[PUBLISHER] Merge #26

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Starting Moves You have all of these.
### Formidable
You are known for your terrible proficiencies. Choose two:
- Unencumbered, Unharmed: You have 1 Armor as long as you
- **Unencumbered, Unharmed:** You have 1 Armor as long as you
are not restrained, are not wearing armor, and are not wielding a
shield.
- Musclebound: Your weapons are always Forceful and Messy.
- Immovable Object: Your Armor cant be Pierced.
- Unstoppable Force: You have Advantage to Defy a moving danger (traps, swinging weapons, etc.).
- Eye for Weakness: At any time you can ask the GM Who or what here is weak or vulnerable?” and they will tell you honestly.
- Walking Weapon: Your limbs and body are as formidable as the sharpest sword or heaviest hammer. You can harm any opponent unarmed.
When you level up, you may gain another proficiency instead of a different benefit, up to a maximum of four proficiencies.
- **Musclebound:** Your weapons are always Forceful and Messy.
- **Immovable Object:** Your Armor cant be Pierced.
- **Unstoppable Force:** You have Advantage to Defy a moving danger (traps, swinging weapons, etc.).
- **Eye for Weakness:** At any time you can ask the GM Who or what here is weak or vulnerable?” and they will tell you honestly.
- **Walking Weapon:** Your limbs and body are as formidable as the sharpest sword or heaviest hammer. You can harm any opponent unarmed.
<span class="move-trigger">When you level up,</span> you may gain another proficiency instead of a different benefit, up to a maximum of four proficiencies.
### Herculean Appetites
Others may content themselves with just a taste of wine, or dominion over a servant or two, but you want more. Choose two:
- Conquest
@ -21,44 +21,44 @@ Others may content themselves with just a taste of wine, or dominion over a serv
- Pure Destruction
- Power Over Others
- Riches and Property
When you refuse a golden opportunity to sate an appetite, take 1 condition.
When you sate an appetite, heal yourself of 1 condition.
When you Push Yourself in pursuit of an appetite, gain two sources of Advantage instead of one.
<span class="move-trigger">When you refuse a golden opportunity to sate an appetite,</span> take 1 condition.
<span class="move-trigger">When you sate an appetite,</span> heal yourself of 1 condition.
<span class="move-trigger">When you Push Yourself in pursuit of an appetite,</span> gain two sources of Advantage instead of one.
### Rampage
When you **Engage**, on a **10+** if you choose to inflict an extra condition, you instead inflict two extra.
<span class="move-trigger">When you **Engage**,</span> on a **10+** if you choose to inflict an extra condition, you instead inflict two extra.
## Advanced Moves
You may choose one when you Level Up.
### A Good Day to Die
While you have four conditions marked, you have Advantage Ongoing
<span class="move-trigger">While you have four conditions marked,</span> you have Advantage Ongoing
on all rolls.
Acquired Taste
Gain another Herculean Appetite.
### Ancestral Visions
When you ritually sacrificial something significant (your call) in ritual to the spirits (or gods, ancestors, totem, etc.), roll **+WIS**. On a **10+** choose three. On a **7-9** choose two.
<span class="move-trigger">When you ritually sacrificial something significant (your call) in ritual to the spirits (or gods,</span> ancestors, totem, etc.), roll **+WIS**. On a **10+** choose three. On a **7-9** choose two.
- Gain a boon, gift, or blessing proportional to the sacrifice you made, the GM will say what.
- Ask the GM one question about an enemys actions, location, or vulnerabilities and they will answer truthfully.
- Until you next Settle In, gain **+1** Armor. This Armor works against both physical harm and conditions from ignoring your appetites.
- Learn of a prime opportunity to fulfill an appetite.
On a **6-** choose one, but the spirits make a demand of you and will not accept your sacrifices again until you fulfill it.
### Basking In Victory
When you Settle In, if you sated at least one of your appetites since you last Settled In, gain **+1** Armor until you next Settle In.
<span class="move-trigger">When you Settle In,</span> if you sated at least one of your appetites since you last Settled In, gain **+1** Armor until you next Settle In.
If other PCs helped you sate those appetites, choose one and also
grant them **+1** Armor against anything until you next Settle In.
### Berserker
When you Rampage, you also Pierce Armor.
<span class="move-trigger">When you Rampage,</span> you also Pierce Armor.
Is That All Youve Got?
When you suffer harm at the hand of an enemy, instead of spending
<span class="move-trigger">When you suffer harm at the hand of an enemy,</span> instead of spending
Armor to absorb a condition, you may take the condition and spend
Armor one-for-one for any of the following effects:
- Your enemy leaves themselves open and exposed.
