diff --git a/content/Meta/Moves/Barbarian.md b/content/Meta/Moves/Barbarian.md index 3b218a7ce..192a32a1d 100644 --- a/content/Meta/Moves/Barbarian.md +++ b/content/Meta/Moves/Barbarian.md @@ -12,6 +12,7 @@ shield. - **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: @@ -21,6 +22,7 @@ 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. diff --git a/content/Meta/Moves/Bard.md b/content/Meta/Moves/Bard.md index e3663e5e9..02c608334 100644 --- a/content/Meta/Moves/Bard.md +++ b/content/Meta/Moves/Bard.md @@ -17,7 +17,7 @@ You have 3 Art. When you Settle In, reset your ### 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. +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. @@ -58,8 +58,7 @@ Advantage and without bystander interference. On a **7-9** everyone stops to wat ### 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. +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 @@ -73,5 +72,4 @@ Enhance two known expressions: - 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 they’ve heard. \ No newline at end of file +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.md b/content/Meta/Moves/Cleric.md index 0e75ff22c..995b39d04 100644 --- a/content/Meta/Moves/Cleric.md +++ b/content/Meta/Moves/Cleric.md @@ -26,25 +26,19 @@ a name, then define their domains by filling in each answer: - 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 -you a task related to their Demands. When you finish it, mark 1 XP -and gain your deity’s Favor. +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 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+** -your deity’s power flows through you and the effect comes to pass. +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 + You start with 2 Invocations known (see Page 49). -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. + +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. ## Advanced Moves You may choose one when you Level Up @@ -52,68 +46,55 @@ You may choose one when you Level Up When you harm your deity’s enemies, inflict an extra condition. ### Apotheosis -Choose a feature associated with your deity (rending claws, sapphire -wings, an all-seeing third eye, etc.). In recognition of your devotion -and faith, your deity bestows this gift upon you. +Choose a feature associated with your deity (rending claws, sapphire 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 -miraculously intervenes, saves you, and no longer Favors you. +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. ### Gifts of the Spirit Two Invocations that you know always have the Greater Effect. ### Hype Man -When you exceedingly praise a friend or ally before someone who -Favors you (except your deity), they now Favor them as well. +When you exceedingly praise a friend or ally before someone who Favors you (except your deity), they now Favor them as well. ### Interfaith Studies When you encounter a faith or deity that you know about (your -choice), you may ask the GM about three of their domains and they -will tell you truthfully. +choice), you may ask the GM about three of their domains and they 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-**. -My Faith is My Shield +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-**. + +### My Faith is My Shield 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, -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. +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. ### 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. +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 -bridge, burn a manor, acquire a treasure, etc.). +- You can ask your listeners one question as if you had Scrutinized them collectively. +- Choose 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 -use up your deity’s Favor to invoke its Greater effect. +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 -an additional source of Advantage. +When you Cooperate, you can Push Yourself or spend 1 Spirit to grant an additional source of Advantage. ### Thaumaturgy You no longer have to touch someone to use Atonement on them. + When you petition your deity to perform a great miracle that pertains to their domains, tell the GM what you desire, they will give you a number of appropriate conditions based on the guidelines below, or say no. Like with Atonement, you can spend Spirit like Armor to absorb conditions gained from Thaumaturgy. - **1 Condition** - Feed a large crowd - **2 Conditions** - Calm a raging storm @@ -122,19 +103,14 @@ You no longer have to touch someone to use Atonement on them. - **5 Conditions** - Destroy or reshape a land ### 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**. +When you Ponder or Examine something related to your deity’s domains, you may ignore penalties from conditions and roll