deal 1 stress on a successful hit in melee or ranged combat, and you can only use one-handed weapons (with the exception of staves), but... you can use any non-divine magical item or non-divine magical object or non-divine magical thing, even if it should normally only be meant to be used by some other species or class. (If it's a weapon meant for a non-Sage class, then you probably can't cause stress with it, unless causing stress is one of its magical functions.) When treasure is found, and you are present, at least one item of treasure will be magical. It might not seem magical to the untrained eye, but you will always recognize the fact right away.


AREA OF EXPERTISE: Your magical studies have particularly focused on one type of magic item. Choose one of the following. It is the only type of magic item you can produce yourself-- you can attempt to move a magical effect from one item to one of your own making.
--Rods, Staves, and Wands
--Books and Scrolls
--Potions and Oils
--Constructs and Homunculi
--Jewelry and Clothing (excludes armor)
--Everyday Items (ropes, lanterns, torches, mirrors, candles, etc.)
--Elemental Binding

When you spend you an hour or so tinkering with the magic in your items, you may:

--Remove any magic item tags already present.
--Move a new magic item tag from one item to another. No item you tinker with can have more than 2 magical item tags.


ACTIVATE MAGIC ITEM (Insightful): When you activate an item you’ve infused, describe what you intend to achieve with it and roll+Insightful. 
--On a 10+, the item is activated successfully. 
--On a 7-9, the item is activated but choose one:
* You draw unwelcome attention or put yourself in a spot. The GM will tell you how.
* A magic item tag on the item fizzles out. You cannot fix that tag until you tinker with your items again.
* A strange or unhelpful side effect manifests. The GM will tell you what.



WHEN YOU REACH LEVEL 2, AND EACH TIME YOU LEVEL UP AFTER THAT, TOO, YOU CAN ALSO ADD THESE MOVES, ONE BY ONE:



Appraisal: With this move, when you examine an important item or object (your call) for the first time, roll+Insightful.

* On a 10+, ask three questions from the list below.

* On a 7-9, ask two. On a miss, ask one question anyway, but you might not like the answer.

Either way, if you act on the answers while using the item, take +1 forward. 

--Does this have magical properties?
--How much is this worth and to whom?
--What has been done to this or with this?
--What is it for? 
--Who made this and how old is it?



Riddlemaster: At any time except combat, you may engage a being that can both think and speak-- ANY kind of being that can both think and speak-- in a riddle contest by rolling either Charming or Confident. If the result is higher than 6, the being must accept. If the contest is accepted, roll Insightful.
--10 or higher: you win the contest. The being will honor one request from you. If it is a very powerful/strong-willed being, it might refuse the request if the request seems to interfere with the being's main purpose/function.
--7 to 9: You are having trouble with one of the being's riddles. If your allies see this and interrupt the contest, each of them may take +1 forward. If your allies DON'T interrupt the contest, then roll Insightful again to try to get unstuck. (If the result is 7 to 9 again, you manage to solve the being's last riddle in the nick of time, but then you're stuck again on their next one, just like before.)
--6 or lower: You get stuck on one of the being's riddles, and you lose the contest. You, and each of your allies, take -1 forward.


OOH, WHAT DOES THIS BUTTON DO? (Insightful): When you attempt to activate an item you didn’t create, roll+Insightful. On a 7 or better, the item is activated successfully. On a 10+, the item works better than intended, GM’s choice (it doesn’t use up any ammo, it has a beneficial side effect, etc).


--Researcher
When you spend some time researching a nearby location, roll +Insightful. 
*On a 10+, choose two from the list below. 
*On a 7-9, choose one from the list below. 
*On a 6-, pick one from the list below, but don’t describe it yet. Instead, ask the GM what it will cost you or what you must do to gain that benefit.

• You find part of an interesting map-- tell your allies about it.
• You learn of a trap or similar hazard, describe it and hold +1 preparation. (see the Bolster move)
• You learn of a dangerous enemy or group in the area you're researching; describe and/or name them and hold +1 preparation.
• You learn of a valuable treasure, describe it and where it’s kept.
• You learn something useful about the area’s history, layout, or politics; tell us what.
• You gain something that will be particularly useful in/at the place you're researching (a key, a password, etc.), tell your allies what you got.


Think Like A Monster: You may roll 2d6+Insightful+1 to try to figure out what a creature that doesn't think like your kind wants or what its motivations are. You, or anyone else, may take +1 forward when you act upon the answers, or when others act upon your realization.


KNIGHT IN MAGIC ARMOR: Add “arms and armor” as one of your known areas of expertise.


Workshop: You have a magical workshop to create things in. Either add it to the world map, or put it in a beast-drawn carriage. Give it both of the following tags:
--Few Customers (5 coin for every 50 posts you make), 
--Small, Focused (one type of product). 

Then choose two benefits:
--Booming: Replace Few Customers with Steady Customers (10 coin for every 50 posts you make).
--Prime Real Estate: Replace Small with Large (two types of product).
--Prestigious: Your shop is well-known, and therefore you are too. Add Personage (you).
--Skilled Assistants: You’ve trained (or built?) your assistants well. They’ll be able to help you on magic item creation where they can.--Versatile: Replace Focused (one type of product) with Focused (two types of products).

The GM will also give you a complication:
--Competition: Your shop has encroached on another sage's turf, and they’re not at all pleased.
--Indebted: You had to spend a lot of coin to get this place/carriage, or pull some strings and ask some favors.
--Seedy: Your shop’s in the wrong part of town (or has otherwise attracted the attention of a criminal element). Expect break-ins and worse.

When you spend a week or two in your workshop making a magic item, spend 100 coin and choose one magic item tag (or two, if you have skilled assistants). That tag is permanently infused in the item. (In other words, you don't have to have moved the magic to the item from somewhere else.)



LEVEL 6-10 ADVANCED MOVES

ATTUNED WEAPON (Requires: Knight in Magic Armor):
When you are wielding a weapon that you infused, you deal +1 stress.


A list of common tags:
--BANE: The item is particularly strong against a particular species or creed.
--COMPASS: The item will always guide you to a certain place, object, person, or creature.
--DEFENDER: The item grants +1 armor or can block an attack.
--EARTHBOUND, FIREBOUND, WATERBOUND, WINDBOUND: The item contains a bound elemental of the appropriate element.
--FIERY, ICY, SHOCKING, THUNDEROUS: The item burns with a powerful fire, is rimed with freezing cold, possessed of a powerful electric charge, or emits blasts of sound, none of which harm the wielder (when operated appropriately).
--GHOST TOUCH: The item is tangible to, and/or can affect, ghosts, spirits, etc.
--GLAMOURED: With a thought from the wielder, this item can take on the form of something else.
--HURLED: The item gains the thrown tag.
--INDESTRUCTABLE: The item cannot be destroyed by mortal means.
--LIFE-LEECH: The item can drain the life force of those it is directed to.
--LIGHT: The item emits a brilliant light under certain circumstances (when it's dark, or in the presence of evil, or the presence of magic (other that that of the party), etc.)
--MYSTIC: You roll +Insightful instead of +Forceful nor +Agile to hack and slash or volley with this item.
--SHADOW: The item gives off clouds of smoky darkness.
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