diff --git a/content/Meta/Chasing Adventure Info/Moves/Moves Landing.md b/content/Meta/Chasing Adventure Info/Moves/Moves Landing.md new file mode 100644 index 000000000..de41d4db1 --- /dev/null +++ b/content/Meta/Chasing Adventure Info/Moves/Moves Landing.md @@ -0,0 +1,320 @@ +--- +publish-ash: true +--- +Moves are where nearly all the mechanics in Chasing Adventure live in. Here are the basic ones. + +You can find the moves for each playbook here: + +- [[Ash In the Snow/Meta/Moves/Barbarian|Barbarian]] +- [[Ash In the Snow/Meta/Moves/Bard|Bard]] +- [[Ash In the Snow/Meta/Moves/Cleric|Cleric]] + - [[./Cleric Spells|Cleric Spells]] +- [[Ash In the Snow/Meta/Moves/Druid|Druid]] +- [[Ash In the Snow/Meta/Moves/Fighter|Fighter]] +- [[./Immolator|Immolator]] +- [[Ash In the Snow/Meta/Moves/Paladin|Paladin]] +- [[Ash In the Snow/Meta/Moves/Ranger|Ranger]] +- [[./Thief|Thief]] +- [[Ash In the Snow/Meta/Moves/Wizard|Wizard]] + - [[./Wizard Spells|Wizard Spells]] +## Adventure Moves +### Defy +When you act despite an imminent threat or obstacle, tell us how you +do it. Then roll... +- **+STR** if you endure or power through it. +- **+DEX** if you act with speed or finesse. +- **+INT** if you employ quick or out-of-the-box thinking. +- **+WIS** if you rely on mental fortitude or sharp senses. +- **+CHA** if you use charm, intrigue, or social grace. + +On a **10+** the threat doesn’t come to bear. +On a **7-9** it only abates if you make a costly sacrifice or ugly choice, +the GM will tell you what. + +### Engage +When you openly fight an enemy up close, roll **+STR**. +On a **7-9** you and your enemy trade blows, usually inflicting a +condition on each other. +On a **10+** you trade blows, but **choose one:** +- Avoid or withstand their attack +- Inflict an extra condition +- Take something from them + +### Let Fly +When you attack a clear target from afar, roll **+DEX.** +On a **10+** your clean hit inflicts a condition. +On a **7-9** you inflict a condition but are either put in a dangerous +position or gain Disadvantage Forward, your choice. +Ponder +When you consider what you know about a subject, ask the GM one +question about it, say how you might know the answer, and roll **+INT.** +On a **10+** the GM will tell you the detailed, useful truth. +On a **7-9** they will tell you a vague, twisted, or incomplete truth. +You and your allies have Advantage when first acting on this +information. +Here are some example questions: +- Where is located? +- What could have caused ? +- What might be the best way to ? +- What have I heard or read about this person/creature? + +### Examine +When you closely investigate a charged situation, ask the GM one +question about it and roll **+WIS**. +On a **10+** the GM answers your question and related followup +questions truthfully. +On a **7-9** the GM answers your question truthfully. +You and your allies roll with Advantage when first acting on this +information. +Here are some example questions: +- Who/what else is hidden? +- How can I gain the upper hand? +- What would happen here if I did ? +- Who is really in control here? + +### Scrutinize +When you have an intimate or prying conversation with someone, +roll **+WIS**. +On a **10+** gain 2 Insight. On a **7-9** gain 1 Insight. +Gain **+1** Insight if they Favor you, even on a **6-**. +During this conversation you can spend Insight 1-for-1 to ask their +player (including the GM) any question about this person’s thoughts, +feelings or motivations and they must answer truthfully. +Here are some example questions: +- How might I get you to ? +- How do you feel about ? +- How can I gain your Favor? +- What is your goal? + +### Compel +When you use favor, payment, promises, or threats to get someone +to do something, say what you want them to do (or not to do) and +roll **+CHA**. If they Favor you, you may use up their Favor to gain +Advantage on the roll. +For NPCs, on a **10+** they’ll do what you want. On a **7-9** they’ll only do +it if you do something for them in return or Favor them afterwards, +the GM will say which. +For PCs, on a **10+** both below occur, on a **7-9** choose one below +to occur, and on a **6-** they instead can immediately ask you two +questions as if they Scrutinized you. +- If they do it, you will Favor them. +- If they don’t do it, they have Disadvantage Forward and you no +longer Favor them. + +### Cooperate +When you assist of your companions in an act, you grant them +Advantage to any rolls made as part of it, but you are both fully +affected by any costs or consequences. +Multiple