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03:52, 19th April 2024 (GMT+0)

MOVES AND GEAR.

Posted by The GMFor group 0
The GM
GM, 17 posts
Fri 12 Nov 2021
at 16:08
  • msg #1

MOVES AND GEAR

MOVES:


Okay let's get this straight:

ROLL RESULT:

--13 or higher: super luck!

--10-12: just what you want!

--7-9: partial success!

--6 or lower: bad luck!





Basic Moves Anyone can attempt to do at any time:


--Hack And Slash:


When you do melee, roll 2d6+Forceful.

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

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

--On a 6 or lower, you just take damage from your opponent, or something else bad happens...



--Volley
When you take aim and shoot at an enemy at range (or throw something), roll 2d6+Agile.
--On a 10+, you have a clear shot—deal your damage (see Gear, below).
--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 damage to them
--You have to take several shots, reducing your ammo by one

On a 6 or lower, you do no damage, and you might lose ammo, or something else bad might happen...


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 2d6. If you do it
--by powering through or enduring, +Forceful
--acting fast, +Agile
--with quick thinking or intense concentration or willpower, +Insightful
--using charm and social grace, +Charming

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 oil-slick floor you’re running across. If you can keep your footing, you can make it to the door before the automata's magic gets you.”



Defend
When you stand in defense of a location, item, or person (including yourself), roll 2d6+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 damage, but was supposed to do something else, 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 a 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.




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.




--REST:
When you rest for a few hours (at least 4), you may roll 2d6 plus your Forceful modifier.
--10 or better: You get 2d4+1 HP back.
--7-9: You get 1d4+1 HP back.
--6 or lower: you get 1 HP back.

ALSO:
The average Healing Potion, if and when you find one, heals 2d3+1 hp at the end of your next post.

Repair Kits work in the same way for Automata.


Also available will be:

--Medical Kit: contains bandages and medicinal herbs that you can use to make a poultice (don't smoke them, they're not those kinds of medicinal herbs). Using a medical kit before resting adds an extra 1d3 to the results of your REST roll.



OTHER GEAR:
This is not a move, but more how Gear works:

--All Characters can carry 8 weight worth of stuff, plus their Forceful modifier (so an ogre could carry 11 weight).

Stuff they might choose to carry:

--Light armor (0 weight if worn, 1 weight if carried around. 1 armor.) (Automata cannot use this.)

--Medium armor, like chainmail. (1 weight if worn, 2 weight if carried around. 2 armor.) (Automata cannot use this.)

--a shield. (1 weight, 1 armor (stacks with other armor.) (Automata cannot use this.)

--Heavy armor. (2 weight if worn, 3 weight if carried around. 3 armor). Ogres and Automata cannot use this.

--Power Armor. (A complete suit that you're wearing weighs nothing. Each individual piece, though, weighs 1, including if you're wearing an incomplete set. A complete set gives 4 armor-- and absorbs ALL falling damage.

(An incomplete set just functions as Heavy Armor-- up to 3 weight, and no more than 3 armor.)

 You start with ZERO Power Armor pieces. Ogres and Automata cannot use Power Armor.

--A weapon. (1 weight. Does 1d6 damage.) (Melee-fighting without a weapon deals -1 damage (minimum of 0.)) (Automata cannot use this.)

--A BIG melee weapon, like one that takes 2 hands to use. (2 weight. Does 1d10 damage, and wielder can swing and hit multiple opponents at once if they're all nearby the wielder. HOWEVER, two-handed weapons are -1 to hit.) (Normal bows and crossbows do 1d6 damage even though they take two hands to use, sorry-- although there is such a thing as Heavy Bows and Heavy Crossbows: they are each 2 weight and do 1d10 damage, but are -1 to hit.) (Automata cannot use this.)

--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.

--Repair Kit: A little kit that has various disposable tools and raw materials and micro-charged magical batteries that can be used to repair things... including Automata. Using a Repair Kit on an Automata is like a Human using a Healing Potion. And yes, Automata can use a Repair Kit on themselves if they have one.

--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.


NOTE: All items can break.



HEALTH:
Everybody but ogres get 10 health points to start with. Ogres get 13 hp to start with.

When you take 1 damage, mark off 1 health.




--So You Just Lost All Your Health Points (HP)... 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 (the GM will choose) will appear unto you in a vision, and will offer you a bargain (created by the GM). Take it, and stabilize, and go on living, or refuse, and die (see below).
✴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).



--Respawn:
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. 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 several rolls, as you get used to this new body/class/whatever.f
This message was last edited by the GM at 19:25, Thu 13 Jan 2022.
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