- You learn one of your enemys weaknesses
- Your infuriate or terrify your enemy.
### Khan of Khans
When a follower Assists you in pursuit of an appetite, the GM will not invoke a Cost, and if you roll a **10+** they also Favor you.
<span class="move-trigger">When a follower Assists you in pursuit of an appetite,</span> the GM will not invoke a Cost, and if you roll a **10+** they also Favor you.
### More! Always More!
When you satiate an appetite to the extreme (destroy something precious, gain enormous fame, mountains of riches, etc.), choose two:
<span class="move-trigger">When you satiate an appetite to the extreme (destroy something precious,</span> gain enormous fame, mountains of riches, etc.), choose two:
- Mark 1 XP.
- Heal yourself of an additional
condition.
@ -68,25 +68,25 @@ pursue another appetite
another.
### Not To Be Trifled With
Any intelligent, mortal creature who sees you knows instinctively that you are a force to be reckoned with and treats you appropriately.
When you fight a group or horde of foes at once, they dont inflict extra conditions to you.
<span class="move-trigger">When you fight a group or horde of foes at once,</span> they dont inflict extra conditions to you.
### Samson
When you Push Yourself to break free of a restraint or compulsion, be it physical or mental, you automatically succeed and are free.
<span class="move-trigger">When you Push Yourself to break free of a restraint or compulsion,</span> be it physical or mental, you automatically succeed and are free.
### Seasoned Wanderer
When you arrive at a new place of civilization, tell everyone about one important local tradition, ritual, belief, or practice here, as well as
<span class="move-trigger">When you arrive at a new place of civilization,</span> tell everyone about one important local tradition, ritual, belief, or practice here, as well as
how you came to learn this.
### The Great Destroyer
When you Engage, on a **12+**, choose something physical your target
<span class="move-trigger">When you Engage,</span> on a **12+**, choose something physical your target
has; they lose it if doing so doesnt immediately outright kill them.
### Ugly Truth
When you smash through social etiquette to call something what it really is, roll **+CHA**. On a **10+** name someone here who now agrees with and Favors you. You also have Advantage Forward when doing
<span class="move-trigger">When you smash through social etiquette to call something what it really is,</span> roll **+CHA**. On a **10+** name someone here who now agrees with and Favors you. You also have Advantage Forward when doing
something about it. On a **7-9** name someone here who now agrees with and Favors you.
### Unyielding
You ignore the penalty from STR conditions.
You ignore the penalty from **STR** conditions.
### Usurper
When you encounter an entity with significant political or institutional power (your call), you may ask the GM “How can I best ruin or humiliate them?” and they will answer you honestly. Gain
<span class="move-trigger">When you encounter an entity with significant political or institutional power (your call),</span> you may ask the GM “How can I best ruin or humiliate them?” and they will answer you honestly. Gain
Advantage Forward to pursue that action.
### What Are You Waiting For?
When you cry out a challenge to your enemies, name one among them. For now, they will ignore your companions and treat you as the most obvious threat to be dealt with.
<span class="move-trigger">When you cry out a challenge to your enemies,</span> name one among them. For now, they will ignore your companions and treat you as the most obvious threat to be dealt with.
### Sticks and Stones
(Requires Level **10+**)
You can use any Armor against conditions from any source.

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@ -5,75 +5,75 @@ publish-ash: true
You have all of these
### Storied Knowledge
When you first encounter someone or something that youve heard tales, songs, or legends about (your call), tell the GM something interesting youve heard about it. The GM will tell you what else
<span class="move-trigger">When you first encounter someone or something that youve heard tales,</span> songs, or legends about (your call), tell the GM something interesting youve heard about it. The GM will tell you what else
youve heard that complicates things.
### Expressive Conflict
You wield renowned artistic skill, (music, writing, painting, etc.) which can do more than just capture hearts and minds. Choose two expressions that you know:
- Wield your art like a weapon for the scene. When you Engage or
Let Fly using your art, you may roll with CHA instead of STR or DEX.
Let Fly using your art, you may roll with **CHA** instead of **STR** or **DEX**.
- Curse a foe, removing 2 of their unused Armor.
- Heal yourself or an ally of 1 condition.
- Distract, stun, or immobilize a foe
You have 3 Art. When you Settle In, reset your Art to this number.
When you invoke your artistry, you may spend 1 Art and unleash one known expression.
You have 3 Art. <span class="move-trigger">When you Settle In,</span> reset your Art to this number.
<span class="move-trigger">When you invoke your artistry,</span> you may spend 1 Art and unleash one known expression.