people can Cooperate with the same person at once, that +person simply gains additional Advantage per person. You can do this +before your ally resolves the Move, not after. +Push Yourself +When you put all of your effort into one act, roll with Advantage. +Then after the roll you take a condition from the strain (which ignores +Armor). + +### Settle In +When you settle in to rest as a group, whether it’s taking a short +break, sleeping overnight, or relaxing for weeks, the GM advances the +Ominous Forces. Then, if anyone has 5 or more XP, they Level Up. If +you have enough XP, you can Level Up multiple times at once. +When you’ve finished resting and resume adventuring, remove all +your conditions and refresh your undamaged Armor. + +## Peripheral Moves + +### End of Session +At the end of each session, answer the following questions as a group: +- Did we discover something new and important about the world or characters? +- Did we newly visit or significantly alter a memorable location? +- Did we overcome a notable obstacle, enemy, or challenge? +For each “yes” answer, everyone marks 1 XP. +Lastly, mark 1 XP if you accomplished your Drive. + +### Crumble +When you mark your last condition (other than Armor), your life is +untenable. +When your life is untenable, from conditions or otherwise, you’re out +of the action for a while. Say how and choose one from the list below: +- Lock a condition of your choice. It can’t be removed except +through a Level Up. You still gain XP from rolling with it. +- Change to a new Playbook (see Page 81) +- Die +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. + +### Epiphany +When you have a change of heart, say what is behind it and write a new Drive. + +### Level Up +When you have 5 or more XP after Settling In, reduce your XP by 5 +and choose one benefit below: +You can always take these options: +- Increase a stat of your choice from **+0** to **+1**. +- Take an Advanced Move from your class. +- Acquire an Asset (see page 10). +- Remove a locked condition. (see Crumble on this page). +- Change Playbooks (see Page 81). +You can take these options only once each: +- Increase a stat of your choice from **+1** to **+2**. +- Increase a stat of your choice from **+1** to **+2**. +- Take a Starting or Advanced Move from another class. +- Take a Starting or Advanced Move from another class. +Once you reach level 10 you can also always take these options: +- Take an Advanced Move (Level **10+**) from your class. +- Increase a stat of your choice from **+2** to **+3**. +- Retire to safety and cease your adventuring. + +### Track Down +When you venture out from safety in lengthy pursuit of a quarry, +roll+Nothing, with Advantage if you already know your quarry’s +location. +On a **10+** choose one. +On a **7-9** choose two. +On a **6-** all three. +- You are exhausted or distracted. All traveling PCs take a condition +from fatigue. +- You are noticed, by your quarry or by someone else, and they act +accordingly. +- You are impeded. A significant obstacle stands between you and +your quarry. + +### Connect +When you declare you know an NPC who could help and go looking +for them, roll **+CHA**. If you also declare that you Favor them, gain +Advantage on the roll. +On a **10+** they could do what you need and they aren’t hard to find. +On a **7-9** they could do what you need, but the GM will choose one: +- They have a grudge against you or aren’t entirely willing to trust +you. +- They’re already caught up in some sort of trouble. +- They’re far off, hiding, trapped, or hard to find. + +### Ask Around +When you Examine by gathering rumors and information from +others, you may spend 1 Wealth to roll with Advantage. +### Compensate +When you Compel someone open to bribes, Offering 1 Wealth gives +you Advantage, and offering 2 Wealth lets you automatically succeed +as if you had rolled a **10+**. + +### Rejoin +When you return after being away for a session or more, and explain +your absence, say what happened and roll … +- **+STR** if you fought an enemy or escaped captivity. +- **+DEX** if you did something covert or illicit. +- **+INT** if you learned obscure or ancient knowledge, or invented +something. +- **+WIS** if you discovered a scandalous secret, went on a long +journey or retreat, or had a spiritual encounter. +- **+CHA** if you made an ally, integrated with a group or culture, or +bought something interesting. +On a **10+** your adventure was prosperous - gain Advantage Forward +and 2 XP. +On a **7-9** your adventure was eventful - gain 