[PUBLISHER] Merge #23

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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
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.
### 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
- Fame and Glory
- Mortal Pleasures
- 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.
### Rampage
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
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.
- 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.
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.
Is That All Youve Got?
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 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.
### More! Always More!
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.
- Learn of an opportunity to
pursue another appetite
- Exchange one appetite for
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.
### Samson
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
how you came to learn this.
### The Great Destroyer
When you Engage, 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
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.
### 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
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.
### Sticks and Stones
(Requires Level **10+**)
You can use any Armor against conditions from any source.

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## Starting Moves
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
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.
- 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.
### Perform
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 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.
### 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.
### 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.
### 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.
### Fugue
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.
- 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**.
### 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
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.
### 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
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**.
### 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
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
have said what has been heard about you, you can speak again and add an additional thing theyve heard.

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on Page 45 for details.
Only one Ongoing invocation or spell can be maintained at a time.
The Risk of an Invocation usually only happens when you choose it on
a 7-9, but something like it or worse may happen when the GM says
a **7-9**, but something like it or worse may happen when the GM says
what happens on a 6-.
An Invocations Greater effect only happens when certain Advanced
Moves unlock it.
@ -14,108 +14,108 @@ Moves unlock it.
A foe you touch has their Armor reduced to 0 or is struck by some
supernatural disease, blindness, or another affliction for a few
minutes.
Risk: You also suffer the effects of the curse.
Greater: On a 12+, the effect lasts as long as youd like, including
**Risk:** You also suffer the effects of the curse.
**Greater:** On a **12+**, the effect lasts as long as youd like, including
permanently.
### Bless
For the remainder of this scene, an ally gains Advantage Forward and
either +1 Armor or +1 condition inflicted the next time they hurt
either **+1** Armor or **+1** condition inflicted the next time they hurt
someone - you choose when you Bless them.
Risk: You also receive Disadvantage Forward.
Greater: They have Advantage Ongoing for the scene, instead of just
**Risk:** You also receive Disadvantage Forward.
**Greater:** They have Advantage Ongoing for the scene, instead of just
Forward.
### Cause Fear (Ongoing)
Name an individual or a type of mortal creature. While they can see
you they are filled with dread, causing them to recoil and back away -
the weak and cowardly among them must outright flee.
Risk: Instead of simply recoiling or fleeing, they might act agressively,
**Risk:** Instead of simply recoiling or fleeing, they might act aggressively,
rashly, or unpredictably.
Greater: On a 12+, even the mighty and strong-willed must flee.
**Greater:** On a **12+**, even the mighty and strong-willed must flee.
### Contact Spirits
You speak with a departed soul whose body is nearby or whom you
knew when they were alive. Their spirit manifests for the scene, and
will answer any one question you ask to the best of its ability before
it returns.
Risk: Their answers are vague or veiled, as they are either unable or
**Risk:** Their answers are vague or veiled, as they are either unable or
unwilling to answer you clearly.
Greater: On a 12+, you can ask them any number of questions for the
**Greater:** On a **12+**, you can ask them any number of questions for the
scene.
### Dismiss
A nearby otherworldly entity or spirit is banished from the world or
back to whatever tethers it here.
Risk: As it leaves it manifests a curse, harm, or a way to return later,
**Risk:** As it leaves it manifests a curse, harm, or a way to return later,
the GM will say how.
Greater: On a 12+, ordinary entities are utterly destroyed, and the
**Greater:** On a **12+**, ordinary entities are utterly destroyed, and the
strongest are driven away with whatever tethers them here destroyed.
### Empower (Ongoing)
Filled with your deitys power, you or an ally treats one stat as +3 and
Filled with your deitys power, you or an ally treats one stat as **+3** and
ignores conditions on it (both for rolls and for XP).
Risk: Once the effect ends, the one(s) who benefited suffers two
**Risk:** Once the effect ends, the one(s) who benefited suffers two
conditions from exhaustion.
Greater: You can affect both yourself and ally. The same stat is
**Greater:** You can affect both yourself and ally. The same stat is
empowered for both of you.
### Illuminate (Ongoing)
A magical light emits from you or something you touch, piercing
darkness, illusions, and trickery.
Risk: The enemies of your deity can sense this light from a great
**Risk:** The enemies of your deity can sense this light from a great
distance.
Greater: The light is blinding to all who look at it and enemies of your
**Greater:** The light is blinding to all who look at it and enemies of your
deity cant bear to be near it.
### Message
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
**Risk:** It wont be delivered instantly.
**Greater:** When they receive the message, they can also respond with
a single message in kind to you.
### Procure
You miraculously have just the mundane item you need, as if you had
spent 1 use of Adventuring Gear. Perhaps it was in your pack or sitting
nearby.
Risk: You dont have exactly what you need, but something similar.
