4. Special Moves
Feb 10, 2015 0:20:27 GMT -8
Post by Storyteller Joy on Feb 10, 2015 0:20:27 GMT -8
Special Moves
The things that separate You from that Other Person Over There. Everyone gets 2 Special Moves to begin. Humans who Stay Human, gain 1 extra special move- but do not get Magic and are considered very, very bad luck.
Stat Buffs:
No Stat can ever go above +3.
Natural Flare: You get +1 Charm (Max+3)
Unfazeable: You get +1 Cool (max +3).
Freakin’ Genius!: You get +1 Sharp (Max +3)
Absolute Badass: Increase your Tough by +1 (max +3).
Magical Aptitude: You get +1 Weird. (max +3).
Stat Switchers:
(More options the better?)
Fervor: When you manipulate someone, roll +Tough instead of +Charm.
Oops! If you want to stumble across something important, roll +Weird instead +Sharp. Treat the results as if you had investigated a mystery, but anything you discover is by dumb luck rather than skill (e.g. literally tripping over a clue).
Let's Get Out Of Here! If you protect someone by telling them what to do, or leading them out, roll +Charm instead of +Tough.
Tactical Genius: When you read a bad situation, you may roll +Cool instead of +Sharp
See, It All Fits: You can use +Sharp instead of +Charm when you manipulate someone.
Unnatural Appeal: Roll +Weird instead of +Charm when you manipulate someone.
Special Moves:
ASSASSINATE!!!!: When you fight, you fight dirty. When you inflict harm on a opponent, you can lure it into a trick. Roll +Sharp. (Screaming assassinate optional)
On a 10+, The opponent really fell for it, +1 harm and +1 ongoing vs. the opponent.
On a 7-9, The opponent fell for it, inflict +1 harm.
On a miss, your trick backfires.
Battlefield Awareness: You always know what's going on around you, and what to watch out for. Take +1 armour (max 2-armour) on top of whatever you get from your gear.
Big Entrance: When you make a showy entrance into a dangerous situation, roll +Cool. On 10+ everyone stops to watch and listen to you until you finish your opening speech. On a 7-9, you pick one person, minion, or opponent to stop, watch and listen until you finish talking. On a miss, you're marked as the biggest threat by all.
Bodyguard: If something bad is going to happen to your hero, your comrades, or a bystander, and you are right there, you may throw yourself in harm's way. Whatever was going to happen to them happens to you instead.
Come Get Some: You can challenge your foes to fight you alone, maybe in words or maybe just by being the biggest, baddest bastard in the team. Roll +Tough. On a 10+ they all go for you. On a 7-9 they go for you, mainly, but maybe one or two of your comrades are getting marked too. On a miss, they come for you, harder than you expected.
Connect the Dots: At the beginning of each mystery, if you look for the wider patterns that current events might be part of, roll +Sharp. On a 10+, hold 3 and on a 7-9 hold 1. Spend your hold during the mystery to ask the Keeper one of the following questions:
- Is this person connected to current events more than they are saying?
- When and where will the next critical event occur?
- What does the opponent want from this person?
- Is this connected to previous mysteries we have investigated?
- How does this mystery connect to the bigger picture?
Consummate Athlete: +1 ongoing for vigorous physical feats (outside of combat).
Daredevil Move: You can attempt a tricky, high risk maneuver to gain an advantage on an opponent. Roll +Tough. On a 10+, pick three. On a 7-9, pick one:
- Interrupt a move someone or something else is making, so they can't do it yet
- Take +1 forward.
- Give another character +1 forward
- Inflict 2-harm if you are unarmed, and your weapon's harm if you are armed.
- You don't suffer harm in return
DIY Surgery: When you do quick and dirty first aid on someone (including yourself), roll +Cool. On a 10+ it's all good, stabilize the injury and heal 1-harm. On a 7-9 pick one:
- Stabilize the injury but the patient takes -1 forward.
- Heal 1-harm and stabilize for now, but have it return as 2-harm (and become unstable) later.
- Heal 1-harm but the patient takes -1 ongoing until it's fixed properly.
Eek!: When a opponent (or anyone really) appears on the scene and you find a hiding spot, roll +Sharp. On a 10+, you hide in the best nearby spot before the opponent sees you. On a 7-9, pick one of these:
- You hide okay, but the opponent is now between you and escape.
- You hide okay for now, but your hiding spot is bound to be spotted soon.
- You hide okay, but leave something important out in the open.
On a miss, the opponent gets an opportunity to create chaos and attack before you have a chance to find the perfect (or nearly perfect) hiding spot. .
Helping Hand: When you successfully help another hunter, they get +2 instead of the usual +1.
Inspired Guesswork: Once per mystery, observing a opponent in action, you may investigate a mystery to discover its powers, motivations, or weaknesses. It works even if what you asked about wasn't displayed: you work it out by deduction (okay: guessing).
Inspiring Speech: When you rally a group with your ringside style, roll +Charm.
On a 10+, they are pumped and ready to risk life and limb for the cause.
On a 7-9, they are ready to pitch in their help, as long as there is little personal risk.
