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11:13, 24th April 2024 (GMT+0)

The Game: Moves.

Posted by GearbotFor group 0
Gearbot
GM, 11 posts
So, you want to
hear a story, huh?
Fri 28 May 2021
at 07:11
  • msg #1

The Game: Moves

BASIC MOVES
Aid or Interfere
When you help or interfere with someone who’s making a roll, roll+History. On a hit, they take +1 (help) or -2 (interfere) now. On a 7-9, you also expose yourself to danger, retribution, or cost.

Assess Loot
When you find stuff, roll+Sharp. On a 10+ the character knows the value and abilities of an item picked up. On a 7-9 choose 1:
1) You know the item’s make, model, and worth
2) You know the item’s secret abilities
3) It’s not for you. Choose who gets it instead.
On a miss, it’s a mystery.

Demand What You Want
When you have leverage on an NPC and manipulate them, roll+Hot. Leverage is anything they need or want, including you. On a hit, they ask you to promise something first, and do it if you promise. On a 10+ whether you keep your promise is up to you, later.
On a 7-9, pick one:
1) They need concrete assurance of your promise, right now
2) They say they believe you, but they’re totally spying on you via the ECHO network
3) They’ve gotten someone else involved.

Exchange Fire
When you unleash a hail of lead, roll+sharp. On a 10+ deal your gun damage without complication, though you may choose to add +1d4 damage and open yourself up to retaliation. On a 7-9, you deal your gun damage but choose 1:
1) You have to move to take the shot, opening yourself up to retaliation
2) It’s a strafing shot, at best. -1d4 damage
3) You have to take several shots, reducing your ammo by 1.
On a miss, the GM may make as hard and fast a move as he or she likes, and this can now include Out of ammo! - The gun you’re using has run out of bullets and can’t be used until you purchase more ammo. To find a vending machine in a pinch requires one to wrangle weirdness.

Go in Swinging
When you attack a target in hand-to-hand combat, roll+hard. On a 10+ deal your melee damage. You may open yourself up to retaliation in return for +1d4 damage. On a 7-9 you deal your damage, but the enemy makes an attack against you.

Provide Covering Fire
When you provide covering fire, you take the heat off a friend and bring it onto you instead. Roll+Cool. On a 10+, hold 3. On a 7-9, hold 1. As long as you defend your ally, whenever they are attacked, you may spend your hold 1 for 1 on any of the following options:
*Redirect an attack onto yourself
*Halve the attack’s effect or damage
*Open up the attacker to an ally, giving that ally +1forward against the attacker
*Deal damage to the attacker equal to your Hard or Sharp, whichever is higher. guns with the spray tag add +1damage

Read a Person
When you read a person during an interaction, roll+cool. On a 10+, hold 3. On a 7-9, hold 1. You can spend your hold to ask their player or the GM any of the following questions:
* Are you telling the truth?
* What are you really feeling?
* What do you intend to do?
* What do you wish I’d do?
* How can I get you to __?

Situational Awareness
When you read a situation or survey a location, roll+sharp. On a hit, you can ask the GM questions. Whenever you act on the GM’s answers, take +1forward. On a 10+, ask 3. On a 7-9, ask 1:
* Where’s the best escape route/way in/way past?
* Which enemy is most vulnerable to me?
* Which enemy is the biggest threat?
* What should I be on the lookout for?
* What’s my enemy’s true position?
* Who’s really in control here?
* What happened here recently?
* What here is useful or valuable to me?

Tell Trouble to Get Slagged:
When you act under pressure or do something despite an immanent threat, say how you deal with it and roll. If you...
* Act by keeping calm and carrying on, roll+Cool
* Overcome with physical ability or toughness, roll+Hard
* Use your words or sexy wiles roll+Hot
* Use your head (in the smart way), roll+Sharp
* Cause an unusual circumstance, roll+Weird
On a 10+, you do it. On a 7-9 you the GM will offer you a worse outcome, hard bargain, or ugly choice.