Greater: The item is of superb make, perhaps with an additional
**Risk:** You dont have exactly what you need, but something similar.
**Greater:** The item is of superb make, perhaps with an additional
feature or quality.
### Safeguard (Ongoing)
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:** 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.
**Greater:** On a **12+** all your allies are affected.
### Sanctuary (Ongoing)
As you perform this invocation, you walk the perimeter of an area,
consecrating it to your deity. As long as you stay within this area, you
know when someone enters it or when someone within it acts with
malicious intent.
Risk: You only know when someone within the area acts with
**Risk:** You only know when someone within the area acts with
malicious intent, but not when someone enters.
Greater: On a 12+, none can enter the sanctuary without your express
**Greater:** On a **12+**, none can enter the sanctuary without your express
knowledge and consent.
### Speak in Tongues
You can clearly speak with and understand any sentient creature for
the scene.
Risk: You can understand them, or they you, pick one.
Greater: Nearby allies can also be affected.
**Risk:** You can understand them, or they you, pick one.
**Greater:** Nearby allies can also be affected.
### Transcend Surroundings (Ongoing)
A nearby physical obstacle, hazard, or environment no longer poses
any threat to you.
Risk: It does still pose a threat but you have Advantage Ongoing to
**Risk:** It does still pose a threat but you have Advantage Ongoing to
Defy it.
Greater: The effect extends to nearby allies.
**Greater:** The effect extends to nearby allies.
### Unleash Wrath
Your deitys power harms an enemy, usually inflicting a condition
(Forceful, Distinctive, Piercing).
Risk: It isnt Piercing.
Greater: On a 12+ they are also briefly stunned.
**Risk:** It isnt Piercing.
**Greater:** On a **12+** they are also briefly stunned.

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## Starting Moves
You have all of these.
### At One With The World
You can speak with animals and Scrutinize and Compel them. You also dont require food or drink.
### Attuned Creatures
You begin play with two Attuned Creatures of your choice. Each has a species name and an Instinct. When you Level Up, you may add two
Attuned Creatures to your list instead of another benefit.
Instinct examples: smash and tear, fly free without care, prey upon the weak and isolated, consume and devour, skulk and ambush, weave webs
and victimize the foolish, assault and challenge the brave or strong.
### Commune
When you spend some time in a place, connecting with nearby creatures and spirits, roll+WIS. You will be granted a vision of significance to you, your allies, or the spirits around you, the GM will
describe it.
On a 10+ the vision will be clear and helpful.
On a 7-9 the vision is unclear and murky.
On a 6- the vision is frightening or traumatic.
### Shapeshift
When you call upon the wilds to change your shape, choose one of your attuned creatures to change into and roll+WIS.
On a 10+ you transform quickly and without issue.
On a 7-9 you still transform, but you are put in a spot or draw unwanted attention.
While in an animal shape, you gain any innate abilities and weaknesses of the form; claws, wings, gills, and so on. You also gain the Instinct of your new form. This primal urge is something innate to each creature and becomes a part of you while you are shifted.
### Resist Instinct
When you try to change shape without having fulfilled your Instinct, roll+WIS.
On a 10+ you succeed and are now able to transform. If youre changing back to normal, you do so. If youre changing into another creature, roll to Shapeshift.
On a 7-9 you succeed, but wont be able to transform back into your
previous form until you reattune with it by fulfilling its Instinct.
## Advanced Moves
You may choose one when you Level Up.
### Apex
When you take the form of a fearsome predator, your attacks can gain either Near, Piercing, or Area - choose as appropriate to the shape. Additionally, your attacks may also be Messy, Forceful, and/or Vicious depending on the form.
### Back to Basics
When you reveal a flaw or failure of civilization to an individual or group, roll+WIS. On a 10+ choose two. On a 7-9 choose one.
• They pledge to repair or account for the issue.
• They withdraw from civilization and begin connecting more with the natural world.
• They offer assistance to you and nature.
• They attack, or sabotage an enemy of nature.
### Balance
When you inflict a condition, gain 1 Balance.
When you touch someone and invoke healing spirits, you may spend Balance. For each 2 Balance spent, heal 1 condition. When you Settle In, lose all Balance.
### Barkskin
While your feet touch the ground, you have +2 Armor against physical injuries.
### Bridge Between Worlds
You see the patterns that make up the fabric of the world. You can now apply your At One With the World and Shapeshift Moves to inanimate natural objects (plants, rocks, etc.), as well as pure elements (fire, water, air, and earth). Add one such Attuned transformation now.
### Call of the Wild
When you cry out to the wilderness for aid, choose a feasible type of animal and roll+WIS. On a 10+ they arrive to help you for the scene and choose two from below. On a 7-9 they arrive to help you for the scene and choose one from below.
