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The Basic Moves.

Posted by ScienceFor group 0
Science
GM, 61 posts
Fri 18 Feb 2022
at 16:25
  • msg #1

The Basic Moves

In the case of all basic moves, roll + relevant stat.

And remember, to do a thing, DO IT.
Science
GM, 62 posts
Fri 18 Feb 2022
at 16:27
  • msg #2

The Basic Moves

COOL
Do Something Under Fire (or Dig In To Endure Fire)
10+ = You do it.
7-9 = You flinch, hesitate, or stall: the MC can offer you a worse outcome, a hard bargain, or an ugly choice.
On a miss, be prepared for the worst.

Stand Overwatch For An Ally
10+ = In addition to 7-9, choose 1:
- ...And you inflict your harm before they can carry out their attack or interference.
- ...And you inflict terrible harm (+1harm).
7-9 = If anyone attacks or interferes with your ally, you attack them and inflict harm as established, as well as warning your ally.
On a miss, you are able to warn your ally but not attack your enemy.


VEHICLE MOVES
Board A Moving Vehicle
Minus the difference between their speeds when rolling.
10+ = You’re on and you made it look easy. Take +1forward.
7–9 = You’re on, but Jesus.
On a miss, the MC chooses: you’re hanging on for dear life, or you’re down and good luck to you.

Outdistance Another Vehicle
Minus the difference between their speeds when rolling.
10+ = You outdistance them and break away.
7–9 = Choose 1:
- You outdistance them and break away, but your vehicle suffers 1-harm ap from the strain.
- You don’t escape them, but you can go to ground in a place you choose.
- They overtake you, but their vehicle suffers 1-harm ap from the strain.
On a miss, your counterpart chooses 1 against you.

Overtake Another Vehicle
Minus the difference between their speeds when rolling.
10+ = You overtake them and draw alongside.
7–9 = Choose 1:
- You overtake them, but your vehicle suffers 1-harm ap the same.
- You don’t overtake them, but you can drive them into a place you choose.
- They outdistance you, but their vehicle suffers 1-harm ap the same.
On a miss, your counterpart chooses 1 against you.

Deal With Bad Terrain
Add your vehicle’s handling.
10+ = You fly through untouched.
7–9 = Choose 1:
- You slow down and pick your way forward.
- You push too hard and your vehicle suffers harm as established.
- You ditch out and go back or try to find another way.
On a miss, the MC chooses 1 for you; the others are impossible.

Shoulder Another Vehicle
10+ = You inflict v-harm+1.
7-9 = You shoulder it aside, inflicting v-harm as established.
On a miss, it shoulders you instead, inflicting v-harm as established.


SUBTERFUGE MOVES
You’re The Bait
10+ = choose 2:
7–9 = choose 1:
- You draw your prey all the way into the trap. Otherwise, they only approach.
- Your prey doesn’t suspect you. Otherwise, they’re wary and alert.
- You don’t expose yourself to extra risk. Otherwise, any harm your prey inflicts is +1.
On a miss, the MC chooses 1 for you.

You’re The Cat
On a hit, you catch your prey out.
10+ = You’ve driven them first to a place of your choosing; say where.
7–9 = You’ve had to follow them where they wanted to go; they say where.
On a miss, your prey escapes you.

You’re The Mouse
10+ = You escape clean and leave your hunter hunting.
7–9 = Your hunter catches you out, but only after you’ve led them to a place of your choosing; say where.
On a miss, your hunter catches you out and the MC says where.
Science
GM, 63 posts
Fri 18 Feb 2022
at 16:27
  • msg #3

The Basic Moves

HARD
Go Aggro (or Intimidation)
10+ = They choose one: force your hand and suck it up, or cave and do what you want.
7–9 = They can instead choose 1:
- get the hell out of your way
- barricade themselves securely in
- give you something they think you want, or what you want to hear
- back off calmly, hands where you can see
On a miss, be prepared for the worst.

Seize By Force (or Secure Your Hold On Something or Straight To Violence)
10+ = Choose 3:
- you take definite hold of it
- you suffer little harm
- you inflict terrible harm
- you impress, dismay or frighten your enemy
7–9 = Instead choose 2.
On a miss, instead choose 1.
On any result, exchange harm.