### Perform
When you practice or display your chosen art before an Intelligent audience, roll **+CHA**.
<span class="move-trigger">When you practice or display your chosen art before an Intelligent audience,</span> roll **+CHA**.
On a **10+** gain 3 Awe. On a **7-9** gain 2 Awe.
During or shortly after your performance, you can spend each Awe to name an NPC in the audience and choose one below. You may choose the same NPC multiple times.
- This person must see me.
- This person must give me a gift.
- This person Favors me.
### Speak Softly
When you Scrutinize someone by speaking openly and honestly with them, you can roll **+CHA** instead of **+WIS**. You may also choose to gain 1 additional Insight, even on a **6-**, but if you do then afterwards they will ask you a question as if they had 1 Insight on you. You may lie or obfuscate in your answer, but if you do you cant use this Move on them again and you lose their Favor forever.
<span class="move-trigger">When you Scrutinize someone by speaking openly and honestly with them,</span> you can roll **+CHA** instead of **+WIS**. You may also choose to gain 1 additional Insight, even on a **6-**, but if you do then afterwards they will ask you a question as if they had 1 Insight on you. You may lie or obfuscate in your answer, but if you do you cant use this Move on them again and you lose their Favor forever.
## Advanced Moves
You may choose one when you Level Up.
### Anything You Can Do, I Can Do Better
When you spend some quality time with another PC, you may share one of your Moves with them, or they with you. If so, erase any previously shared Moves. Whoever gains the Move can use it a number of times equal to your CHA.
<span class="move-trigger">When you spend some quality time with another PC,</span> you may share one of your Moves with them, or they with you. If so, erase any previously shared Moves. Whoever gains the Move can use it a number of times equal to your **CHA**.
### Aura of Honesty
When you use up someones Favor when Compelling or Scrutinizing them, on a **6-** you still retain their Favor in addition to whatever the GM says. Additionally, when you Speak Softly with someone, you may choose to gain the additional Insight and still lie or obfuscate freely without consequence if they ask you a question in return.
<span class="move-trigger">When you use up someones Favor when Compelling or Scrutinizing them,</span> on a **6-** you still retain their Favor in addition to whatever the GM says. Additionally, when you Speak Softly with someone, you may choose to gain the additional Insight and still lie or obfuscate freely without consequence if they ask you a question in return.
### Buckle Thy Swash
When you Defy your opponent in a one-on-one fight, on a **12+** you also disarm, trip, or otherwise outmaneuver your opponent.
<span class="move-trigger">When you Defy your opponent in a one-on-one fight,</span> on a **12+** you also disarm, trip, or otherwise outmaneuver your opponent.
### Enchanting Performance
Your Performances and can affect non-intelligent creatures and entities, such as undead, animals, plants, and constructs.
### Encouraging Words
When you Settle In, you may comfort or compliment one ally and grant them **+1** Armor against anything until they next Settle In.
<span class="move-trigger">When you Settle In,</span> you may comfort or compliment one ally and grant them **+1** Armor against anything until they next Settle In.
### Fugue
When you Perform, you may spend 2 Awe to invoke one effect on your entire audience for as long as your performance continues:
<span class="move-trigger">When you Perform,</span> you may spend 2 Awe to invoke one effect on your entire audience for as long as your performance continues:
- Instill a singular powerful emotion
- Lull into a deep and infectious slumber.
- Hold their attention fully and completely
### Prodigy
Gain **+1** Art and learn an additional expression.
### Researcher
When you spend downtime seeking out rumors and knowledge, roll **+INT**. On a **10+** choose two. On a **7-9** choose one.
<span class="move-trigger">When you spend downtime seeking out rumors and knowledge,</span> roll **+INT**. On a **10+** choose two. On a **7-9** choose one.
- You learn of a valuable treasure.
- You learn of a dangerous enemy or organization.
- You learn something useful about an areas history, layout, or politics.
For each one you choose, the GM might ask how you learned it - tell them the truth.
### Scholarly Insight
Name a general topic or subject when you take this Move. When you Ponder this subject, you treat any result of a **6-** as a **7-9**.
Name a general topic or subject when you take this Move. <span class="move-trigger">When you Ponder this subject,</span> you treat any result of a **6-** as a **7-9**.
### Showstopper
When you make a showy, dramatic entrance into a tense situation, describe your grand entrance and roll **+CHA**. On a **10+** everyone is so shocked that you can make a grand speech or decisive action with
<span class="move-trigger">When you make a showy,</span> dramatic entrance into a tense situation, describe your grand entrance and roll **+CHA**. On a **10+** everyone is so shocked that you can make a grand speech or decisive action with
Advantage and without bystander interference. On a **7-9** everyone stops to watch and listen to your entrance without interruption.