• They terrify, intimidate or distract an enemy
• They arrive immediately, without delay
• They cause no collateral damage
• They continue to accompany you for a time after the current scene
### Earthly Disciple
When you Compel an animal or spirit, you may roll +WIS instead of +CHA. When you Ponder animals, nature, or the balance of life, you may roll +WIS instead of +INT.
### Environmentalist
When you call upon nature to aid you against a foe, name a natural feature of your surroundings (deep roots, rocky cliffs, flowing wind, etc.) and roll+WIS. On a 7+ your foe is temporarily hampered or trapped by the feature. On a 10+ it also inflicts a condition on your foe.
### Eye of the Tiger
When you mark an animal with blood, mud, or dirt, you can see through its eyes as if they were your own, no matter what distance separates you, and you can can shapeshift into its species. Only one
animal may be marked in this way at a time.
### More Beast Than Man
When you Shapeshift, gain Advantage Forward to pursue your shapes Instinct.
### Part the Sea
When you call upon the spirits for safe passage through a natural danger, environment, or hazard, roll+WIS. On a 10+ the way is made safe, but choose one. On a 7-9 the way is made safe, but choose two.
• It is only safe for you, not your allies or companions
• It is safe for now, but not for long
• The spirits demand a proportional payment or sacrifice in return
### Predator and Prey
Whenever youd like, you may ask What is my animal intuition telling me? and the GM will answer truthfully.
### Shed
When you shapeshift after fulfilling your current shapes Instinct, heal yourself of one condition.
### Nothing More Than Animals
(Requires Level 10+)
You can now attune with and shapeshift into specific people. Gain one such attuned form now. People typically have more complex Instincts
than animals. If they are a pre-existing NPC then the GM will tell you their Instinct using their Want and Methods to inform it.
### Weather Weaver
(Requires Level 10+)
When you call upon the spirits to invoke a large natural phenomenon or disaster, roll+WIS. On a 10+ choose two. On a 7-9 choose one.
• The phenomenon appears immediately and lasts as long as you desire
• The land is not permanently damaged or altered
• None of your allies, wildlife or innocents are directly harmed

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## Starting Moves
You have all of these.
### Armed and Ready
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.
### Particular Set of Skills
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
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 .
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
You dont wield an ordinary weapon, but instead have an especially powerful or unusual one. See Assets on Page 29 for details on creating
your Signature Weapon.
## Advanced Moves
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.
### Battleborn
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.
### Disabler
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.
### Field Repair
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 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.
### Master Stroke
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.
### 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.
### 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.
### 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.
### 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
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.
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.
### Yoink
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.
### Andúril
(Requires Level 10+ and Narsil)
Your Signature Weapon gains 2 additional enhancements, 6 in total.

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## Starting Moves
You have all of these.
### Firebrand
You can move and manipulate fire in a variety of ways - dimming, flaring, sparking, changing color, creating shapes and images, and more. Your fire is Distinctive, Fiery, and Near when you fight with it. Additionally, choose two traits for it:
**Adaptable:** Your fire has the
Intimate and Close tags.
**Ambitious:** Your fire has the
Far tag.
**Bold:** Your fire has the Area
tag.
**Restrained:** You and nearby
allies have +1 Armor against
your fire and its effects.
**Spontaneous:** You can create fire rather than manipulate whats already burning.
When you Burn a trait, (see Unleash Flames) your fire loses it until you next Settle In.
### Unleash Flames
When you fight using fire as a weapon, roll+CHA. On a 10+ you hurt your foe, but choose one. On a 7-9 you hurt your foe, but choose two.
• You cause unintended collateral damage.
• You suffer a condition, perhaps due to overexertion or a foes counterattack.
• Choose and Burn one of your fires traits
• Your draw unwanted attention from nearby
### Captivate
When you share an intimate or enchanting moment with someone, usually with time and privacy, roll+CHA. On a 10+ you have 2 Charm over them. On a 7-9 you have 1 Charm over them. They can reduce
your Charm over them by 1 by:
• Giving you something they think you want.
• Doing something you tell them to do.
• Fighting to protect you.
• Favoring you, but only if they dont already.
If theyre an NPC, they cant act out against you while Charmed. If theyre a PC, you also can spend 1 Charm to inspire or distract them,
granting them Advantage or Disadvantage on their next roll.
### From the Ashes
When you burn a sacrifice and stare deeply into the flames, ask the GM one question about your sacrifice or something associated with
it (owners, loved ones, history, etc.) and roll+CHA. On a 10+ you see a clear and detailed vision in the flames that answers your question
and related follow-up questions. On a 7-9 you see a brief vision in the flames that answers your question vaguely.
## Advanced Moves
You may choose one when you Level Up.
### Agni Kai
When you take a condition or mark Armor due to fire or heat, recover one of your Burned traits.
### Blades of Chaos
Your fire gains the additional trait - Cruel: Your fire has the Messy and Vicious tags.
