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PUSH NOTE : Moves Landing.md
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content/Meta/Chasing Adventure Info/Moves/Moves Landing.md
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content/Meta/Chasing Adventure Info/Moves/Moves Landing.md
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---
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publish-ash: true
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---
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Moves are where nearly all the mechanics in Chasing Adventure live in. Here are the basic ones.
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You can find the moves for each playbook here:
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- [[Ash In the Snow/Meta/Moves/Barbarian|Barbarian]]
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- [[Ash In the Snow/Meta/Moves/Bard|Bard]]
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- [[Ash In the Snow/Meta/Moves/Cleric|Cleric]]
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- [[./Cleric Spells|Cleric Spells]]
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- [[Ash In the Snow/Meta/Moves/Druid|Druid]]
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- [[Ash In the Snow/Meta/Moves/Fighter|Fighter]]
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- [[./Immolator|Immolator]]
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- [[Ash In the Snow/Meta/Moves/Paladin|Paladin]]
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- [[Ash In the Snow/Meta/Moves/Ranger|Ranger]]
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- [[./Thief|Thief]]
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- [[Ash In the Snow/Meta/Moves/Wizard|Wizard]]
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- [[./Wizard Spells|Wizard Spells]]
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## Adventure Moves
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### Defy
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<span class="move-trigger">When you act despite an imminent threat or obstacle,</span> tell us how you
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do it. Then roll...
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- **+STR** if you endure or power through it.
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- **+DEX** if you act with speed or finesse.
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- **+INT** if you employ quick or out-of-the-box thinking.
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- **+WIS** if you rely on mental fortitude or sharp senses.
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- **+CHA** if you use charm, intrigue, or social grace.
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On a **10+** the threat doesn’t come to bear.
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On a **7-9** it only abates if you make a costly sacrifice or ugly choice,
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the GM will tell you what.
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### Engage
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<span class="move-trigger">When you openly fight an enemy up close,</span> roll **+STR**.
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On a **7-9** you and your enemy trade blows, usually inflicting a
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condition on each other.
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On a **10+** you trade blows, but **choose one:**
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- Avoid or withstand their attack
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- Inflict an extra condition
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- Take something from them
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### Let Fly
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<span class="move-trigger">When you attack a clear target from afar,</span> roll **+DEX.**
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On a **10+** your clean hit inflicts a condition.
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On a **7-9** you inflict a condition but are either put in a dangerous
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position or gain Disadvantage Forward, your choice.
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Ponder
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<span class="move-trigger">When you consider what you know about a subject,</span> ask the GM one
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question about it, say how you might know the answer, and roll **+INT.**
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On a **10+** the GM will tell you the detailed, useful truth.
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On a **7-9** they will tell you a vague, twisted, or incomplete truth.
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You and your allies have Advantage when first acting on this
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information.
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Here are some example questions:
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- Where is located?
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- What could have caused ?
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- What might be the best way to ?
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- What have I heard or read about this person/creature?
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### Examine
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<span class="move-trigger">When you closely investigate a charged situation,</span> ask the GM one
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question about it and roll **+WIS**.
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On a **10+** the GM answers your question and related followup
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questions truthfully.
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On a **7-9** the GM answers your question truthfully.
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You and your allies roll with Advantage when first acting on this
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information.
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Here are some example questions:
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- Who/what else is hidden?
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- How can I gain the upper hand?
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- What would happen here if I did ?
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- Who is really in control here?
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### Scrutinize
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<span class="move-trigger">When you have an intimate or prying conversation with someone,</span>
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roll **+WIS**.
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On a **10+** gain 2 Insight. On a **7-9** gain 1 Insight.
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Gain **+1** Insight if they Favor you, even on a **6-**.
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During this conversation you can spend Insight 1-for-1 to ask their
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player (including the GM) any question about this person’s thoughts,
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feelings or motivations and they must answer truthfully.
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Here are some example questions:
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- How might I get you to ?
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- How do you feel about ?
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- How can I gain your Favor?
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- What is your goal?
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### Compel
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<span class="move-trigger">When you use favor,</span> payment, promises, or threats to get someone
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to do something, say what you want them to do (or not to do) and
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roll **+CHA**. If they Favor you, you may use up their Favor to gain
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Advantage on the roll.
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For NPCs, on a **10+** they’ll do what you want. On a **7-9** they’ll only do
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it if you do something for them in return or Favor them afterwards,
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the GM will say which.
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For PCs, on a **10+** both below occur, on a **7-9** choose one below
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to occur, and on a **6-** they instead can immediately ask you two
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questions as if they Scrutinized you.
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- If they do it, you will Favor them.
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- If they don’t do it, they have Disadvantage Forward and you no
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longer Favor them.
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### Cooperate
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<span class="move-trigger">When you assist of your companions in an act,</span> you grant them
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Advantage to any rolls made as part of it, but you are both fully
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affected by any costs or consequences.