Wrangle Weirdness
When you’re in a pinch, you can wrangle weirdness. Roll+Weird to try to get one of the planet’s bizarre denizens to come to your aid or to find something to help you (such as a vending machine or a box containing a particular item). On a hit, help comes along, though it might have strings attached. On a 10+, someone (or something) helps you in pretty much the way you want them to.
On a 7-9, help arrives but pick 2:
1) You find what you’re looking for, but not precisely where you want it
2) They do what you want, the way you want it
3) They do not cause any collateral damage
4) They don’t expect payment for services rendered.
On a miss, they’ll show up or you find what you’re generally looking for, but the GM gets to add as many interesting complications as he or she likes.
This message was last edited by the GM at 07:17, Fri 28 May 2021.
Gearbot
GM, 12 posts
So, you want to
hear a story, huh?
Fri 28 May 2021
at 07:17
  • msg #2

The Game: Moves

SPECIAL MOVES
Applying Damage
When you roll damage against an enemy or yourself, first apply damage to the Shield rating. When shields are down (at 0), then subtract damage from armor (if any) before applying directly to Health.

Fight for Your Life
When your Health drops to 0, you must fight for your life. You have a number of chances equal to 1+Cool (minimum 1) to kill someone. If you do so, get half your health back. On a miss, you respawn. Fight for your life overrides all other ongoing moves, unless they specifically say otherwise.

Got Your Back!
When an ally fights for their life, you can step into harm’s way to revive them. Roll+cool. On a 10+ your buddy is revived, and gets half their Health back, and you get out of the way safely, too.
On a 7-9 pick one:
1) Your buddy gets revived
2) You escape unharmed.
On a miss, your buddy immediately respawns. Success or failure, gain History+1.

Preceded by Reputation
When you return to a civilized place in which you’ve raised hell before (or it followed with you, whatever), roll+Hot. On a 10+, word has spread of your awesomeness, and everyone recognizes you. On a 7-9, as above, and the GM chooses a complication:
* The local authority (such as it may be) has a warrant out for your arrest
* Someone has put a price on your head
* Someone important to you has been put in a bad spot as a result of your actions

Recharge Shields
When you recharge shields, you temporarily remove yourself from action. You detail how. This does not require any roll, but you can’t make other moves while doing so (unless the move specifically says otherwise). Roll your shield’s die rating and regain that much shield back.

Rrrrrespawn!
When you reach 0 Health and fail to Fight for your Life, roll (with no modifier). On a 10+, if not already defined, the New-U station is a convenient distance away and nothing attacks you while you regroup. On a 7-9 pick one:
1) It’s a convenient distance away.
2) Nothing attacks you on your way back.
3) You don’t leave anything behind.
On a miss, you respawn, but the GM decides what happens.

Mission End
When you reach the end of a mission, review the following yourself:
* Did your History reach 4 with anyone?
* Did you act on your Vice and did it cause trouble?
* Did you act in accordance with your Drive?

Then also review the following with the group:
* Did we overcome a notable monster or enemy?
* Did we loot a memorable treasure?
* Did anyone drop a catchy one liner while using a move?
* Did Claptrap ruin everything?
For each ‘yes’, everyone marks XP.

Improvement
Level 2 (7 total XP)
+1 to any stat and an advanced move

Level 3 (15 total XP)
Choose one: class mod, advanced move

Level 4 (24 total XP)
an advanced move

Level 5 (34 total XP)
Choose one: class mod, advanced move

Level 6 (45 total XP – TRUE VAULT Hunter MODE UNLOCKED)
+1 to any stat and (choose one): advanced move, True Vault Hunter move

Level 7 (57 total XP)
Choose one: class mod, advanced move, True Vault Hunter move

Level 8 (70 total XP)
Choose one: advanced move, True Vault Hunter move

Level 9 (84 total XP)
Choose one: class mod, advanced move, True Vault Hunter move

Level 10 (LEVEL CAP REACHED! 100 total XP)
+1 to any stat and (choose one): advanced move, True Vault Hunter move
This message was last edited by the GM at 02:06, Tue 08 June 2021.
Gearbot
GM, 13 posts
So, you want to
hear a story, huh?
Fri 28 May 2021
at 07:23
  • msg #3

The Game: Moves

SPECIAL GUN MOVES
All special gun moves require the expenditure of an ammo.

Hyperion: Superior Quality Bullet Dispensing Apparatus
When you exchange fire, on a 12+ you may immediately exchange fire again.

Tediore: (Explosive) Digistructing Reload!
You may spend a point of ammo when you exchange fire to add +3 to gun damage (and you also huck it in a direction of your choosing). On a 7-9, you may also choose the option to have your exploding gun go somewhere you didn’t intend. The point of ammo is spent on a hit or miss. As an added bonus, Tediore guns are always available for sale and are cheap!

Vladof: High Fire Rate
When you exchange fire, you may spend ammo for +1 to the roll (to a maximum of +3). The ammo is spent on a hit or a miss.

Certain Red Text may provide special gun moves as well.
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