### Burning Hearts
When you gaze intensely into someones eyes, you may ask them “what is your deepest desire?” Their player will answer with the truth, even if the character does not know or wouldnt answer.
### By Fire Be Purged
When you burn away a magical enchantment, compulsion or curse, roll+CHA. On a 10+ it is destroyed completely. On a 7-9 choose one:
• It is only cleansed partially or temporarily.
• The cleansing has left its mark on the subject (if thats a person they might suffer a condition).
• The cleansing draws unwanted attention from the magics source.
### Dont Blink
When you stand your ground before a creature of fire, such as an elemental or a dragon, roll+CHA. On a 10+ you have earned its tentative respect and it will not attack you (for now). On a 7-9 it wont
attack you for now but it grows impatient. The GM will tell you what to do to be spared its wrath.
### Dragon of the West
When you Defy fire or heat, on a 12+ choose one:
• Redirect the fire back onto its source.
• Kindle your own flame, restoring a Burned trait.
• Ask the GM any one question about the flame or its source.
### Everburning
When you imbue an object with a portion of your fire, it will burn with a dim, heatless flame without being consumed. For each one you choose below, take a cumulative -1 to Unleash Flames rolls until you touch the object and reclaim the flame.
• The flame is not heatless, the object burns foes when used as a weapon.
• The flame is bright, and will illuminate shadows, uncover illusions and reveal invisibility.
• The flame remains connected to you, you can see and hear everything near the object.
### Eye for Destruction
At any time, ask the GM “What here is flammable?” They will answer truthfully.
### Hypnotic
When you share a regret, dream, or fear with someone when Captivating them, on a 7+ gain +1 Charm over them.
### Infernal
Your fire gains an additional trait of your choice from Firebrand.
### Mushu
You have an animal companion (see Followers on Page 20). This companion has an additional descriptor - Affinity for Fire: This follower cannot be harmed by fire or heat, even of a magical nature.
### Scorched Earth
Your fire gains the additional trait - Furious: Your fire Pierces Armor.
### Smokestep
When you obscure yourself with a cloud of smoke, ash or cinders, you can instantly transport yourself anywhere within the cloud, or to
another nearby cloud.
### Twice as Bright, Half as Long
While channeling your fire, after rolling you may sacrifice something, material or immaterial but always notable, to treat a result of 6- as a
7-9, or a result of 7-9 as a 10+.
### Twinflame
You have an additional drive. Write it down next to your original one. This new drive also grants 1 XP if it was accomplished by the end of
each session. When you Push Yourself to pursue one of your drives, you may Burn one of your flames traits instead of taking a condition.
### Master of the Flame
(Requires Level 10+)
When you Unleash Flames, on a 10+ you dont have to choose any from the list.
Watch the World Burn (Requires Level 10+)
When you channel the flames and call down a firestorm, tell the GM what youre sacrificing. The sky opens up and fire pours like rain within
an area proportionate to your sacrifice; everyone and everything in the area is severely hurt or worse (2-3 conditions). Then roll+CHA. On a 10+ you can extinguish the storm with some effort when you so choose. On a 7-9 the fires rage out of control, spreading and growing where they are carried by wind and weather. On a 6- something cruel, intelligent, and hungry arrives with the storm.
### Puppetmaster (Requires Level 10+)
When you tell an NPC you have Charm over specifically what you desire, until that desire is fulfilled, pursuing it is the only way they can reduce your Charm on them.

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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:
You can find the moves for each playbook here:
[[Meta/Moves/Cleric|Cleric]]
- [[Meta/Moves/Cleric|Cleric]]
- [[Cleric Spells|Cleric Spells]]
- [[Cleric Spells|Cleric 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 doesnt come to bear.
On a 7-9 it only abates if you make a costly sacrifice or ugly choice,
- **+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 doesnt 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
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:
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
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.
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:
@ -51,10 +49,10 @@ Here are some example questions:
### 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
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.
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:
@ -66,7 +64,7 @@ Here are some example questions:
### 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.
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 persons thoughts,

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Starting Moves You have all of these.
## Armed and Ready
Ignore the Clumsy tag on armor you wear.
### Devout Virtues
You adhere to a strict moral code that grants you power beyond that wielded by normal folk. Each virtue has a vow that must be kept and a boon it grants you. Choose two of the following virtues:
• Courage: Refuse to let those who have power abuse it. While you physically stand in defense of another, they will not be targeted or harmed.
• Honor: Never harm the helpless or unaware. When you Decree an enemy to surrender or repent, you can treat a 6- as a 7-9.
• Justice: Suffer not a crime unpunished. When you question a captive or friendly individual, you know if theyre lying.
• Loyalty: Remain true to your word and to your allies. When you speak the truth, none can doubt you. They might deny it out loud, but in their hearts they recognise your conviction.