2 XP, but the GM will tell +you one or two unintended consequences. +On a **6-** your adventure was perilous - the GM will say what trouble +has followed you back to the entire group. + +## Chase Moves +### Start the Chase +When you enter a chase, either in pursuit or escape, you and your +adversary form separate ‘sides’ that both start with 0 Edge. A chase +usually has two sides, the chaser(s) and the chased, but there may be +more. +When you Cooperate in a chase: +- If you are not part of the Chase, you must join a side of it, and are +involved in that side’s Edge, conclusion and consequences. +- If you are already part of the chase, you must Push Yourself to +Cooperate. +### Gain the Edge +When you try to get ahead in a chase, say how much Edge you risk (1 +to 3), and roll... +- **+STR** if you create or destroy obstacles. +- **+DEX** if you sprint, hide or maneuver. +- **+INT** if you distract or misdirect. +- **+WIS** if you watch or listen. +- **+CHA** if you disguise or provoke. +On a **10+** your side gains that Edge. +On a **7-9** your side and an opposing side both gain that Edge. If there +are multiple opposing sides, you choose which one gains it. +On a **6-** an opposing side gains that Edge, the GM will say which. +Then, unless a side has 3 or more Edge, the chase continues and the +GM describes what happens next. + +### It’s Over +When any side in a chase has 3 or more Edge, the chase comes to an +end. Whoever has the most Edge succeeds in escaping or catching +their quarry. If multiple sides tie for the most Edge, the side with the +most PCs wins (just barely). If that is also tied, then the PC that last +Gained the Edge chooses one side to win and another to gain **+1** Edge +for the purposes of spending it below. +Losing sides can spend their Edge 1-for-1 to: +- Learn something about another party (where they will go, who +leads them, how to escape them now, etc.) +- Have the chase end somewhere Advantageous for them +(reinforcements, a trap or lair, an intervening third party, etc.) +- Grant Advantage Forward to all PCs on their side. +- Inflict Disadvantage Forward on all PCs on an opposing side. + +### Avalanche +When you navigate an imminent environmental danger (ongoing trap,rockslide, wildfire, etc.), use the Chase Moves as normal but with the following changes: +- When you Gain the Edge using knowledge or out-of-the-box thinking, roll **+INT**. +- 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. +- Every PC on the losing side Crumbles. + +## Favor Moves +[[../Favor|Favor]] + +### Gratify +When you accomplish a significant task for someone, choose two if +you Favor them, or one if you don’t: +- Gain 1 XP +- You no longer Favor them +- They Favor you +- You get to ask them two questions as if you Scrutinized them +### Refuse +When you act against someone you Favor or deny their request, +roll **+nothing**. +On a **10+** choose one. +On a **7-9** choose two. +On a **6-** all three. +- Someone else no longer Favors you, +the GM will say who. +- It will cost you or come back to bite you - the GM will say how +now or when revealed. +- You have Disadvantage Forward against them. +### Antagonize +When you insult, injure, or disappoint someone who Favors you, they +no longer do. +Appease +When you would Favor someone you already Favor, choose one +instead: +- Heal them of one condition; describe how you do so. +- Gain Advantage Forward to aid them or accomplish something +for them. + + +## Follower Moves +[[../Followers|Followers]] +### Endeavor +When your Follower does a dangerous task alone, they do it to the +best of their ability, but are taken out of the action (trapped, injured, +distracted, etc.). The GM will say how. +### Assist +When you call on your Follower to help you with a task, roll with +Advantage, but they are also exposed to the costs or consequences +of your Move. Then the GM will invoke one of their Costs, and the +follower will be unwilling or unable to Assist you again until it is +fulfilled. +### Command +When you order your Follower to do something contrary to their +instincts, want or costs, roll **+CHA**. If they Favor you, you may use up +their Favor to gain Advantage on the roll. +On a **10+** they do it as well as you can expect. +On a **7-9** the GM chooses one: +- The experience endangers them; they do it but are out of the +action for some time. +- They complain loudly, now or later, and demand compensation or +your Favor. +- It takes them longer than expected, is done shoddily, or it will cost +you later. \ No newline at end of file