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Multiple people can Cooperate with the same person at once, that
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person simply gains additional Advantage per person. You can do this
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before your ally resolves the Move, not after.
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Push Yourself
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<span class="move-trigger">When you put all of your effort into one act,</span> roll with Advantage.
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Then after the roll you take a condition from the strain (which ignores
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Armor).
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### Settle In
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<span class="move-trigger">When you settle in to rest as a group,</span> whether it’s taking a short
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break, sleeping overnight, or relaxing for weeks, the GM advances the
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Ominous Forces. Then, if anyone has 5 or more XP, they Level Up. If
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you have enough XP, you can Level Up multiple times at once.
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<span class="move-trigger">When you’ve finished resting and resume adventuring,</span> remove all
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your conditions and refresh your undamaged Armor.
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## Peripheral Moves
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### End of Session
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<span class="move-trigger">At the end of each session,</span> answer the following questions as a group:
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- Did we discover something new and important about the world or characters?
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- Did we newly visit or significantly alter a memorable location?
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- Did we overcome a notable obstacle, enemy, or challenge?
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For each “yes” answer, everyone marks 1 XP.
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Lastly, mark 1 XP if you accomplished your Drive.
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### Crumble
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<span class="move-trigger">When you mark your last condition (other than Armor),</span> your life is
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untenable.
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<span class="move-trigger">When your life is untenable,</span> from conditions or otherwise, you’re out
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of the action for a while. Say how and choose one from the list below:
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- Lock a condition of your choice. It can’t be removed except
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through a Level Up. You still gain XP from rolling with it.
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- Change to a new Playbook (see Page 81)
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- Die
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If you’re not dead, remove all conditions that aren’t Locked. The GM will advance the Ominous Forces and say when you’re back in the action.
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### Epiphany
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<span class="move-trigger">When you have a change of heart,</span> say what is behind it and write a new Drive.
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### Level Up
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<span class="move-trigger">When you have 5 or more XP after Settling In,</span> reduce your XP by 5
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and choose one benefit below:
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You can always take these options:
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- Increase a stat of your choice from **+0** to **+1**.
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- Take an Advanced Move from your class.
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- Acquire an Asset (see page 10).
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- Remove a locked condition. (see Crumble on this page).
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- Change Playbooks (see Page 81).
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You can take these options only once each:
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- Increase a stat of your choice from **+1** to **+2**.
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- Increase a stat of your choice from **+1** to **+2**.
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- Take a Starting or Advanced Move from another class.
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- Take a Starting or Advanced Move from another class.
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Once you reach level 10 you can also always take these options:
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- Take an Advanced Move (Level **10+**) from your class.
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- Increase a stat of your choice from **+2** to **+3**.
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- Retire to safety and cease your adventuring.
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### Track Down
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<span class="move-trigger">When you venture out from safety in lengthy pursuit of a quarry,</span>
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roll+Nothing, with Advantage if you already know your quarry’s
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location.
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On a **10+** choose one.
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On a **7-9** choose two.
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On a **6-** all three.
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- You are exhausted or distracted. All traveling PCs take a condition
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from fatigue.
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- You are noticed, by your quarry or by someone else, and they act
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accordingly.
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- You are impeded. A significant obstacle stands between you and
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your quarry.
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### Connect
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<span class="move-trigger">When you declare you know an NPC who could help and go looking
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for them,</span> roll **+CHA**. If you also declare that you Favor them, gain
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Advantage on the roll.
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On a **10+** they could do what you need and they aren’t hard to find.
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On a **7-9** they could do what you need, but the GM will choose one:
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- They have a grudge against you or aren’t entirely willing to trust
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you.
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- They’re already caught up in some sort of trouble.
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- They’re far off, hiding, trapped, or hard to find.
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### Ask Around
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<span class="move-trigger">When you Examine by gathering rumors and information from
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others,</span> you may spend 1 Wealth to roll with Advantage.
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### Compensate
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<span class="move-trigger">When you Compel someone open to bribes,</span> Offering 1 Wealth gives
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you Advantage, and offering 2 Wealth lets you automatically succeed
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as if you had rolled a **10+**.
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### Rejoin
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<span class="move-trigger">When you return after being away for a session or more,</span> and explain
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your absence, say what happened and roll …
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- **+STR** if you fought an enemy or escaped captivity.
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- **+DEX** if you did something covert or illicit.
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- **+INT** if you learned obscure or ancient knowledge, or invented
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something.
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- **+WIS** if you discovered a scandalous secret, went on a long
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journey or retreat, or had a spiritual encounter.
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- **+CHA** if you made an ally, integrated with a group or culture, or
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bought something interesting.
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On a **10+** your adventure was prosperous - gain Advantage Forward
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and 2 XP.
