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publish-ash: true
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---
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Starting Moves You have all of these.
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### Dirty Fighting
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<span class="move-trigger">When you have Advantage on Engage,</span> you may roll **+DEX** instead of **STR**.
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### Poisoner
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You’ve mastered the care and use of a poison. Choose one example poison from the list below, or work with the GM to create one.
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Poisons you have mastered are not Dangerous for you to use. <span class="move-trigger">When you Settle In,</span> you can create a dose of each of your mastered poisons.
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- **Oil of Taggit:** Must be consumed. The target falls into a light sleep.
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- **Bloodweed:** Requires contact. Until they are cured, the first time the target would hurt someone each scene, they inflict no conditions.
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- **Goldenroot:** Must be consumed. The target treats the next person they see as a trusted ally, until proved otherwise.
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- **Serpent’s Tears:** Requires contact. The target takes 1 extra condition when hurt until they are cured.
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- Custom!
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### Wanted
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Authorities are intent on capturing you for your past crimes, whether you truly commited them or were framed. You start with 0 Heat, and your Heat cannot rise above 4. The GM may increase your Heat as a consequence of another Move, usually
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involving public attention. <span class="move-trigger">When you Push Yourself,</span> instead of taking a condition you may gain 1 Heat by leaving evidence or witness of your presence.
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<span class="move-trigger">When you have 4 Heat,</span> law enforcement knows where you are and are moving to capture you, the GM will decide when and how they appear. After they have been defeated, escaped from, bargained with,
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etc., reset your Heat to 0.
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<span class="move-trigger">When you Settle In after covering your tracks,</span> reduce your Heat by 1.
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### Tricks of the Trade
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<span class="move-trigger">When you bypass security measures in order to steal something or trespass somewhere,</span> roll **+DEX**. On a **10+** you do it quickly and cleanly. On a **7-9** you do it, but choose one.
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- Authorities will discover your trail, gain 1 Heat
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- Someone nearby is alerted of your presence
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- There is an unexpected danger, trap, or ambush inside
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## Advanced Moves
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You may choose one when you Level Up.
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### Ace Up Your Sleeve
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<span class="move-trigger">When you cheat in a game of chance,</span> roll **+DEX**. On a **10+** you decide the outcome of the game. On a **7-9** you still decide the outcome of the game but choose one:
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- Someone will try to get payback later
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- You’re not welcome to play here anymore
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- You gain 1 Heat
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### Appraiser
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<span class="move-trigger">Whenever you Examine an object,</span> you can always also ask “How much Wealth is this worth?”. Additionally, Valuable items you sell are
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worth an additional 1 Wealth.
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### Case the Joint
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<span class="move-trigger">When you Examine a location with the intention of breaking in and/or stealing something,</span> instead of asking the GM any one question you may ask all of the questions below.
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- What is my best way in and out?
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- What’s the greatest danger here?
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- What’s out of place here?
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- Where do they keep the valuables?
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### Deep Pockets
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Once per session, you can pull out something from your pockets that you forgot about until just now, as if you had used Adventuring Gear.
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<span class="move-trigger">When you conceal a small object on your person,</span> no one can find it unless you are bound, stripped, and thoroughly searched. You can conceal up to your **DEX** stat in items at the same time this way.
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### Honorless
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<span class="move-trigger">When you Refuse (see Favor Moves),</span> roll **+CHA** instead of **+nothing**.
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Additionally, on a **10+** you can choose none.
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### Lair
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You gain a Hideout with the additional unique feature:
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Safehouse - When you Settle In by covering your tracks and staying
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low at this Hideout you may decrease your Heat by 2 instead of 1.
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### Poison Expert
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You’ve mastered two more poisons from Poisoner.
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### Pursuer
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A significant NPC now leads the effort in your capture. This Pursuer will relentlessly chase you wherever you go, and always leads the
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charge whenever law enforcement moves against you. <span class="move-trigger">When you reset your Heat to 0 after dealing with your Pursuer,</span> first gain XP equal to your Heat. Next time they’ll be back stronger or better
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prepared. <span class="move-trigger">When your Pursuer is no longer able or willing to hunt you, you temporarily lose access to the rest of this Move. Anytime while Settling In,</span> you may tell the GM that you have gained a new Pursuer and regain access to this Move.
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### Prowler
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<span class="move-trigger">While you move or act quietly and/or stealthily,</span> you are generally unnoticed by ordinary NPCs and have Advantage to Defy being noticed. <span class="move-trigger">When you search for a hiding space,</span> the GM will tell you
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where the best spot is.
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### Reflexes
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You always act first when the action starts, even when surprised or otherwise caught off-guard.
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### Rooftop Routes
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<span class="move-trigger">When you Gain the Edge in a Chase,</span> after the roll you may gain 1 Heat to treat a **6-** as a **7-9** or a **7-9** as a **10+**.
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### Suspicious Gaze
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<span class="move-trigger">When you think something’s wrong and scan your surroundings,</span> ask the GM “Is there a trap or ambush here? If so, where would it come
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from?” They will answer honestly, and you roll with Advantage to thwart the trap or ambush before it can be brought to bear.
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### Tall Tales
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<span class="move-trigger">When you tell an outrageous lie that nobody in their right mind would believe,</span> roll **+CHA**. On a **10+** all nearby NPCs believe you
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anyway, at least until they see or hear something that convinces them otherwise. On a **7-9** they’ll be fooled, but not for long.
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### The Smoulder
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You always look good. Even if you’re wet, dirty, beat-up, or otherwise disheveled, you still look great. When you use your impeccable good-
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looks and considerable charms to Compel someone, treat them as if they Favor you, but gain 1 Heat as you are burned into their memory.
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### Trust Me
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As long as you show a friendly face, anyone not already actively hostile towards you will treat you as a friend until proven otherwise.
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Anything you say will be accepted as open honesty unless hard evidence is given to the contrary.
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### Thieves Guild
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(Requires Level **10+**)
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You have garnered a handful of like-minded accomplices. Gain a Follower with the additional Quality - Gang: This follower is a small
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group of individuals instead of a single one. If all of them are present they can assist two PCs at once. Additionally, once per session you
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can declare that your gang was already working on something as if they were an Assistant asset (see Page 27).
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