Variations of Seize By Force
- To assault a secure position, roll to seize by force, but instead of choosing to take definite control of it, you can choose to force your way into your enemy’s position.
- To keep hold of something you have, roll to seize by force, but instead of choosing to take definite control, you can choose to keep definite control of it.
- To fight your way free, roll to seize by force, but instead of choosing to take definite control, you can choose to win free and get away.
- To defend someone else from attack, roll to seize by force, but instead of choosing to take definite control, you can choose to protect them from harm.

Single Combat
10+ = Both:
7–9 = Choose 1:
- You inflict terrible harm (+1harm).
- You suffer little harm (-1harm).
On a miss, your opponent chooses 1 against you.
On any result, no quarter, exchange harm.
After you exchange harm, do you prefer to end the fight now, or fight on?
If both of you prefer to end the fight now, it ends.
If both of you prefer to fight on, it continues, and you must make the move again. If only one of you prefers to end the fight, though, then the one who wants to leave must choose: flee, submit to the latter‘s mercy, or fight on after all.

Lay Down Fire
10+ = Choose 3:
7–9 = Choose 2:
- You provide covering fire, allowing another character to move or act freely.
- You provide supporting fire, giving another PC +1choice to their own battle move.
- You provide suppressing fire, denying another character to move or act freely. (If a PC, they may still act under fire.)
- You take an opportune shot, inflicting harm (but -1harm) on an enemy within your reach.
On a miss, choose 1.
Science
GM, 64 posts
Fri 18 Feb 2022
at 16:28
  • msg #4

The Basic Moves

HOT
Seduce Or Manipulate Someone (or Bluff)
Tell them what you want them to do and give them a reason to do it.

For NPCs:
10+ = They’ll go along with you, unless or until some fact or action betrays the reason you gave them.
7–9 = They need some concrete assurance, corroboration, or evidence right now.

For PCs:
10+ = Choose both:
- if they do it, they mark experience [the carrot]
- if they refuse, it’s acting under fire [the stick]
7–9 = Choose 1 instead.
What they do then is up to them.

On a miss, for either NPCs or PCs, be prepared for the worst.
Science
GM, 65 posts
Fri 18 Feb 2022
at 16:29
  • msg #5

The Basic Moves

SHARP
Read A Charged Situation (or I Got A Bad Feeling About This)
10+ = Ask 3.
- where’s my 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 in control here?
7–9 = Instead ask 1.
In both cases, whenever you act on one of the MC’s answers, take +1.
On a miss, ask 1 anyway, but be prepared for the worst.

Read A Person (or Sense Motive)
10+ = Hold 3.
7–9 = Instead hold 1.
In both cases, while you’re interacting with them, spend your hold to ask their player questions, 1 for 1:
- is your character telling the truth?
- what’s your character really feeling?
- what does your character intend to do?
- what does your character wish I’d do?
- how could I get your character to __?
On a miss, ask 1 anyway, but be prepared for the worst.

Keep An Eye Out For What’s Coming
10+ = Hold 3. During the battle, spend your hold, 1 for 1, to ask the MC what’s coming and choose 1:
7–9 = Instead hold 2:
- Direct a PC ally’s attention to an enemy. If they make a battle move against that enemy, they get +1choice to their move.
- Give a PC ally an order, instruction, or suggestion. If they do it, they get +1 to any rolls they make in the effort.
- Direct any ally’s attention to an enemy. If they attack that enemy, they inflict +1harm.
- Direct any ally’s attention to a danger. They take -1harm from that danger.
On a miss, instead hold 1.

It’s Not Certain Whether You’re The Cat Or The Mouse
10+ = Decide which you are, and take +1forward as well.
7-9 = You decide which you are.
On a miss, you’re the mouse.

Looking For Something To Acquire (or Go Into A Holding’s Bustling Market)
10+ = Yes, you can just go buy it like that.
7–9 = The MC chooses 1:
- It costs 1-barter more than you’d expect
- It’s not openly for sale, but you find someone who can lead you to someone selling it.
- It’s not openly for sale, but you find someone who sold it recently, who may be willing to introduce you to their previous buyer.
- It’s not available for sale, but you find something similar. Will it do?
On a miss, the MC chooses 1, plus it costs 1-barter more.
Science
GM, 66 posts
Fri 18 Feb 2022
at 16:30
  • msg #6

The Basic Moves

WEIRD
See Beyond the World (or Knowledge From Nowhere)
On a hit, the MC will tell you something new and interesting about the current situation, and might ask you a question or two; answer them.
10+ = The MC will also give you good detail.
7–9 = The MC will also give you an impression.
On a miss, prepare for the worst.

