From 39f50cec7f34b142f85283b40d33f720e84c29ce Mon Sep 17 00:00:00 2001 From: "wych(witch)" Date: Sat, 2 Mar 2024 21:07:30 -0600 Subject: [PATCH] [PUBLISHER] Merge #26 * PUSH NOTE : Races Landing.md * PUSH NOTE : Cleric Spells.md * PUSH NOTE : Wizard Spells.md * PUSH NOTE : Thief.md * PUSH NOTE : Wizard.md * PUSH NOTE : Paladin.md * PUSH NOTE : Ranger.md * PUSH NOTE : Immolator.md * PUSH NOTE : Moves Landing.md * PUSH NOTE : Fighter.md * PUSH NOTE : Cleric.md * PUSH NOTE : Druid.md * PUSH NOTE : Bard.md * PUSH NOTE : Barbarian.md * PUSH NOTE : Followers.md * PUSH NOTE : Favor.md * PUSH NOTE : Zilver.md * PUSH NOTE : Varis.md * PUSH NOTE : People Landing.md * PUSH NOTE : Moonie.md * PUSH NOTE : Dunn.md * PUSH NOTE : Corrick.md * PUSH NOTE : Axiom.md * PUSH NOTE : Fallen Suns.md * PUSH NOTE : Ash In the Snow Landing.md --- content/Meta/Moves/Barbarian.md | 52 +++++++++--------- content/Meta/Moves/Bard.md | 44 ++++++++-------- content/Meta/Moves/Cleric Spells.md | 4 +- content/Meta/Moves/Cleric.md | 82 ++++++++++++++--------------- content/Meta/Moves/Fighter.md | 78 +++++++++++++-------------- content/Meta/Moves/Ranger.md | 8 +-- content/Meta/Moves/Wizard.md | 2 +- 7 files changed, 135 insertions(+), 135 deletions(-) diff --git a/content/Meta/Moves/Barbarian.md b/content/Meta/Moves/Barbarian.md index 62248c674..880b11304 100644 --- a/content/Meta/Moves/Barbarian.md +++ b/content/Meta/Moves/Barbarian.md @@ -4,15 +4,15 @@ publish-ash: true 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 can’t 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 can’t 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. ### 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. +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. ### Rampage -When you **Engage**, on a **10+** if you choose to inflict an extra condition, you instead inflict two extra. +When you **Engage**, 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 +While you have four conditions marked, 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. +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. - Gain a boon, gift, or blessing proportional to the sacrifice you made, the GM will say what. - Ask the GM one question about an enemy’s 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. +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. 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. +When you Rampage, you also Pierce Armor. Is That All You’ve Got? -When you suffer harm at the hand of an enemy, instead of spending +When you suffer harm at the hand of an enemy, 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 enemy’s 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. +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. ### More! Always More! -When you satiate an appetite to the extreme (destroy something precious, gain enormous fame, mountains of riches, etc.), choose two: +When you satiate an appetite to the extreme (destroy something precious, 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 don’t inflict extra conditions to you. +When you fight a group or horde of foes at once, they don’t 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. +When you Push Yourself to break free of a restraint or compulsion, 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 +When you arrive at a new place of civilization, 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 +When you Engage, on a **12+**, choose something physical your target has; they lose it if doing so doesn’t 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 +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 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 +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 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. +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. ### Sticks and Stones (Requires Level **10+**) You can use any Armor against conditions from any source. diff --git a/content/Meta/Moves/Bard.md b/content/Meta/Moves/Bard.md index d25326c5c..52408188b 100644 --- a/content/Meta/Moves/Bard.md +++ b/content/Meta/Moves/Bard.md @@ -5,75 +5,75 @@ publish-ash: true You have all of these ### Storied Knowledge -When you first encounter someone or something that you’ve heard tales, songs, or legends about (your call), tell the GM something interesting you’ve heard about it. The GM will tell you what else +When you first encounter someone or something that you’ve heard tales, songs, or legends about (your call), tell the GM something interesting you’ve heard about it. The GM will tell you what else you’ve 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. 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. ### Perform -When you practice or display your chosen art before an Intelligent audience, roll **+CHA**. +When you practice or display your chosen art before an Intelligent audience, 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 can’t use this Move on them again and you lose their Favor forever. +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 can’t 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. +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**. ### Aura of Honesty -When you use up someone’s 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. +When you use up someone’s 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. ### 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. +When you Defy your opponent in a one-on-one fight, 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. +When you Settle In, 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: +When you Perform, 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. +When you spend downtime seeking out rumors and knowledge, 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 area’s 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. When you Ponder this subject, 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 +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 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. +When you Gain The Edge through dashing rogue-ish action, 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 +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 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 you’ve visited before (your call), tell the GM what happened when you were last here; they’ll tell you how the situation has changed since then. When you next Connect there, you may treat a result of **6-** as **7-9**. +When you return somewhere you’ve visited before (your call), tell the GM what happened when you were last here; they’ll tell you how the situation has changed since then. When you next Connect there, 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, it’s 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 +- When you wield your art like a weapon, it’s 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 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). When you invoke your Reputation, after you and the GM have said what has been heard about you, you can speak again and add an additional thing they’ve heard. \ No newline at end of file diff --git a/content/Meta/Moves/Cleric Spells.md b/content/Meta/Moves/Cleric Spells.md index 1436fbc22..270304fcd 100644 --- a/content/Meta/Moves/Cleric Spells.md +++ b/content/Meta/Moves/Cleric Spells.md @@ -72,7 +72,7 @@ deity can’t 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 won’t be delivered instantly. -**Greater:** When they receive the message, they can also respond with +**Greater:** When they receive the message, 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 deity’s domains (you choose when this is invoked). -**Risk:** When this effect ends, those affected must fulfill a demand of +**Risk:** When this effect ends, those affected must fulfill a demand of your deity or suffer a condition. **Greater:** On a **12+** all your allies are affected. diff --git a/content/Meta/Moves/Cleric.md b/content/Meta/Moves/Cleric.md index ca4cd6f14..340e9d3f3 100644 --- a/content/Meta/Moves/Cleric.md +++ b/content/Meta/Moves/Cleric.md @@ -11,37 +11,37 @@ If they are a PC erase as many conditions from them as you’d like and gain that many for yourself. If they are an NPC tell the GM what you’d 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) +While your deity Favors you, 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 +When you ask your deity how to gain their Favor, the GM will give you a task related to their Demands. When you finish it, mark 1 XP and gain your deity’s Favor. ### Invocation -When you call upon your deity’s power, choose an Invocation you -know and roll+WIS, with Advantage if your deity Favors you. On a 10+ +When you call upon your deity’s power, choose an Invocation you +know and roll **+WIS**, with Advantage if your deity Favors you. On a **10+** your deity’s 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 invocation’s Risk comes to pass. -• You draw unwanted attention, probably from your deity’s enemies -• You lose your deity’s Favor +On a **7-9** the effect comes to pass but you must choose one. +- The invocation’s Risk comes to pass. +- You draw unwanted attention, probably from your deity’s enemies +- You lose your deity’s Favor You start with 2 Invocations known (see Page 49). -When you Level Up, you can choose to Learn a New Invocation +When you Level Up, you can choose to Learn a New Invocation instead of another benefit. If you do, you also regain your deity’s Favor if you don’t already have it. While one Invocation is Ongoing, you can’t 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 deity’s enemies, inflict an extra condition. +When you harm your deity’s enemies, 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 +When you would Crumble while your deity Favors you, 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 you’d like you may ask the GM ‘are enemies of my deity nearby?’ and they will answer you truthfully. -Whenever you Examine or Scrutinize your deity’s enemies, you gain -+1 Insight even on a 6-. +Whenever you Examine or Scrutinize your deity’s enemies, 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 deity’s enemies. ### Organizer -When you and your allies cohesively Cooperate in a shared task, +When you and your allies cohesively Cooperate in a shared task, 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 don’t attract unwanted attention. -• You can ask your listeners one question as if you had Scrutinized +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 don’t 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 deity’s Favor to invoke its Greater effect. ### Team Player -When you Cooperate, you can Push Yourself or spend 1 Spirit to grant +When you Cooperate, 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 deity’s 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 deity’s 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 deity’s enemies forever. +- You can ascend to become a deity yourself. +- You can fundamentally alter the world in a way related to your deity’s domains \ No newline at end of file diff --git a/content/Meta/Moves/Fighter.md b/content/Meta/Moves/Fighter.md index 6cec78f78..823c5802e 