either **+WIS** or **+INT**. ### Wrathful 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+**) -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 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 -deity’s domains \ No newline at end of file +- 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/Moves Landing.md b/content/Meta/Moves/Moves Landing.md index 645e85b6d..bb2f9a534 100644 --- a/content/Meta/Moves/Moves Landing.md +++ b/content/Meta/Moves/Moves Landing.md @@ -5,17 +5,17 @@ Moves are where nearly all the mechanics in Chasing Adventure live in. Here are You can find the moves for each playbook here: -- [[Meta/Moves/Barbarian|Barbarian]] -- [[Meta/Moves/Bard|Bard]] -- [[Meta/Moves/Cleric|Cleric]] +- [[Ash In the Snow/Meta/Moves/Barbarian|Barbarian]] +- [[Ash In the Snow/Meta/Moves/Bard|Bard]] +- [[Ash In the Snow/Meta/Moves/Cleric|Cleric]] - [[Cleric Spells|Cleric Spells]] -- [[Meta/Moves/Druid|Druid]] -- [[Meta/Moves/Fighter|Fighter]] +- [[Ash In the Snow/Meta/Moves/Druid|Druid]] +- [[Ash In the Snow/Meta/Moves/Fighter|Fighter]] - [[Immolator|Immolator]] -- [[Meta/Moves/Paladin|Paladin]] -- [[Meta/Moves/Ranger|Ranger]] +- [[Ash In the Snow/Meta/Moves/Paladin|Paladin]] +- [[Ash In the Snow/Meta/Moves/Ranger|Ranger]] - [[Thief|Thief]] -- [[Meta/Moves/Wizard|Wizard]] +- [[Ash In the Snow/Meta/Moves/Wizard|Wizard]] - [[Wizard Spells|Wizard Spells]] ## Adventure Moves ### Defy @@ -26,6 +26,7 @@ do it. Then roll... - **+INT** if you employ quick or out-of-the-box thinking. - **+WIS** if you rely on mental fortitude or sharp senses. - **+CHA** if you use charm, intrigue, or social grace. + On a **10+** the threat doesn’t come to bear. On a **7-9** it only abates if you make a costly sacrifice or ugly choice, the GM will tell you what. @@ -124,8 +125,7 @@ your conditions and refresh your undamaged Armor. ### End of Session At the end of each session, answer the following questions as a group: -- Did we discover something new and important about the world or -characters? +- Did we discover something new and important about the world or characters? - Did we newly visit or significantly alter a memorable location? - Did we overcome a notable obstacle, enemy, or challenge? For each “yes” answer, everyone marks 1 XP. @@ -140,13 +140,10 @@ of the action for a while. Say how and choose one from the list below: through a Level Up. You still gain XP from rolling with it. - Change to a new Playbook (see Page 81) - Die -If you’re not dead, remove all conditions that aren’t Locked. The GM -will advance the Ominous Forces and say when you’re back in the -action. +If you’re not dead, remove all conditions that aren’t Locked. The GM will advance the Ominous Forces and say when you’re back in the action. ### Epiphany -When you have a change of heart, say what is behind it and write a -new Drive. +When you have a change of heart, say what is behind it and write a new Drive. ### Level Up When you have 5 or more XP after Settling In, reduce your XP by 5 @@ -261,14 +258,9 @@ leads them, how to escape them now, etc.) - Inflict Disadvantage Forward on all PCs on an opposing side. ### Avalanche -When you navigate an imminent environmental danger (ongoing trap, -rockslide, wildfire, etc.), use the Chase Moves as normal but with the -following changes: -- When you Gain the Edge using knowledge or out-of-the-box -thinking, roll **+INT**. -- If the environment’s side loses the chase, it may not spend Edge to -Learn something of another side, but may spend Edge to inflict -1 Condition to all characters on another side, including PCs. +When you navigate an imminent environmental danger (ongoing trap,rockslide, wildfire, etc.), use the Chase Moves as normal but with the following changes: +- When you Gain the Edge using knowledge or out-of-the-box thinking, roll **+INT**. +- If the environment’s side loses the chase, it may not spend Edge to Learn something of another side, but may spend Edge to inflict 1 Condition to all characters on another side, including PCs. - Every PC on the losing side Crumbles. ## Favor Moves diff --git a/content/Meta/Moves/Paladin.md b/content/Meta/Moves/Paladin.md index c5559837f..d3715f2ab 100644 --- a/content/Meta/Moves/Paladin.md +++ b/content/Meta/Moves/Paladin.md @@ -7,11 +7,11 @@ Starting Moves You have all of these. 