### Slippery
When you Gain The Edge through dashing rogue-ish action, roll with Advantage.
<span class="move-trigger">When you Gain The Edge through dashing rogue-ish action,</span> roll with Advantage.
### Throw Down the Gauntlet
When you demand a formal duel in response to an insult or trespass, your opponent cannot decline, though they may use a substitute, propose conditions, or add complications. While you are in a formal duel, you have **+1** Armor against your
<span class="move-trigger">When you demand a formal duel in response to an insult or trespass,</span> your opponent cannot decline, though they may use a substitute, propose conditions, or add complications. <span class="move-trigger">While you are in a formal duel,</span> you have **+1** Armor against your
opponent and your attacks Pierce their Armor.
### Unflinching
You have **+1** Armor against conditions caused by social situations, negative emotions, or mental strain.
### Well-Traveled
When you return somewhere youve visited before (your call), tell the GM what happened when you were last here; theyll tell you how the situation has changed since then. When you next Connect there, you may treat a result of **6-** as **7-9**.
<span class="move-trigger">When you return somewhere youve visited before (your call),</span> tell the GM what happened when you were last here; theyll tell you how the situation has changed since then. <span class="move-trigger">When you next Connect there,</span> you may treat a result of **6-** as **7-9**.
### Master of the Arts
(Requires Level **10+**)
Enhance two known expressions:
- When you wield your art like a weapon, its Piercing.
- When you curse a foe, you remove all of their Armor.
- When you Heal an ally with your art, you also restore 1 of their used Armor.
- When you distract, stun or immobilize a foe, you can spend an additional Art to make it last until you dismiss it, but you cannot use an
- <span class="move-trigger">When you wield your art like a weapon,</span> its Piercing.
- <span class="move-trigger">When you curse a foe,</span> you remove all of their Armor.
- <span class="move-trigger">When you Heal an ally with your art,</span> you also restore 1 of their used Armor.
- <span class="move-trigger">When you distract, stun or immobilize a foe, you can spend an additional Art to make it last until you dismiss it,</span> but you cannot use an
expression again until then.
### World Renowned (Requires Level **10+**)
Gain a Reputation as a master artist and adventurer (see Assets on Page 29). When you invoke your Reputation, after you and the GM
Gain a Reputation as a master artist and adventurer (see Assets on Page 29). <span class="move-trigger">When you invoke your Reputation,</span> after you and the GM
have said what has been heard about you, you can speak again and add an additional thing theyve heard.

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@ -72,7 +72,7 @@ deity cant bear to be near it.
A message you speak is instantly delivered to a person of your
choosing, no matter where they are.
**Risk:** It wont be delivered instantly.
**Greater:** When they receive the message, they can also respond with
**Greater:** <span class="move-trigger">When they receive the message,</span> they can also respond with
a single message in kind to you.
### Procure
@ -87,7 +87,7 @@ feature or quality.
An ally either gains Advantage Ongoing to Defy or is protected from
something pertaining to your deitys domains (you choose when this
is invoked).
**Risk:** When this effect ends, those affected must fulfill a demand of
**Risk:** <span class="move-trigger">When this effect ends,</span> those affected must fulfill a demand of
your deity or suffer a condition.
**Greater:** On a **12+** all your allies are affected.

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@ -11,37 +11,37 @@ If they are a PC erase as many conditions from them as youd like and
gain that many for yourself. If they are an NPC tell the GM what youd
like to heal (physical, mental, spiritual, etc.) and the GM will say how
many conditions it will cost based on these guidelines:
1 Condition - visible gash, furious temper
2 Conditions - broken bone, night terrors
3 Conditions - missing limb, tortured memories
4 Conditions - mortal wound, violent madness
5 Conditions - recent death
- 1 Condition - visible gash, furious temper
- 2 Conditions - broken bone, night terrors
- 3 Conditions - missing limb, tortured memories
- 4 Conditions - mortal wound, violent madness
- 5 Conditions - recent death
You can spend Spirit like Armor to absorb conditions from Atonement.