Choose one thing for them to do:
- Act as an angry mob, unleashed at the target you name.
- Be a vigilant watch force.
- Go wherever you tell them to.
- Help construct a trap.
It's A Trap!: When you make a trap to capture a opponent or minion, roll +Sharp. On a 7-9 or higher you capture something! On a 10+ not only do you capture something, but you can choose one extra effect:
- It will take some time for the victim to get free.
- The trap inflicts harm (as an improvised weapon).
- The trap may be re-set and re-used later (you'll need to roll the move again when you do so, with +1 forward).
Leave No One Behind: In combat, when you help someone escape, roll +Sharp. On a 10+ you get them out clean. On a 7-9, you can either get them out or suffer no harm. On a miss, you fail to get them out, and you've attracted hostile attention.
Martial Arts Mojo: When fighting unarmed, you gain +1 to Kick Ass and Help Out
Mystic: Every time you use magic, take +1 forward.
Noble Heroism: When you successfully protect someone, give a nearby hunter +1 forward.
Often Overlooked: When you act all crazy to avoid something or someone, roll +Weird. On a 10+ you are regarded as unthreatening and unimportant. On a 7-9, pick one: unthreatening or unimportant. On a miss, you draw lots of attention to yourself.
Panic Button: When you need to escape, name the route you'll try and roll +Sharp. On a 10+ you're out of danger, no problem. On a 7-9 you can go or stay, but if you go it's going to cost you (you leave something behind or something comes with you). On a miss, you are caught halfway out.
Preparedness: When you need something unusual or rare, roll +Sharp. On a 10+, you have it here right now. On a 7-9 you have it, but not here: it will take some time to get it. On a miss, you know where it is, but it's somewhere real bad.
Person With The Plan: At the beginning of each mystery, roll +Sharp. On a 10+ hold 2, and on a 7-9 hold 1. Spend your hold to be where you need to be, totally prepared and ready for what is there. On a miss, the Keeper holds 1 they can spend to have you be in the wrong place, unprepared and unready.
Precise Strike. When you inflict harm on a opponent, you can aim for a weak spot. Roll +Tough. On a 10+ you inflict +2 harm. On a 7-9 you inflict +1 harm. On a miss, you leave yourself open for the opponent to hit you.
Power Snack!: Decide what your favorite snack food is. Whenever you take a moment to eat and enjoy some, take +1 forward.
You must put your CS: My snack is: _______________________________________.
Safety First: You have jury-rigged extra protection into your gear, giving you +1 armour (max 2-armour).
Screw You: Spend a point of Luck to get +1 ongoing vs. one particular opponent. This lasts until that opponent is dead or leaves the scene/area.
Signature Move: You have perfected a signature move.
You must put this on your character sheet in detail:
Signature Move:
Description:
When you unleash your signature move on something, roll +Tough.
On a 10+, you do 2-harm and take +1 forward. On a 7-9, you do 1-harm and take +1 forward. On a miss, your opponent counters the move.
Soothe: If you talk to someone for a few seconds in a quiet voice, you can calm them down, blocking any panic, anger, or other negative emotions. This works even if the thing that freaked them out is still present, as long as your voice can be heard.
It Wasn't As Bad As It Looked: Once per scene, you may attempt to keep going despite your injuries. Roll +Cool. On a 10+, heal 2-harm and stabilize your wounds. On a 7-9 you may either stabilize or heal 1-harm. On a miss, it was worse than it looked.
The Sight. You can see the invisible, especially spirits and magical influences. You may communicate with (maybe even make deals with) the spirits you can see, and you have more opportunities to spot clues when you investigate a mystery.
Tools Matter: With your signature weapon, you get +1 to kick some ass. – You must declare this weapon when you take this special move ‘or’ when you receive the weapon in character (You can take this at creation and work out the details with the ST)
Trust Me: When you tell a normal person (Read: NPC) the truth in order to protect them from danger, roll +Charm. On a 10+ they'll do what you say they should, no questions asked. On a 7-9 they do it, but the Storyteller chooses one from:
- They ask you a hard question first.
- They stall and dither a while.
- They have a “better” idea.
Run Away!: When you decide to get out of a bad situation, you can get away just fine. Unfortunately you will end up somewhere just as bad, and important to the current mystery.
Wallop!: When you use an improvised weapon to attack something, you may choose one of these:
- Inflict +1 harm.
- Momentarily stun them with a blow to the head.
- Trip or entangle them.
- Inflict +2 harm but the improvised weapon breaks.
What Could Go Wrong?: Whenever you charge into immediate danger without hedging your bets, hold 2. You may spend your hold to:
- Inflict +1 harm.
- Reduce someone's harm suffered by 1.
- Take +2 forward on an act under pressure roll.
Whatever: Spend one Luck to get +1 Tough for the remainder of the current scene (Thread) (maximum +4 Tough).
Why So Serious: If you cap off a move with an appropriate one-liner, the team gets +1 forward (so the next hunter who makes a roll gets +1).
Once you have your chosen moves- Onward to Step 5- Optional Bonuses or:
Your done! Put your new character up for approvals in the Pending App Folder!