For Your Convenience, once again, THE EIGHT MOVES...   Posted by The GM.Group: 0
The GM
 GM, 6 posts
Sun 8 Aug 2021
at 20:16
For Your Convenience, once again, THE EIGHT MOVES...
MOVES: THERE ARE ONLY EIGHT MOVES (that's the "Lite" part!):

--Avoid Danger When you want to make a plan to avoid a risk...

--Console: When you want to try to help a teammate with a Trauma...

--Get Violent: When it's time for combat...

--Head Back to the Village Early: When you want to try to head back to the village before the level of dungeon you're on is fully cleared out... (If the GM tells you the level of dungeon you're on IS fully cleared out, you don't have to roll...)

--Make Camp: When you want to heal up and maybe try to use the Console move...

--Move Forward: When you move to a new area of the dungeon...

--Loot The Area: When you Loot an area...

--Talk It Over When you ask something from someone willing to listen (who is not a party member)...






MOVES: All the details:

Avoid Danger
When you attempt something in spite of the possible consequences, make a roll, adding 1 extra die for each teammate's Stat that helps.
--On a roll of 6, you pull it off.
--On 4 or 5, the GM will tell you what it will cost to succeed.

Avoid Danger is for when your character is trying something risky. You could be trying to climb up a tall wall, sneak past a set of enemies, or duck for cover to avoid getting
hurt.

The consequence is purposefully open-ended. When it says the GM will tell you what it will cost to succeed, the consequences are entirely in his hands. This means he might tell you the move will put you in a bad position, or that you could take Harm doing it, or any number of other things (like losing an item). Itís up to the player if the cost is worth pressing forward.


Console:
When you are trying to help a teammate with a Trauma, roll. Roll +1 die if you are Charming or Insightful (but just +1, even if you're both (note-- if the teammate with the Trauma is Charming or Insightful, it doesn't matter. All that matters is whether you are or not).
--On a roll of higher than 3, their Trauma penalty goes away. Narrate what you say to them to make them feel better!
--On a 3, you choose: either their Trauma penalty goes away, but enemies attack right afterward, OR, Their Trauma penalty does NOT go away, but there is NOT an attack.
--On a 2, their Trauma penalty goes away, but enemies attack right afterward!
--On a 1, your consoling talk is interrupted by an attack!



Get Violent:
When you use force against someone, make a roll, adding 1 extra die for each teammate's Stat that helps (see below).

--On a roll of 6, you defeat the enemy. Narrate how this happens!
--On a roll of 4 or 5, you defeat them, but you take Harm or Trauma or lose an item, too (the GM decides which).
--On a roll of 3 or lower, you defeat them, and you take Harm or Trauma, too (the GM decides which), AND you lose something.


Get Violent is for when you are using force to get what you want. This isn't threats, but physically acting against someone by any means necessary.


--Barbarian, cleric, paladin, druid, knight, sorcerer, warlock: all Get Violent using Forceful.
--Bard, thief: Get Violent using Agile.
--Mages: Get Violent using Insightful.
--Monks: May choose to Get Violent using Forceful OR Agile (you choose each time) (but you can't choose both at the same time).



Head Back to the Village Early: Heading back to the village seems like a no-brainer, because all Harm can be removed there without a roll, but attempting to do it before a given level of dungeon is fully cleared out is always risky, because intelligent monsters could have set up an ambush or a trap. (If the GM tells you the level of dungeon you're on IS fully cleared out, you don't have to roll...)

When you attempt to Head Back to the Village Early to try to get some rest and food, make a roll. (If Insightful is used, add +1 die for each teammate with it who's helping to keep a sharp eye and/or ear out).

--On a roll of 6, you make it back without incident. Remove all Harm. You can also trade Loot for Items.
--On a 5 or 4, you trigger a trap. Take 1 Harm or lose an item (GM's choice).
--On a 3 or 2, you are ambushed. Move to Get Violent, but roll one less die than you normally would (minimum of 1).
--On a 1, you trigger a trap causing 1 Harm or losing an item (GM's choice) AND THEN you're ambushed. Move to Get Violent, but roll one less die than you normally would (minimum of 1).




Make Camp:
When you Make Camp and try to get some rest and food, make a roll. (If Insightful is used, add +1 die for each teammate with it who's helping to set up camp and keep watch).
--On a roll of 6 or 5, remove 2 Harm.
--On a 4 or 3, remove 1 Harm.
--On a 2, remove 1 Harm, but 1 Trauma happens (unless a party member already has Trauma).
--On a 1, no Harm is removed, and 1 Trauma happens (unless a party member already has Trauma).



Move Forward:
When you move to a new area of the dungeon, make a roll, adding 1 extra die for each teammate's Insightful Stat that helps (max of 3).

--On a roll of 6, choose one thing from the following list.
--On a 4 or 5, the GM chooses one thing from the following list:

∑ There is a person, some persons, a monster, or some monsters here! On a 6, you spot them first. On a 4 or 5, they spot you first. On a 3 or lower, they spot you first and will always attack!
∑ There is something valuable here! (It might be hard to get ahold of it, though...)
∑ You find something hidden here! (It may or may not be Loot, but it will be of interest...)
∑ You find a clue here about something nearby. Take +1 die toward your next Move Forward roll.


The GM will narrate the results.



Loot The Area:
When you Loot an area (which you can't do during combat, and there's no time to do it right before combat is about to happen), make a roll, adding 1 extra die for each teammate's Insightful Stat that helps (max of 3).
--On a roll of 6, you find Loot, and at least one Minor Item, if not more/better.
--On a roll of 4 or 5, you find a little loot, or maybe just one Minor Item.
--On a roll of 3 or lower, you don't really find much of interest-- you might even take a little Harm!

The GM will narrate the results.


Talk It Over
When you ask something from someone willing to listen (who is not a party member), make a make a roll, adding 1 extra die for each teammate's Charming Stat that helps (max of 3).
--On a roll of 6, you convince them to help you.
--On a 4 or 5, they demand something more in return.
--On a 3 or lower, they're not interested in cooperating. They might even chase you away.

Talk It Over is for situations when you have someone who is already willing to listen to you. This is not for dissuading hostile or violent enemies. You must have a good reason why they should listen to you in order to use this move.

You could attempt to bribe someone with Loot, or explain how helping you is also in their best interest, but some reason that makes the person willing to listen to an outcast like you is necessary.

If they demand something in return, they might ask for something physical they want or a favor, but they'll refuse to help until youíve completed your end of the bargain first.

This message was last edited by the GM at 12:43, Tue 17 Aug.