### Divine Agent
You serve and worship a deity who grants you power. Give your deity
a name, then define their domains by filling in each answer:
What they Control (eg. sun, seas, skies, animals)
What they Represent (eg. love, death, war, wind)
Who Worships them (eg. nobles, wizards, lovers)
Their Enemies (eg. undead, invaders, wolves)
Their Demands (eg. sacrifices, secrets, victory)
While your deity Favors you, their domains react obviously to your
- What they Control (eg. sun, seas, skies, animals)
- What they Represent (eg. love, death, war, wind)
- Who Worships them (eg. nobles, wizards, lovers)
- Their Enemies (eg. undead, invaders, wolves)
- Their Demands (eg. sacrifices, secrets, victory)
<span class="move-trigger">While your deity Favors you,</span> their domains react obviously to your
presence (eg. animals adore you, nobles bow, demons, etc.).
When you ask your deity how to gain their Favor, the GM will give
<span class="move-trigger">When you ask your deity how to gain their Favor,</span> the GM will give
you a task related to their Demands. When you finish it, mark 1 XP
and gain your deitys Favor.
### Invocation
When you call upon your deitys power, choose an Invocation you
know and roll+WIS, with Advantage if your deity Favors you. On a 10+
<span class="move-trigger">When you call upon your deitys power,</span> choose an Invocation you
know and roll **+WIS**, with Advantage if your deity Favors you. On a **10+**
your deitys power flows through you and the effect comes to pass.
On a 7-9 the effect comes to pass but you must choose one.
The invocations Risk comes to pass.
You draw unwanted attention, probably from your deitys enemies
You lose your deitys Favor
On a **7-9** the effect comes to pass but you must choose one.
- The invocations Risk comes to pass.
- You draw unwanted attention, probably from your deitys enemies
- You lose your deitys Favor
You start with 2 Invocations known (see Page 49).
When you Level Up, you can choose to Learn a New Invocation
<span class="move-trigger">When you Level Up,</span> you can choose to Learn a New Invocation
instead of another benefit. If you do, you also regain your deitys Favor
if you dont already have it. While one Invocation is Ongoing, you cant
use another. You can end an Ongoing Invocation whenever you wish.
@ -49,7 +49,7 @@ use another. You can end an Ongoing Invocation whenever you wish.
## Advanced Moves
You may choose one when you Level Up
### Anathema
When you harm your deitys enemies, inflict an extra condition.
<span class="move-trigger">When you harm your deitys enemies,</span> inflict an extra condition.
### Apotheosis
Choose a feature associated with your deity (rending claws, sapphire
@ -57,7 +57,7 @@ wings, an all-seeing third eye, etc.). In recognition of your devotion
and faith, your deity bestows this gift upon you.
### Divine Intervention
When you would Crumble while your deity Favors you, your deity
<span class="move-trigger">When you would Crumble while your deity Favors you,</span> your deity
miraculously intervenes, saves you, and no longer Favors you.
Afterwards you heal one condition.
@ -76,40 +76,40 @@ will tell you truthfully.
### Inquisitor
Whenever youd like you may ask the GM are enemies of my deity
nearby? and they will answer you truthfully.
Whenever you Examine or Scrutinize your deitys enemies, you gain
+1 Insight even on a 6-.
<span class="move-trigger">Whenever you Examine or Scrutinize your deitys enemies,</span> you gain
**+1** Insight even on a **6-**.
My Faith is My Shield
Gain +1 Spirit. You can spend Spirit like Armor against any condition
Gain **+1** Spirit. You can spend Spirit like Armor against any condition
from your deitys enemies.
### Organizer
When you and your allies cohesively Cooperate in a shared task,
<span class="move-trigger">When you and your allies cohesively Cooperate in a shared task,</span>
instead of one person rolling with Advantage, you may lead a group
effort. Everyone involved rolls individually and the highest result is
used for everyone, but you must take a condition or spend 1 Spirit for
every 6- rolled.
every **6-** rolled.
### Peaceful
No one who recognizes your faith will attack you directly and
unprovoked, unless they are an enemy of your deity.
### Shepherd
When you publicly proclaim a warning, judgement, or belief, those
nearby notice and listen to your words; roll+WIS. On a 10+ choose
three. On a 7-9 choose two.
Your words dont attract unwanted attention.
You can ask your listeners one question as if you had Scrutinized
<span class="move-trigger">When you publicly proclaim a warning,</span> judgement, or belief, those
nearby notice and listen to your words; roll **+WIS**. On a **10+** choose
three. On a **7-9** choose two.
- Your words dont attract unwanted attention.
- You can ask your listeners one question as if you had Scrutinized
them collectively.
Chooe a listener - they now Favor you.
Your listeners will achieve something collaboratively (build a
- Chooe a listener - they now Favor you.
- Your listeners will achieve something collaboratively (build a
bridge, burn a manor, acquire a treasure, etc.).