Sorcery/Augury
On a hit, you can choose 1:
- Reach through the world’s psychic maelstrom to something or someone connected to it.
- Isolate and protect a person or thing from the world’s psychic maelstrom.
- Isolate and contain a fragment of the world’s psychic maelstrom itself.
- Insert information into the world’s psychic maelstrom.
- Open a window into the world’s psychic maelstrom.

By default, the effect will last only if you maintain it, will reach only shallowly into the world’s psychic maelstrom as it is local to you, and will bleed instability.
10+ = Choose 2:
7–9 = Instead choose 1:
- It’ll persist (for a while) without your actively maintaining it.
- It reaches deep into the world’s psychic maelstrom.
- It reaches broadly throughout the world’s psychic maelstrom.
- It’s stable and contained, no bleeding.
On a miss, whatever bad happens, your antenna takes the brunt of it.

+ Making A Thing or Getting to The Bottom of Something +
Science
GM, 67 posts
Fri 18 Feb 2022
at 16:30
  • msg #7

The Basic Moves

HISTORY
Help or Intervene (aka Assist Another or Be an Asshole)
10+ = They take +2 (help) or -2 (interfere) to their roll.
7–9 = They take +1 (help) or -1 (interfere) to their roll.
On a miss, prepare for the worst.
Science
GM, 68 posts
Fri 18 Feb 2022
at 16:31
  • msg #8

The Basic Moves

Suffer Harm (or because just taking damage isn't enough)

Roll+Stress suffered (after armor, if you’re wearing any).
10+ = The MC can choose 1:
- You’re out of action: unconscious, trapped, incoherent or panicked.
- It’s worse than it seemed. Take +1-harm.
- Choose 2 from the 7–9 list below.
On a 7–9, the MC can choose 1:
- You lose your footing.
- You lose your grip on whatever you’re holding.
- You lose track of someone or something you’re attending to.
- You miss noticing something important.
On a miss, the MC can nevertheless choose something from the 7–9 list above. If she does, though, it’s instead of some of the harm you’re suffering, so you take -1harm.

You can technically take 0-harm or less. What this does is it pisses you off - you cannot take damage from this, unless I rule it is a lucky hit on a 10+ for whatever reason and deals +1harm. But enough grapples, punches, and thrown stones will knock the hell out of you, and they can knock you out. A miss means no effect - you have no damage to take from zero or less.

HEALING AND HARM NOTES
When you inflict harm on another player’s character, the other character gets +1Hx with you (on their sheet) for every segment of harm you inflict. If this brings them to Hx+4, they reset to Hx+1 as usual, and therefore mark experience.

When you heal another player’s character’s harm, you get +1Hx with them (on your sheet) for every segment of harm you heal. If this brings you to Hx+4, you reset to Hx+1 as usual, and therefore mark experience.

HARM
Harm as established equals the inflicter’s weapon’s harm minus the sufferer’s armor. When you suffer harm, make the harm move.

EXCHANGING HARM
When you exchange harm, both sides simultaneously inflict and suffer harm as established:
- You inflict harm equal to the harm rating of your weapon, minus the armor rating of your enemy’s armor.
- You suffer harm equal to the harm rating of your enemy’s weapon, minus the armor rating of your own armor.

DEGREES OF HARM
For each 1-harm you suffer, mark a segment of her harm countdown clock. Start in the 12:00–3:00 segment and continue around clockwise.
The three segments before 9:00 are less serious, the three segments after 9:00 are more serious. Mark the 11:00–12:00 segment and your character’s life has become untenable.
Before 6:00, harm will go away by itself with time. 6:00–9:00, the harm won’t get worse or better by itself. After 9:00, unstabilized harm will get worse by itself, stabilized harm will not, and it’ll get better only with medical treatment.

