2. Basic Moves- Expanded with Descriptions
Feb 13, 2015 22:57:42 GMT -8
Post by Storyteller Joy on Feb 13, 2015 22:57:42 GMT -8
The Basic Moves: Expanded with Descriptions
Act Under Pressure (Roll 2d6 + Cool)
This covers trying to do something under conditions of particular stress or danger. Examples of acting under pressure are: staying on task while a banshee screams at you; barricading a door before the giant rats catch up; resisting the mental domination of a brain-worm; fighting on when you're badly injured.On a +10 you do what you set out to do.
On a 7-9 the Storyteller gives you a worse outcome, a hard choice, or a price to pay.
On a miss, things go to hell.
Help Out (2d6+ Cool)
When you help another player with a move they are making. (note, when using Magic you also deduct MP points equal to the spell being cast)
On a +10 you do what you set out to do and your help grants them +1 to their roll.
On a 7-9 the Storyteller gives you a worse outcome, a hard choice, or a price to pay. your help grants them +1 to their roll, but you also expose yourself to trouble or danger
On a miss, things go to hell. You expose yourself to trouble or danger without helping.
Investigate a Mystery (2d6+ Sharp)
Investigating can be done any number of ways: following tracks, interviewing witnesses, forensic analysis, looking up old folklore in a library, typing the monster's name into Google, capturing the monster and conducting tests on it, and so on. Anything that might give you more information about what's going on is fair game for an investigate move.
On a +10 hold 2, and on a 7-9 hold 1
A Hold can be spent to ask the Storyteller one of the following questions:
- What happened here?
- What sort of creature/human/etc was around?
- What can it do?
- What can hurt _____?
- What is it going to do?
- What is being concealed here?
- Where can I get _____?
- What is obvious about ____?
Two holds can ask a question not on the above list, or two questions from the list above.
On a miss, you reveal some information to those around you, or whoever you were talking to.
The Storyteller may ask “how do you find that out?” in response to a question. If there is no good answer, choose another question.
Kick Some Ass (2d6 +Tough)
This is used when you are fighting something that's fighting you back.
On Any success (i.e. 7 or more) you inflict harm on (and suffer harm from) whatever your fighting.
On a +10, choose one extra effect:
- Gain an advantage: take +1 forward, or give a +1 forward to a friend near by.
- Inflict terrible harm (+1 harm)
- Suffer less harm (-1 harm)
- Force them where you want them.
On a miss, you got your ass kicked instead.
Manipulate Someone (2d6 +Charm)
This move is used to get people to do what you want, but you need to give them a reason to do it first. What counts as a reason will depend on your relationship with the person. Maybe you've given them a reason to trust you, or you offer them a reward to do it, or maybe you have real (or faked) authority.
For a normal (NPC) person:
If you get a +10, then they do it for the reason you gave them.
On a 7-9, they’ll do it, but only if you do something for them right now to show you mean it.
On a miss, your approach was completely wrong, you offend or anger the target.
On another player*--- Required: Character doing the manipulate sends in the EXP Request. If you don't do what the power says
On a 10+ they get 1 Exp point and get +1 going forward if they do what you ask.
On a 7-9 they get 1 Exp point
On a miss, it’s up to the other player how they feel. But they mark a 1 experience point if they do NOT do what you asked.
For most “monsters” you’ll fight, you can’t manipulate them unless they have enough rationality to be considered an NPC. If there’s no one there to manipulate in their faces, you are out of luck! There is an improvement you can buy to make this an option…
A Grave Warning…. Manipulating people in an effort for giving EXP to people will not be tolerated. The EXP is there because players typically don’t “deal” with being manipulated IC well and it’s an encouragement. If players ABUSE this they will find this bonus taken away- after all, it’s to soften the blow of being manipulated, not to give reason to be social bastards. You will be given ONE warning and ONE warning only if the staff becomes concerned over this.
Protect Someone(2d6 +Tough)
If someone is about to suffer harm and you can somehow prevent it, then you can try to protect them.
On Any success (ie a 7 or more) you protect them okay, but you’ll suffer some or all of the harm they were going to get.
If you get a 10+ choose one extra:
- You suffer little harm (-1 harm)
- All impending danger is now focused on you
- You inflict harm on the enemy
- You hold the enemy back.
On a miss you make things worse (Storyteller will reply.)
Read a Bad Situation(2d6 +Sharp)
On a +10 hold 3, and on a 7-9 hold 1.
One hold can be spent to ask the Storyteller one of the following questions:
- What’s my best way in?
- What’s my best way out?
- Are there any dangers we haven’t noticed?
- What’s the biggest threat?
- What’s the most vulnerable to me?
- What’s the best way to protect the victims?
If you act on the answers you get a +1 ongoing while the information is relevant.
On a miss you might mis-read the situation, or even reveal tactical details to your enemies.
Use Magic(2d6 +Weird)
Magic in Harpeah is a little odd. First, each element has it’s own set of spells. Second, there are “levels” to Magic. The first three fall under this category of “Use Magic” They will, almost always if you use a spell on the list, work without a hitch. If you “deviate” from the spell list or cast anything Level 4-5 you are operating under “Big Magic” below.
*Except World Walking and Time Magic. YOU get special rules…*
By Default, all magic (1-3) causes 1-3 harm (1 per level of magic.) Each level of magic takes from your MP pool. (Everyone has 5 MP to begin and +1 for each level of Weird) Subtract 1 from your magic pool when you do magic.
On a +10 the magic works without a hitch.
On a 7-9 the magic works, but has a small glitch:
- The effect is weakened
- The effect is of short duration
- You take -1 Harm, ignore armor
- It draws immediate, unwelcome attention
- It has a “problematic” side effect.
On a miss, things go to hell in a handbasket. (Alert the ST and sit back for the happiness of what happens when Magic goes funky!)
Magic is typically line of sight- except in cases where magic has already been used to provide “line of sight” from a distance. If you are ever in question, just ask a staff member and they’d be happy to clarify it down to a “yes or no” answer. Magic is “unstable” at best in Harpeah with unforeseen consquences of prolonged or heavy use.
BIG Magic(2d6 +Weird)
Any spells that are level 4 or 5, and most time/worldwalking magic, are considered “BIG MAGIC” and may require additional rolls such as “use magic, act under pressure, protect someone” etc. Big Magic in Harpeah is often City to Country worthy of destroying and is not a “quiet” magic. Big Magic Always requires an ST’s eyeballs- roll Use Magic and then wait for further instructions…. There will always be Further instructions- depending on the size, scope and intent of the spell. The BEST Big Magic is well thought out, planned and executed not on the fly as your try to summon a hurricane the size of a small moon.
The first three levels of spells are available to everyone to look at. Time, Worldwalking, and the level 4 and 5 spells are given to players when they unlock that level of magic. (To both prevent people from panicking and to keep some level of magical secrets…)
You can find those spells here, under Magic.