• Mercy: Let no innocent creature suffer unaided in your presence. When you heal someone else, you are also healed of one
condition.
• Purity: Abstain from mortal pleasures and finery. You are immune to all maladies, such as poisons, diseases, and curses.
### Chains of Faith
Whenever you fail to act in accordance to one of your Devout Virtues, depending on the severity of your actions, you may lose access to that vow and its associated benefits until you atone for your
misdeeds. The GM will tell you what you must do.
### Decree
When you command an order to an NPC, roll+CHA. On a 10+ choose two before they flee, attack, or follow your order. On a 7-9 choose one before they flee, attack, or follow your order.
• If they do anything other than follow your order, gain Advantage Forward against them.
• They reveal a piece of relevant information to you (unwittingly or otherwise).
• They cannot flee.
### Healing Hands
When you treat someone with Supplies or Medicine, choose one additional effect:
• It ignores the Slow tag, taking a few moments rather than minutes
• Heal them of an additional Condition
• The patient gains Advantage Forward (PCs only)
## Advanced Moves
You may choose one when you Level Up.
### Aid for Aid
When you treat someone with Supplies or Medicine, if they didnt already Favor you they do now.
### Bloodhound
When you Examine outlaws, evil creatures, or sworn enemies, you may ask one question listed below in addition to your normal question. The GM will always answer it truthfully, even on a 6-.
• Where are they located?
• What is a vulnerability of theirs?
• What are they planning?
• Who is close to turning on them?
### Divine Favor
You have gained the notice of a deity. Gain the Clerics Divine Agent and Invocation Moves. Learn 1 Invocation now and gain your deitys
Favor. You can only have a maximum of 3 Invocations known.
### Duel of the Fates
When you Decree to a sworn enemy that they fight you one-on-one, here and now, on a 7+ you can make an additional choice and can also choose from these additional options:
• They wont use cheats or tricks during the fight
• You gain +1 Armor against them during the fight
• The fight counts as intimate and prying conversation with regards to Scrutinizing them
### Embolden
When you give an inspiring speech to your allies before facing a dire threat, roll+CHA. On a 10+ you and each ally gains 2 Inspiration. On a
7-9 you and each ally gains 1 Inspiration and the GM gains 2 Fear. On a 6- the GM gains 3 Fear. During the conflict, you and allies can spend
1 of their own Inspiration to:
• Act fearlessly against terrifying foes or odds.
• Gain +1 Armor
• Make their attack ignore Armor During the battle, the GM can spend 1 Fear to:
• Have you or an ally roll with Disadvantage
• Have an enemy inflict an additional condition on an attack
### Executioner
When you Decree and your target chooses to attack, or when a Duel of the Fates begins, you may immediately inflict a Piercing condition
onto your target.
### Healthy Distrust
Whenever you Defy magic wielded by your foes, treat any result of a 6- as a 7-9.
### Improvised Care
You can spend uses of Adventuring gear as if they were Supplies.
### Last Stand
When you mark your fourth condition, immediately refresh all of your Armor.
### Quest
When you dedicate yourself to a mission, describe what the dedication looks like and state what you set out to do. The GM will give you an associated blessing. While you stay true to your goal, this
blessing remains yours. At the end of each session, gain 1 XP if youve made significant progress on your quest but havent completed it.
When you complete your Quest, immediately lose your blessing and either gain 3 XP, heal 3 conditions, or heal a locked condition.
### Robin
You have taken on a young Apprentice (Page 26). When your Apprentice Assists you in a task, on a 12+ you both heal 1 condition.
The Only Thing They Fear When you Engage or Let Fly, on a 12+ your foe also Fears you. When
you Compel or Decree someone who Fears you, you can use up that Fear for a +2 bonus to the roll.
### There Are No Chains On Me
When you go out of your way to violate one of your Virtues, instead of losing access to its benefit you alter the virtue to fit your action. It
is up to you how virtuous the new vow is at all. When you change Playbooks, you can keep any and all altered Virtues if you wish. Once
you have altered a Virtue you may no longer take any more paladin Advanced Moves when you Level Up.
### Virtuous
Gain another Divine Virtue.
### Grail Hunting
(Requires Level 10+)
When you Quest, receive two Blessings instead of one.
### Smite Evil
(Requires Level 10+)
When you condemn an enemy beyond hope, redemption, or salvation, your attacks against them always inflict an extra condition.

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## Starting Moves
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.
### 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.
• 1 Prep - Ordinary action, easy opportunity, no rolls required, a
short time ago.
• 2 Prep - Complex action, unlikely opportunity, one roll required,
some time ago.
• 3 Prep - Elaborate action, special opportunity, several rolls required, a long time ago.
### Honed Techniques
You have learned many skills from your time in the wilderness. You may spend 1 Prep to use a known Technique at any time without rolling. Choose two Techniques that you know:
• Avoid: Roll with Advantage when Defying a physical threat.