100644 --- a/content/Meta/Moves/Fighter.md +++ b/content/Meta/Moves/Fighter.md @@ -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 it’s 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. When you Settle In, reset Momentum to 0. ### Particular Set of Skills -When you Compel with threats of violence, roll with Advantage. +When you Compel with threats of violence, 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 +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 will give you 1 to 4 of the following requirements (separated by “ANDs” and “ORs”); -• It’s going to take hours/days/weeks. -• First you must . -• You’ll need help from . -• You’ll need to use . -• It will be easy/difficult to repair -• You and your allies will risk . -• You’ll have to use up/wear out . +- It’s going to take hours/days/weeks. +- First you must . +- You’ll need help from . +- You’ll need to use . +- It will be easy/difficult to repair +- You and your allies will risk . +- You’ll 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 -You’ve 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. +You’ve 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. ### Battleborn -When you Defy in battle, you may spend 1 Momentum to roll with Advantage. +When you Defy in battle, 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. When you enter a fight, gain 1 Momentum. ### Disabler -When you harm someone, you may spend 2 Momentum to destroy a weapon or disable a form of attack. +When you harm someone, 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. +When you Scrutinize a dangerous NPC, 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. +When you heal someone with Supplies or Medicine, 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 it’s just you two fighting, unless someone is incapacitated or killed. +When you attack someone in public, no one will directly intervene as long as it’s 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. +When you use Demolitionist, 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. +When you roll a **12+** on Engage, 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. +When you stop someone from leaving your reach, 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 you’re up close and personal with a spellcaster, you automatically inflict a condition on them whenever they use magic against you. +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 you’re up close and personal with a spellcaster, you automatically inflict a condition on them whenever they use magic against you. ### Quarterback -While you forcefully hold a creature, it is helpless unless it’s 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. +While you forcefully hold a creature, it is helpless unless it’s 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. ### Riddle of Steel -Fighting someone counts as intimate and prying conversation for the purposes of Scrutinizing them. When you Scrutinize someone you’re fighting, roll with Advantage. +Fighting someone counts as intimate and prying conversation for the purposes of Scrutinizing them. When you Scrutinize someone you’re fighting, 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 +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 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. +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. During the fight you can spend 1 Steel to make eye contact with an NPC present, who freezes or flinches and can’t 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. +When you avoid a blow from a close-up weapon, 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+**) +When you enter a fight, 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. \ No newline at end of file diff --git a/content/Meta/Moves/Ranger.md b/content/Meta/Moves/Ranger.md index bb03eccf1..f2c26bfef 100644 --- a/content/Meta/Moves/Ranger.md +++ b/content/Meta/Moves/Ranger.md @@ -7,7 +7,7 @@ You have all of these. ### Citizen of the Wild When you Track Down, 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. When you Settle In, reset your Prep to 4. You can spend Prep to use a Flashback or Honed Technique. ### Flashback When you retroactively declare how you prepared for something in advance, 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. 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. - 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? When you show authorities proof that the threat is dealt with, 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. When you move slowly, carefully, and calmly, you make no noise and leave no trace of your passage. ### Favored Quarry When you declare a specific type of creature to be your Favored Quarry (goblins, 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 When you enter a battle, gain 1 Prep. ### Scholar of the Wilds -When you Ponder creatures, 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**. +When you Ponder creatures, 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**. ### Scout Ahead When you go off on your own to explore a dangerous area, 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 diff --git a/content/Meta/Moves/Wizard.md b/content/Meta/Moves/Wizard.md index 8f2bbf37f..eef862009 100644 --- a/content/Meta/Moves/Wizard.md +++ b/content/Meta/Moves/Wizard.md @@ -9,7 +9,7 @@ come to pass. On a **7-9** the spell is still successful but choose one conseque - The spell’s Risk manifests as well. - The spell’s 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. When you Level Up, 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.