### Spirit of Greatness
Gain +1 Spirit. When you use an Invocation, you may spend 1 Spirit or
Gain **+1** Spirit. When you use an Invocation, you may spend 1 Spirit or
use up your deitys Favor to invoke its Greater effect.
### Team Player
When you Cooperate, you can Push Yourself or spend 1 Spirit to grant
<span class="move-trigger">When you Cooperate,</span> you can Push Yourself or spend 1 Spirit to grant
an additional source of Advantage.
### Thaumaturgy
@ -128,17 +128,17 @@ absorb conditions gained from Thaumaturgy.
### Theologian
When you Ponder or Examine something related to your deitys
domains, you may ignore penalties from conditions and roll either
+WIS or +INT.
**+WIS** or **+INT**.
### Wrathful
Gain +1 Spirit. When you inflict a condition, you may spend 1 Spirit to
Gain **+1** Spirit. When you inflict a condition, you may spend 1 Spirit to
inflict an extra condition.
Secret of the Divine (Requires Level 10+)
Secret of the Divine (Requires Level **10+**)
You discover the greatest secret of your faith. Choose one way listed
below that this secret can be used, or create a new one, then work
with the GM to define what this secret is, how you learned it, and how
it affects your faith.
You can destroy your deitys enemies forever.
You can ascend to become a deity yourself.
You can fundamentally alter the world in a way related to your
- You can destroy your deitys enemies forever.
- You can ascend to become a deity yourself.
- You can fundamentally alter the world in a way related to your
deitys domains

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@ -9,22 +9,22 @@ Ignore the Clumsy tag on armor you wear.
### Battle Momentum
You perfectly understand the back and forth rhythm of a fight. When you suffer or inflict harm as part of a fight (even if its absorbed with
Armor), gain 1 Momentum. Anytime during a fight, you may spend the amount of Momentum in brackets for the following:
• (3) Restore 1 of your Armor
• (3) Inflict an extra condition on an attack
• (2) Gain Advantage Forward to Engage or Let Fly
You can have a maximum of 5 Momentum. When you Settle In, reset Momentum to 0.
- **(3)** Restore 1 of your Armor
- **(3)** Inflict an extra condition on an attack
- **(2)** Gain Advantage Forward to Engage or Let Fly
You can have a maximum of 5 Momentum. <span class="move-trigger">When you Settle In,</span> reset Momentum to 0.
### Particular Set of Skills
When you Compel with threats of violence, roll with Advantage.
<span class="move-trigger">When you Compel with threats of violence,</span> roll with Advantage.
### Demolitionist
When you want to destroy an object, be it a building, magical artifact, or obstacle, tell the GM what it is. It is always possible, but the GM
<span class="move-trigger">When you want to destroy an object,</span> be it a building, magical artifact, or obstacle, tell the GM what it is. It is always possible, but the GM
will give you 1 to 4 of the following requirements (separated by “ANDs” and “ORs”);
Its going to take hours/days/weeks.
First you must .
Youll need help from .
Youll need to use .
It will be easy/difficult to repair
You and your allies will risk .
Youll have to use up/wear out .
- Its going to take hours/days/weeks.
- First you must .
- Youll need help from .
- Youll need to use .
- It will be easy/difficult to repair
- You and your allies will risk .
- Youll have to use up/wear out .
You can use this to do things like start a cave-in, break down a wall, blow up a building, shatter a magical sword, or drop a magical ring into a
volcano.
### Signature Weapon
@ -35,52 +35,52 @@ your Signature Weapon.
You may choose one when you Level Up.
### Basic Training
Youve gotten used to the tireless marches, late nights, early mornings and backbreaking labor. You are unaffected by all but the most extreme forms of exhaustion. Gain +1 Armor against fatigue or
exhaustion. When you Settle In, you can stay up all night on watch without feeling tired.
Youve gotten used to the tireless marches, late nights, early mornings and backbreaking labor. You are unaffected by all but the most extreme forms of exhaustion. Gain **+1** Armor against fatigue or
exhaustion. <span class="move-trigger">When you Settle In,</span> you can stay up all night on watch without feeling tired.
### Battleborn
When you Defy in battle, you may spend 1 Momentum to roll with Advantage.
<span class="move-trigger">When you Defy in battle,</span> you may spend 1 Momentum to roll with Advantage.
### Charge
Your maximum Momentum is now 7. When you enter a fight, gain 1 Momentum.
Your maximum Momentum is now 7. <span class="move-trigger">When you enter a fight,</span> gain 1 Momentum.
### Disabler
When you harm someone, you may spend 2 Momentum to destroy a weapon or disable a form of attack.