• Exploit: Make an attack Pierce Armor.
• Impart: Message or signal someone nearby, covertly or openly.
• Maneuver: Rapidly move somewhere nearby, overcoming any
natural obstacle or environment in the way.
• Snare: Trap someone or something in place for a short time (you
may spend your Trap Kit instead of Prep to use this technique).
• Trick: Manipulate someone nearby to move somewhere specific.
• Vanish: Disappear within a nearby dense or obscuring environment.
When you Level Up, you may choose to learn an additional Technique instead of another benefit.
### Bestiary Knowledge
When you first encounter a beast or monster you are familiar with (your call), you may ask the GM one question about it, and theyll tell
you the truth.
## Advanced Moves
You may choose one when you Level Up.
### Animal Whisperer
When you approach a dangerous animal carefully and peacefully roll+WIS. On a 10+ it will not attack unless provoked. On a 7-9 you must first offer it something it wants (food, territory, etc.).
### Athelas
When you forage for medicine and treat someone with it, roll+WIS.
On a 10+ you find just what you need - heal them of 1 Condition (slow) as if you used Supplies. On a 7-9 you find something that will do for now - they are able to ignore 1 condition for the scene.
### 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.
• How big is it?
• How many are there?
• Where is its lair?
• What are its defenses?
• What can it do?
• 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.
### 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.
### Knowledge is Power
When you Ponder or Examine a monster or wild creature, on a 10+ gain 1 Prep.
### Mastermind
At the start of a Flashback, you may spend 1 additional Prep to gain Advantage on all rolls made during that flashback.
### One Shot, One Kill
When you ambush your foe with an attack, if the GM thinks you cant miss, then treat your first roll as a 12+ no matter the result. If you can
miss, then treat a 6- as a 7-9, a 7-9 as a 10+, or a 10+ as a 12.
### 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.
### 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
6- choose one in addition to whatever the GM says.
• Ask the GM one question as if you rolled a 7-9 to Examine the area you explored (you can choose this multiple times).
• Bring something interesting or useful back, the GM will say what.
• You made preparations while there, gain 1 Prep.
### Spotter
When you Cooperate with someone, if you would suffer costs or consequences from doing so you can spend 1 Prep to avoid them.
### Tools of the Trade
When you search your belongings for a specific item you need right now, if its relatively cheap (1 Wealth) and common, you have it. If its expensive or rare, you may spend 2 Prep to have it.
### Trap Master
When you set up a Trap Kit into a trap, you and your allies can maneuver within and around it without any danger. Additionally, gain Advantage against any target while it is caught in a trap that you set.
### Ready for Everything
(Requires Level 10+)
When you use a Honed Technique, you may spend 2 Prep instead of 1 to increase the effect in the following ways:
• Avoid: Roll with Advantage to Defy anything.
• Exploit: Make an attack Pierce Armor and deal an extra condition.
• Impart: Message or signal someone anywhere, covertly or openly, and know their response.
• Maneuver: Rapidly move somewhere nearby, overcoming any number of enemies, obstacles, or environments in the way.
• Snare: Trap someone or something in place until you release them (you may spend your Trap Kit plus 1 Prep to use this technique).
• Trick: Manipulate someone nearby to act precisely how you wish.
• Vanish: Disappear within any environment

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

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You start with two known spells. See the Evoke a Spell Starting Move on Page 75 for details.
Only one Ongoing spell or invocation can normally be upheld at a time, though you can still use other spells that arent Ongoing. You can stop an Ongoing spell any time.
The Risk of a spell usually only happens when you choose it on a 7-9, but something similar or worse may happen on a 6-.
A spells Greater effect only happens when certain Advanced Moves unlock it.
### Charm
A creature you touch is bewitched into treating you as a trusted friend, and they Favor you for as long as the spell lasts. Once the spell ends, they know the effects of your magic.
Risk: The entranced creature, though your friend, still doesnt Favor
you deep down.
Greater: They dont remember the effects of your magic when the spell ends.
### Darkness (Ongoing)
A nearby area you designate is blanketed by supernatural darkness
while the spell lasts. Torches, lanterns, and other mundane lights within the area are also snuffed out.
Risk: Something appears alongside the darkness; the GM will say what.
Greater: Even magical lights cannot pierce the darkness.
### Entangle (Ongoing)
The legs of a nearby creature, or close group of creatures, becomes ensnared by roots, webs, or magical bindings.
Risk: They can break free with a few moments of concentrated effort.
Greater: The spell also hurts them via thorns, choking, poison, etc.
### Fireball
You evoke a mighty ball of flame that envelops your target and everyone near it, hurting them (Fiery, Area).
Risk: The blast effects either much more or much less than anticipated, the GM will say.
Greater: The fireball inflicts an extra condition.