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On a **7-9** your adventure was eventful - gain 2 XP, but the GM will tell
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you one or two unintended consequences.
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On a **6-** your adventure was perilous - the GM will say what trouble
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has followed you back to the entire group.
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## Chase Moves
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### Start the Chase
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<span class="move-trigger">When you enter a chase,</span> either in pursuit or escape, you and your
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adversary form separate ‘sides’ that both start with 0 Edge. A chase
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usually has two sides, the chaser(s) and the chased, but there may be
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more.
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When you Cooperate in a chase:
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- If you are not part of the Chase, you must join a side of it, and are
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involved in that side’s Edge, conclusion and consequences.
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- If you are already part of the chase, you must Push Yourself to
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Cooperate.
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### Gain the Edge
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<span class="move-trigger">When you try to get ahead in a chase,</span> say how much Edge you risk (1
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to 3), and roll...
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- **+STR** if you create or destroy obstacles.
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- **+DEX** if you sprint, hide or maneuver.
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- **+INT** if you distract or misdirect.
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- **+WIS** if you watch or listen.
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- **+CHA** if you disguise or provoke.
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On a **10+** your side gains that Edge.
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On a **7-9** your side and an opposing side both gain that Edge. If there
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are multiple opposing sides, you choose which one gains it.
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On a **6-** an opposing side gains that Edge, the GM will say which.
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Then, unless a side has 3 or more Edge, the chase continues and the
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GM describes what happens next.
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### It’s Over
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<span class="move-trigger">When any side in a chase has 3 or more Edge,</span> the chase comes to an
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end. Whoever has the most Edge succeeds in escaping or catching
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their quarry. If multiple sides tie for the most Edge, the side with the
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most PCs wins (just barely). If that is also tied, then the PC that last
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Gained the Edge chooses one side to win and another to gain **+1** Edge
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for the purposes of spending it below.
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Losing sides can spend their Edge 1-for-1 to:
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- Learn something about another party (where they will go, who
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leads them, how to escape them now, etc.)
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- Have the chase end somewhere Advantageous for them
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(reinforcements, a trap or lair, an intervening third party, etc.)
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- Grant Advantage Forward to all PCs on their side.
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- Inflict Disadvantage Forward on all PCs on an opposing side.
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### Avalanche
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<span class="move-trigger">When you navigate an imminent environmental danger (ongoing trap,rockslide, wildfire, etc.),</span> use the Chase Moves as normal but with the following changes:
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- When you Gain the Edge using knowledge or out-of-the-box thinking, roll **+INT**.
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- If the environment’s side loses the chase, it may not spend Edge to Learn something of another side, but may spend Edge to inflict 1 Condition to all characters on another side, including PCs.
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- Every PC on the losing side Crumbles.
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## Favor Moves
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[[../Favor|Favor]]
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### Gratify
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<span class="move-trigger">When you accomplish a significant task for someone,</span> choose two if
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you Favor them, or one if you don’t:
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- Gain 1 XP
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- You no longer Favor them
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- They Favor you
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- You get to ask them two questions as if you Scrutinized them
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### Refuse
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<span class="move-trigger">When you act against someone you Favor or deny their request,</span>
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roll **+nothing**.
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On a **10+** choose one.
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On a **7-9** choose two.
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On a **6-** all three.
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- Someone else no longer Favors you,
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the GM will say who.
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- It will cost you or come back to bite you - the GM will say how
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now or when revealed.
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- You have Disadvantage Forward against them.
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### Antagonize
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<span class="move-trigger">When you insult,</span> injure, or disappoint someone who Favors you, they
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no longer do.
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Appease
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<span class="move-trigger">When you would Favor someone you already Favor,</span> choose one
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instead:
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- Heal them of one condition; describe how you do so.
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- Gain Advantage Forward to aid them or accomplish something
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for them.
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## Follower Moves
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[[../Followers|Followers]]
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### Endeavor
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<span class="move-trigger">When your Follower does a dangerous task alone,</span> they do it to the
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best of their ability, but are taken out of the action (trapped, injured,
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distracted, etc.). The GM will say how.
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### Assist
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<span class="move-trigger">When you call on your Follower to help you with a task,</span> roll with
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Advantage, but they are also exposed to the costs or consequences
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of your Move. Then the GM will invoke one of their Costs, and the
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follower will be unwilling or unable to Assist you again until it is
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fulfilled.
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### Command
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<span class="move-trigger">When you order your Follower to do something contrary to their
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instincts,</span> want or costs, roll **+CHA**. If they Favor you, you may use up
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their Favor to gain Advantage on the roll.
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On a **10+** they do it as well as you can expect.
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On a **7-9** the GM chooses one:
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- The experience endangers them; they do it but are out of the
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action for some time.
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- They complain loudly, now or later, and demand compensation or
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your Favor.
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- It takes them longer than expected, is done shoddily, or it will cost
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you later.
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