When life becomes untenable, choose 1:
- Come back with -1hard
- Come back with +1weird (max+3)
- Change to a new playbook
- Die

WHEN AN NPC TAKES HARM
1-harm: cosmetic damage, pain, concussion, fear if the NPC’s likely to be afraid of pain.
2-harm: wounds, unconsciousness, bad pain, broken bones, shock. Likely fatal, occasionally immediately fatal.
3-harm: give it 50-50 it’s immediately fatal. Otherwise, terrible wounds, shock, death soon.
4-harm: usually immediately fatal, but sometimes the poor fuck has to wait to die, mangled and ruined.
5-harm and more: fatal and increasingly bodily destructive.


Ψ-HARM
A person suffers Ψ-harm from exposure to the world’s psychic maelstrom. When you suffer Ψ-harm, roll+Ψ-harm suffered (typically, roll+1).
10+ = The MC can choose 1:
- You’re out of action: unconscious, trapped, incoherent or panicked.
- You’re out of your own control. You come to yourself again a few seconds later, having done I-don’t-know-what.
- Choose 2 from the 7–9 list below.
On a 7–9, the MC can choose 1:
- You lose your footing.
- You lose your grip on whatever you’re holding.
- You lose track of someone or something you’re attending to.
- You miss noticing something important.
- You take a single concrete action of the MC’s choosing.
On a miss, you keep it together and overcome the Ψ-harm with no effect.

When an NPC suffers Ψ-harm, create them as a threat if necessary, and then choose any or all:
- They aggressively pursues her threat impulse. Make moves on their behalf as hard and as direct as you can.
- Their sanity shatters. They are incoherent, raving, raging or unresponsive, alive but gone.
- They abruptly change threat type.

S-HARM
S-harm means stun. It disables its target without causing any regular harm. Use it on a PC, and doing anything at all means doing it under fire; the fire is “you’re stunned.”

D-HARM
A person suffers d-harm from deprivation. d-harm is strictly for acute cases of deprivation. For scarcity and chronic deprivation, create affliction threats instead.
Individual NPCs simply suffer the effects of d-harm as follows.
For PCs suffering d-harm, tell them the effects they’re suffering, and if they can’t or don’t alleviate their deprivation, inflict regular harm alongside it, in increments of 1-harm ap.
For a population suffering d-harm, the two questions are how it behaves, and how long it can last before breaking up, tearing itself apart, or dying.

d-harm (air), asphyxiation: Difficulty breathing, panic, convulsions, paralysis, unconsciousness, brain damage, death within minutes.
Inflicted on a population: Immediate panic. Social cohesion breaks down basically at once into a survival-driven desperation to find air.

d-harm (warmth), hypothermia: shivering, hunger, dizziness, confusion, drowsiness, frostbite, delirium, unconsciousness, irregular heartbeat, death in an hour or more, depending on the cold.
Inflicted on a population: Huddling together, despair, lethargy, resignation. Isolated individuals suffer worsening individual symptoms, so social cohesion can last basically as long as the individuals can.

d-harm (cool), heat stroke: headache, dehydration, weakness or cramps, confusion, fever, vomiting, seizures, unconsciousness, death in an hour or more, depending on the heat.
Inflicted on a population: Desperation, panic, lethargy, resignation. Social cohesion can last as long as the individuals can, as the less vulnerable individuals try to help the more vulnerable.

d-harm (water), dehydration: desperation, headache, confusion, delirium, collapse, death in 3 days.
Inflicted on a population: Rationing & hoarding, desperation, infighting. Social cohesion can last up to a week before breaking down into violence or dispersal.

d-harm (food), starvation: irritability, hunger, weakness, diarrhea, lethargy, dehydration, muscular atrophy, heart failure and death within 2–3 months.
Inflicted on a population: Rationing & hoarding, desperation, infighting. Social cohesion can last up to 2 weeks before breaking down into violence, cannibalism, or dispersal.

d-harm (sleep), sleep deprivation, irritability, disorientation, nodding off, depression, headache, hallucinations, mania, personality changes, bizarre behavior.
Inflicted on a population: Malaise, infighting, tantrums, desperation. For long-term acute sleep deprivation, create affliction threats instead.
Science
GM, 69 posts
Fri 18 Feb 2022
at 16:33
  • msg #9

The Basic Moves

LIFESTYLE AND GIGS
At the beginning of the session, spend 1- or 2-barter for your lifestyle. If you can’t or won’t, tell the MC and answer her questions. If you need jingle during a session, tell the MC you’d like to work a gig.
Science
GM, 70 posts
Fri 18 Feb 2022
at 16:33
  • msg #10

The Basic Moves

BARTER MOVES
When you give 1-barter to someone, but with strings attached, it counts as manipulating them and hitting the roll with a 10+, no leverage or roll required.