### Forcecage (Ongoing)
A nearby creature is held immobile in an unbreakable forcefield. While the spell is ongoing the caged creature cannot be harmed and can detect your thoughts. You cannot leave sight of the cage or it will vanish.
Risk: You cannot act while the spell is Ongoing (besides dismissing it)
Greater: The cage is large enough to also encompass those within a few paces of the target.
### Guardian (Ongoing)
You conjure a being of magical energy (see Followers on Page 20).
By default it is a Warrior with the Brutality cost, looks like a ghostly humanoid, and attacks your enemies relentlessly. Your Guardian
persists until destroyed, dismissed, or you conjure another. Choose two features:
• Adaptable: Takes the appearance and form of a previously-
encountered creature of your choice, including size, limbs, etc.
• Skilled: It gains another Quality (can choose multiple times)
• Disciplined: It will follow your commands intelligently.
Risk: The construct also gains the Unstable cost (They can sometimes be a danger to you, and you have to be prepared to put up with that.)
Greater: You can choose an additional feature.
### Immunity (Ongoing)
Name one specific source of harm, such as burning, cutting, lightning, poisonous gas, or mundane projectiles; for as long as this spell is ongoing, you are immune to harm from that source (as well as any secondary effects; choking smoke, hypothermia, etc.).
Risk: You gain +2 Armor against it but are not immune.
Greater: Nearby allies are equally protected.
### Invisibility
You or an ally you touch becomes invisible for the scene or until they attack.
Risk: Either one creature can still see them clear as day, or anyone perceptive enough might notice a shimmer; the GM will say which.
Greater: The effect is Ongoing and persists after attacking. It still only lasts for the scene.
### Magic Missile (Ongoing)
You send bolts of magical energy at your enemies (Near, Distinctive, Piercing). While this is Ongoing, you can Let Fly by rolling+SPELL
instead of +DEX.
Risk: The missiles arent Piercing.
Greater: Your missiles gain the Far and Forceful tags.
### Mind Meld
You form a telepathic bond with a creature you touch, allowing you to share thoughts and emotions across any distance. You can only have one bond at a time, and may dismiss it whenever you like.
Risk: When one of you suffers a condition that isnt absorbed by Armor (other than from Pushing Yourself) so does the other, though they dont have to be the same condition.
Greater: You can also share vision and other senses through the link.
### Mirror Image
You conjure two nearby illusory duplicates for the scene that mimic your actions and appearance. Each illusion counts as +1 Armor against
physical harm and cannot be Pierced, but can be bypassed through Area attacks. When you use an illusions Armor it dissipates. When
you evoke this spell again all previously conjured duplicates dissipate.
Risk: The illusion is flawed, and can be bypassed with Piercing attacks.
Greater: You conjure three illusory duplicates instead of two.
### Polymorph (Ongoing)
Your touch transforms a willing creature into another non-magical creature until the end of the scene. Work with the GM to determine
the strengths, adaptations, and weaknesses of the new form.
Risk: The creatures mind will be altered too, or the form has an
unintended and unforeseen quality - the GM will say which and how.
Greater: The change continues until you release it, or the target doesnt have to be willing, your choice.
### Sleep
A single powerful creature or 3-6 weaker creatures that you can see falls asleep. Only creatures capable of sleeping are affected, and they
will awake if disturbed (loud noises, jostling, pain, etc.).
Risk: The effect is fleeting and they will awaken soon.
Greater: It affects two powerful creatures or up to 20 weaker creatures.
### Spellblade (Ongoing)
You conjure a weapon of pure magic, describe it and give it one or two
range tags and Piercing.
Risk: The weapons magic is unstable and it isnt Piercing.
Greater: The weapon also has 2 traits from the Signature Weapon enhancements (see Assets on Page 29).

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---
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---
## Starting Moves
You have all of these.
### Evoke a Spell
When you unleash your magical talents, choose a spell you know and roll+SPELL. On a 10+ you successfully evoke the spell and its effects
come to pass. On a 7-9 the spell is still successful but choose one consequence from the list below.
• 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.
### 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.
### Ritual
When you set out to achieve a powerful magical effect, tell the GM what youre trying to achieve. Any and all Ritual effects are possible,
but the GM will give you 1 to 4 of the following conditions (separated by “ANDs” and “ORs”):
• Its going to take days/weeks/months.
• First you must -BLANK-.
• Youll need help from -BLANK-.
• It will require -BLANK-.
• The effect will be unreliable or limited.
• You and your allies will risk -BLANK-.
• Youll have to destroy to do it.
When you perform a Ritual while accessing a source of great magical power, you may ignore one requirement of your choice.
## Advanced Moves
You may choose one when you Level Up.
### Advise
When another PC comes to you for advice and you honestly tell them what you think is best, they gain Advantage Forward to do as you suggest.