<span class="move-trigger">When you harm someone,</span> you may spend 2 Momentum to destroy a weapon or disable a form of attack.
### Eye for Danger
When you Scrutinize a dangerous NPC, the GM will also reveal to you an ability or tactic they can use.
<span class="move-trigger">When you Scrutinize a dangerous NPC,</span> the GM will also reveal to you an ability or tactic they can use.
### Field Repair
When you heal someone with Supplies or Medicine, you or your patient (your choice) also refreshes 1 spent Armor.
<span class="move-trigger">When you heal someone with Supplies or Medicine,</span> you or your patient (your choice) also refreshes 1 spent Armor.
### Grudge Match
When you attack someone in public, no one will directly intervene as long as its just you two fighting, unless someone is incapacitated or killed.
<span class="move-trigger">When you attack someone in public,</span> no one will directly intervene as long as its just you two fighting, unless someone is incapacitated or killed.
### I Aim to Misbehave
When you use Demolitionist, after the GM gives you the requirements you may then ignore or veto one of them.
<span class="move-trigger">When you use Demolitionist,</span> after the GM gives you the requirements you may then ignore or veto one of them.
### Master Stroke
When you roll a 12+ on Engage, you can choose two instead of one.
<span class="move-trigger">When you roll a **12+** on Engage,</span> you can choose two instead of one.
### Narsil
Your signature weapon gains 2 additional enhancements, 4 in total.
### Firm Grip
When you stop someone from leaving your reach, roll with Advantage.
<span class="move-trigger">When you stop someone from leaving your reach,</span> roll with Advantage.
### Percussive Counterspell
When you interrupt a spell or magical effect using force, roll+STR.
On a 10+ you successfully interrupt it.
On a 7-9 the magic is reduced or redirected in some way, the GM will say how.
When youre up close and personal with a spellcaster, you automatically inflict a condition on them whenever they use magic against you.
<span class="move-trigger">When you interrupt a spell or magical effect using force,</span> roll **+STR**.
On a **10+** you successfully interrupt it.
On a **7-9** the magic is reduced or redirected in some way, the GM will say how.
<span class="move-trigger">When youre up close and personal with a spellcaster,</span> you automatically inflict a condition on them whenever they use magic against you.
### Quarterback
While you forcefully hold a creature, it is helpless unless its particularly large or strong, and even then it is hampered and/or distracted by you. When you forcefully grab or tackle a foe, roll+STR.
On a 10+ you have a good hold of them.
On a 7-9 they struggle for a bit at first, inflicting a condition before you get a good hold.
<span class="move-trigger">While you forcefully hold a creature,</span> it is helpless unless its particularly large or strong, and even then it is hampered and/or distracted by you. <span class="move-trigger">When you forcefully grab or tackle a foe,</span> roll **+STR**.
On a **10+** you have a good hold of them.
On a **7-9** they struggle for a bit at first, inflicting a condition before you get a good hold.
### Riddle of Steel
Fighting someone counts as intimate and prying conversation for the purposes of Scrutinizing them. When you Scrutinize someone youre fighting, roll with Advantage.
Fighting someone counts as intimate and prying conversation for the purposes of Scrutinizing them. <span class="move-trigger">When you Scrutinize someone youre fighting,</span> roll with Advantage.
### Smith
When you Settle In, you can repair one destroyed item or damaged piece of equipment. You can also remove all enhancements from your Signature Weapon and add them to another weapon, which becomes
<span class="move-trigger">When you Settle In,</span> you can repair one destroyed item or damaged piece of equipment. You can also remove all enhancements from your Signature Weapon and add them to another weapon, which becomes
your new Signature Weapon.
### Steel Gaze
When you enter combat, roll+CHA. On a 10+ gain 2 Steel. On a 7-9 gain 1 Steel. On a 6- your enemies immediately identify you as their biggest threat.
<span class="move-trigger">When you enter combat,</span> roll **+CHA**. On a **10+** gain 2 Steel. On a **7-9** gain 1 Steel. On a **6-** your enemies immediately identify you as their biggest threat.
During the fight you can spend 1 Steel to make eye contact with an NPC present, who freezes or flinches and cant act until you break it off or they are wounded. When the fight ends lose all Steel.
### Tough as Nails
You have +1 Armor against physical harm.
You have **+1** Armor against physical harm.
### Yoink
When you avoid a blow from a close-up weapon, you may spend 2 Momentum to take that weapon for yourself.
<span class="move-trigger">When you avoid a blow from a close-up weapon,</span> you may spend 2 Momentum to take that weapon for yourself.