When you make known that you want a thing and drop jingle to speed it on its way, roll+barter spent (max roll+3). It has to be a thing you could legitimately get this way. On a 10+ it comes to you, no strings attached. On a 7–9 it comes to you, or something pretty close. On a miss, it comes to you, but with strings very much attached.
Science
GM, 71 posts
Fri 18 Feb 2022
at 16:33
  • msg #11

The Basic Moves

INSIGHT
When you are able to go to someone for insight, ask them what they think your best course is, and the MC will tell you. If you pursue that course, take +1 to any rolls you make in the pursuit. If you pursue that course but don’t accomplish your ends, you mark experience.
Science
GM, 72 posts
Fri 18 Feb 2022
at 16:34
  • msg #12

The Basic Moves

CHANGING HIGHLIGHTED STATS
At the beginning of any session, or at the end if you forgot, anyone can say, “hey, let’s change highlighted stats.” When someone says it, do it. Go around the circle again, following the same procedure you used to highlight them in the first place: the high-Hx player highlights one stat, and the MC highlight another.
Science
GM, 73 posts
Fri 18 Feb 2022
at 16:34
  • msg #13

The Basic Moves

USING A GANG AS A WEAPON
When you have a gang, you can sucker someone, go aggro on them, or make a battle move, using your gang as a weapon. When you do, you roll the dice and make your choices, but it’s your gang that inflicts and suffers harm, not you yourself. Gangs inflict and suffer harm as established, as usual: they inflict harm equal to their own harm rating, minus their enemy’s armor rating, and the suffer harm equal to their enemy’s harm rating minus their own armor. Harm = weapon - armor. However, if there’s a size mismatch, the bigger gang inflicts +1harm and gets +1armor for each step of size difference:
- Against a single person, a small gang inflicts +1harm and gets +1armor. A medium gang inflicts +2harm and gets +2armor, and a large gang inflicts +3harm and gets +3armor.
- Against a small gang, a medium gang inflicts +1harm and gets +1armor, and a large gang inflicts +2harm and gets +2armor.
- Against a medium gang, a large gang inflicts +1harm and gets +1armor.

WHEN A GANG TAKES HARM
1-harm: a few injuries, one or two serious, no fatalities.
2-harm: many injuries, several serious, a couple of fatalities.
3-harm: widespread injuries, many serious, several fatalities.
4-harm: widespread serious injuries, many fatalities.
5-harm and more: widespread fatalities, few survivors.

Does the gang hold together?
With a strong, present leader, a gang will hold together if it suffers up to 4-harm. If the leader is weak or absent, it’ll hold together if it suffers up to 3-harm. If the leader is both weak and absent, it’ll hold together if it suffers 1- or 2-harm. If it has no leader, it’ll hold together if it suffers 1-harm, but no more. A PC gang leader can hold a gang together by imposing her will on it, if she has pack alpha, or by ordering it to hold discipline, if she has leadership, but otherwise it follows these rules, same as for NPCs.

What about PC gang members?
If a PC is a member of a gang taking harm, how much harm the PC takes depends on her role in the gang. If she’s a leader or a prominent, visible member, she suffers the same harm the gang does. If she’s just someone in the gang, or if she’s intentionally protecting herself from harm instead of fighting with the gang, she suffers 1-harm less.
Science
GM, 74 posts
Fri 18 Feb 2022
at 16:35
  • msg #14

The Basic Moves

USING A VEHICLE AS A WEAPON
When you’re behind the wheel, you can sucker someone, go aggro on them, or make a battle move, using your vehicle as a weapon. When you do, you roll the dice and make your choices, but it’s your vehicle that inflicts and suffers harm, not you yourself.

Against a person:
- A glancing hit from a moving vehicle inflicts 2-harm (ap).
- A direct hit from a moving vehicle inflicts 3-harm (ap) plus its massive.