When you give sound advice to a receptive NPC, roll+CHA. On a 10+ they follow your advice as best they can and appreciate it enough to Favor you. On a 7-9 they follow your advice as best they can. On a 6- they either act against your advise or need your help; the GM will say which and how.
### Arcane Ward
You have +1 Armor against spells and magic.
Assimilate (requires Dispel Magic or Counterspell)
When you Push Yourself to Dispel Magic or Counterspell, on a 7+ you can absorb and store the magical effect for later. The magic can
then be released like Evoking a Spell, after which the stored magic dissipates. If you release the stored magic immediately after absorbing it, you gain Advantage to Evoke it. You can only store one magical effect at a time.
### Counterspell
When you attempt to counter magic as it is being cast, roll+SPELL.
On a 10+ the magic is successfully countered and doesnt come to pass.
On a 7-9 the magic is countered but choose one.
• You cant use magic for a short time.
• The unraveled magic causes some collateral damage or side effects.
• Its only partially countered, a weaker version manifests instead.
### Coven
When you Connect with a magical being, on a 7-9 you make the choice instead of the GM. Additionally, gain Advantage Forward when
dealing with that NPC or their problems.
### Dispel Magic
When you unravel an ongoing magical effect, roll+SPELL. On a 10+ choose 3. On a 7-9 choose 2.
• The dispel is permanent.
• A weaker version of the magic doesnt linger.
• The dispelled magic doesnt react or lash out.
• It only takes a moment.
### Equivalent Exchange
(cannot take Wild Mastery)
When you Push Yourself to Evoke a Spell, your Spell becomes Greater.
### Even Further Beyond
Choose a single spell. It always has its Greater effect by default.
Furthermore, if the Greater effect would be invoked on this spell then
its effects increase even more; the GM will say how.
### Familiar
You have a magical companion as a Follower (see Followers on Page 20). This companion has an additional Quality - Magical: You may use your familiar in place of yourself for the purposes of spell effects and requirements (touch, sight, range, etc.).
### Ritual Master
When you set out to perform a Ritual, you may ask the GM where the nearest source of great magical power is and they will answer you honestly. Additionally, sources of great magical power let you ignore two Ritual requirements instead of one.
### Sanctum
When you Settle In, you can create your own place of power for the purposes of the Ritual Move. Describe to the GM what kind of power it is and how youre binding it to this place. In return, the GM will tell you of someone or something that will have an interest in your activities.
### Showoff
When you wow an audience with a display of your magic, roll+SPELL.
On a 10+ choose 2. On a 7-9 choose 1.
• An NPC you name is present among the crowd.
• Your allies have Advantage Ongoing against the crowd while you keep them focused on you.
• You are given a gift equivalent to 1 Wealth.
### Spellbook
When you Settle In, you can exchange one known Spell for another.
### Wild Mastery
(cannot take Equivalent Exchange)
When you Evoke a Spell, on a 10+ you may treat it as a 7-9 to make the spell Greater.
### Multitasker
(Requires Level 10+)
You can maintain up to two Ongoing spells at a time.
### Unlimited Power
(Requires Level 10+)
When you perform a Ritual, you may take a condition as if you Pushed Yourself to ignore one of its requirements. You may do this multiple
times

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publish-ash: true
---
## Player Characters
- [[Ash In the Snow/People/Corrick.md|Corrick]]
- [[Ash In the Snow/People/Dunn.md|Dunn]]
- [[Ash In the Snow/People/Moonie.md|Moonie]]
- [[Ash In the Snow/People/Varis.md|Varis]]
- [[Ash In the Snow/People/Zilver.md|Zilver]]
- [[Ash In the Snow/People/Varis.md|Varis]]
- [[Ash In the Snow/People/Moonie.md|Moonie]]
- [[Ash In the Snow/People/Dunn.md|Dunn]]
- [[Ash In the Snow/People/Corrick.md|Corrick]]
- [[Ash In the Snow/People/Axiom.md|Axiom]]

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@ -11,11 +11,11 @@ This is a world of snow and warmth. A world of disconnection and unbreakable bon
[[Moves Landing|Moves Landing]]
### PCs
- [[Ash In the Snow/People/Corrick.md|Corrick]]
- [[Ash In the Snow/People/Dunn.md|Dunn]]
- [[Ash In the Snow/People/Moonie.md|Moonie]]
- [[Ash In the Snow/People/Varis.md|Varis]]
- [[Ash In the Snow/People/Zilver.md|Zilver]]
- [[Ash In the Snow/People/Varis.md|Varis]]
- [[Ash In the Snow/People/Moonie.md|Moonie]]
- [[Ash In the Snow/People/Dunn.md|Dunn]]
- [[Ash In the Snow/People/Corrick.md|Corrick]]
- [[Ash In the Snow/People/Axiom.md|Axiom]]