### Second in Command
(Requires Level 10+)
When you enter a fight, choose one ally. In addition to yourself, you also gain Momentum when they suffer or inflict conditions.
(Requires Level **10+**)
<span class="move-trigger">When you enter a fight,</span> choose one ally. In addition to yourself, you also gain Momentum when they suffer or inflict conditions.
### Andúril
(Requires Level 10+ and Narsil)
(Requires Level **10+** and Narsil)
Your Signature Weapon gains 2 additional enhancements, 6 in total.

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@ -7,7 +7,7 @@ You have all of these.
### Citizen of the Wild
<span class="move-trigger">When you Track Down,</span> roll **+WIS** instead of **+nothing**, and make one fewer choice on any result.
### Ready For Anything
You have 4 Prep. When you Settle In, reset your Prep to 4. You can spend Prep to use a Flashback or Honed Technique.
You have 4 Prep. <span class="move-trigger">When you Settle In,</span> reset your Prep to 4. You can spend Prep to use a Flashback or Honed Technique.
### Flashback
<span class="move-trigger">When you retroactively declare how you prepared for something in advance,</span> spend Prep as determined by the GM using the guideline below. As a consequence during a flashback the GM may say
something costs extra Prep. If you spend more Prep than you have, take a condition for each remaining Prep.
@ -42,7 +42,7 @@ On a **10+** you find just what you need - heal them of 1 Condition (slow) as if
### Backup Plans
Your Prep resets to 6 instead of 4.
### Big Game Hunter
There is always some creature or monster nearby that needs to be dealt with. Whenever you like, tell the GM there is a monster in the region. Then answer three of the questions below, and the GM will answer the remaining three questions in secret.
There is always some creature or monster nearby that needs to be dealt with. <span class="move-trigger">Whenever you like, tell the GM there is a monster in the region. Then answer three of the questions below,</span> and the GM will answer the remaining three questions in secret.
- How big is it?
- How many are there?
- Where is its lair?
@ -51,7 +51,7 @@ There is always some creature or monster nearby that needs to be dealt with. Whe
- What valuables might it have?
<span class="move-trigger">When you show authorities proof that the threat is dealt with,</span> gain 3 Wealth.
### Camouflaged
You have Advantage to Gain the Edge in the wilderness. When you move slowly, carefully, and calmly, you make no noise and leave no trace of your passage.
You have Advantage to Gain the Edge in the wilderness. <span class="move-trigger">When you move slowly, carefully, and calmly,</span> you make no noise and leave no trace of your passage.
### Favored Quarry
<span class="move-trigger">When you declare a specific type of creature to be your Favored Quarry (goblins,</span> mages, ghosts, etc.), say how their kind wronged you and what you plan to do in return. Until you achieve it in full you cannot declare another Favored Quarry. Your Favored Quarry takes an extra condition from all of your attacks, can never surprise you, and is
always treated as a dangerous monster to you.
@ -65,7 +65,7 @@ miss, then treat a **6-** as a **7-9**, a **7-9** as a **10+**, or a **10+** as
### Prepared For Battle
<span class="move-trigger">When you enter a battle,</span> gain 1 Prep.
### Scholar of the Wilds
<span class="move-trigger">When you Ponder creatures,</span> monsters or the wild, you may roll with either **WIS** or **INT**. When you Examine a situation in the wilderness, you may roll with either **INT** or **WIS**.
<span class="move-trigger">When you Ponder creatures,</span> monsters or the wild, you may roll with either **WIS** or **INT**. <span class="move-trigger">When you Examine a situation in the wilderness,</span> you may roll with either **INT** or **WIS**.
### Scout Ahead
<span class="move-trigger">When you go off on your own to explore a dangerous area,</span> roll **+DEX**.
On a 7 or higher you make it back safely; the GM will describe what you encountered. On a **10+** choose two. On a **7-9** choose one. On a

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@ -9,7 +9,7 @@ come to pass. On a **7-9** the spell is still successful but choose one conseque
- The spells Risk manifests as well.
- The spells magic drains you. You take -1 Ongoing to Evoke Spells until you next Settle In.
- Using it puts you in danger or draws unwanted attention, the GM will say how.
You start with 2 spells known. When you Level Up, you can choose to Learn a New Spell instead of another benefit.
You start with 2 spells known. <span class="move-trigger">When you Level Up,</span> you can choose to Learn a New Spell instead of another benefit.
### Prestidigitation
You can easily invoke minor magical effects without issue. Slowly moving small objects, creating minor obvious illusions, generating mild
heat and sources of light, and other similar feats are all easily within your power without rolling.