Against another vehicle:
- A glancing hit inflicts v-harm.
- A direct hit inflicts 3-harm plus its massive, minus the target vehicle’s massive and armor. Treat 0-harm and less as v-harm.
- When you’re able to ram or T-bone another vehicle, you inflict the harm of a direct hit (3-harm +massive, minus your target’s armor +massive) and suffer the harm of a glancing hit (v-harm).

Against a building or structure:
- A glancing hit from a moving vehicle inflicts 2-harm.
- A direct hit from a moving vehicle inflicts 3-harm plus its massive, minus the structure’s armor.

WHEN A VEHICLE SUFFERS HARM
Vehicles can suffer regular harm, from bullets, explosions, and direct hits from other vehicles, or v-harm, from glancing hits. When a vehicle suffers regular harm, there are two considerations: how much damage the vehicle itself suffers, and how much harm blows through to the people inside.
1-harm: cosmetic damage. Bullet holes, broken glass, smoke. 0-harm can blow through to passengers.
2-harm: functional damage. Fuel leak, shot-out tires, engine stall, problems with steering, braking or acceleration. Can be field-patched. 1-harm can blow through to passengers.
3-harm: serious damage. Functional damage affecting multiple functions, but can be field-patched. 2-harm can blow through to passengers.
4-harm: breakdown. Catastrophic functional damage, can be repaired in a garage but not in the field, or can used for parts. 3-harm can blow through to passengers.
5-harm and more: total destruction. Full harm can blow through to passengers, plus they can suffer additional harm if the vehicle explodes or crashes.
Whether harm blows through to a vehicle’s driver and passengers, doesn’t blow through, or just hits them too without having to blow through, depends on the MC’s judgment of the circumstances and the vehicle.

V-HARM
V-harm as established is the attacking car’s massive minus the defending car’s massive or handling, defender’s choice. When you suffer v-harm, roll+v-harm suffered.
On a 10+, you lose control, and your attacker chooses 1:
- You crash.
- You spin out.
- Choose 2 from the 7–9 list below.
On a 7–9, you’re forced to swerve. Your attacker chooses 1:
- You give ground.
- You’re driven off course, or forced onto a new course.
- Your car takes 1-harm ap, right in the transmission.
On a miss, you swerve but recover without disadvantage.
Science
GM, 75 posts
Fri 18 Feb 2022
at 16:35
  • msg #15

The Basic Moves

WHEN A BUILDING TAKES HARM
As with vehicles, when a building suffers harm, there are two considerations: structural damage to the building itself, and how much of the harm blows through to the people inside. Harm to buildings and other structures is non-cumulative. Don’t bother tracking a building’s harm on a countdown. Shooting a building 3 times with your 3-harm shotgun doesn’t add up to 9-harm and make the building collapse.
When a building or structure suffers…
1-harm – 3-harm: cosmetic damage. Bullet holes, broken glass, scorch marks, chipped surfaces. 0-harm can blow through to inhabitants.
4-harm – 6-harm: severe cosmetic damage. Many holes or large holes, no intact glass, burning or smoldering. 2-harm can blow through to inhabitants.
7-harm – 8-harm: Structural damage. Strained load-bearing walls or pillars, partial collapse, raging fire. 4-harm can blow through to inhabitants. Further structural damage can lead to full collapse.
9-harm and more: destruction. Full harm can blow through to inhabitants, plus they can suffer additional harm as the building or structure collapses.
Whether harm actually does through to a building’s inhabitants depends on
the MC’s judgment of the circumstances and the building. Don’t stand near the windows!
Science
GM, 76 posts
Fri 18 Feb 2022
at 16:35
  • msg #16

The Basic Moves

End Session (or How Much XP Was That Worth)
Choose a character who knows you better than they used to. If there’s more than one, choose one at your whim. Tell that player to add +1 to their Hx with you on their sheet. If this brings them to Hx+4, they reset to Hx+1 (and therefore mark experience). If no one knows you better, choose a character who doesn’t know you as well as they thought, or choose any character at your whim. Tell that player to take -1 to their Hx with you on their sheet. If this brings them to Hx -3, they reset to Hx=0 (and therefore mark experience).
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