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 they’re 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 recognize your conviction. -- **Mercy:** Let no innocent creature suffer unaided in your presence. When you heal someone else, you are also healed of one condition. +- **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 they’re 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 recognize 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 @@ -64,16 +64,16 @@ 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 +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 you’ve made significant progress on your quest but haven’t 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 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 +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. diff --git a/content/Meta/Moves/Thief.md b/content/Meta/Moves/Thief.md index ed92d08a2..f5a9a87e6 100644 --- a/content/Meta/Moves/Thief.md +++ b/content/Meta/Moves/Thief.md @@ -4,49 +4,49 @@ publish-ash: true Starting Moves You have all of these. ### Dirty Fighting -When you have Advantage on Engage, you may roll+DEX instead of STR. +When you have Advantage on Engage, you may roll **+DEX** instead of **STR**. ### Poisoner You’ve mastered the care and use of a poison. Choose one example poison from the list below, or work with the GM to create one. -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. -• Serpent’s Tears: Requires contact. The target takes 1 extra condition when hurt until they are cured. -• Custom! +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. +- **Serpent’s 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, +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. +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 +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 -• You’re not welcome to play here anymore -• You gain 1 Heat +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 +- You’re 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 +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? -• What’s the greatest danger here? -• What’s out of place here? -• Where do they keep the valuables? +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? +- What’s the greatest danger here? +- What’s 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. +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. +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 @@ -55,21 +55,21 @@ low at this Hideout you may decrease your Heat by 2 instead of 1. You’ve 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 they’ll 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. +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 they’ll 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 +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+. +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 something’s wrong and scan your surroundings, ask the GM “Is there a trap or ambush here? If so, where would it come +When you think something’s 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 they’ll be fooled, but not for long. +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** they’ll be fooled, but not for long. ### The Smoulder You always look good. Even if you’re wet, dirty, beat-up, or otherwise disheveled, you still look great. When you use your impeccable good- 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. @@ -77,7 +77,7 @@ looks and considerable charms to Compel someone, treat them as if they Favor you 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+) +(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). \ No newline at end of file diff --git a/content/Meta/Moves/Wizard Spells.md b/content/Meta/Moves/Wizard Spells.md index 4437fdcbb..005296cb1 100644 --- a/content/Meta/Moves/Wizard Spells.md +++ b/content/Meta/Moves/Wizard Spells.md @@ -46,13 +46,13 @@ 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** +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 aren’t 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 isn’t absorbed by Armor (other than from Pushing Yourself) so does the other, though they don’t have to be the same condition. + **Risk:** When one of you suffers a condition that isn’t absorbed by Armor (other than from Pushing Yourself) so does the other, though they don’t 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 diff --git a/content/People/Axiom.md b/content/People/Axiom.md index 5d316de8b..7f1b8f85f 100644 --- a/content/People/Axiom.md +++ b/content/People/Axiom.md @@ -9,7 +9,7 @@ INT: 0 WIS: 0 CHA: 0 --- -A brilliant scholar from [[Bur-Vusamyr|Bur-Vusamyr]]. Travelling with [[People/Axiom|Axiom]] and [[People/Zilver|Zilver]], with Zilver as their ward. +A brilliant scholar from [[Bur-Vusamyr|Bur-Vusamyr]]. Travelling with [[Ash In the Snow/People/Axiom|Axiom]] and [[Ash In the Snow/People/Zilver|Zilver]], with Zilver as their ward. ## Stats diff --git a/content/People/Moonie.md b/content/People/Moonie.md index 74a52c976..37374170c 100644 --- a/content/People/Moonie.md +++ b/content/People/Moonie.md @@ -9,7 +9,7 @@ INT: 0 WIS: 0 CHA: 0 --- -Big tough gentle giant from [[Bur-Vusamyr|Bur-Vusamyr]]. Travelling with [[People/Axiom|Axiom]] and [[People/Zilver|Zilver]], with Zilver as their ward. +Big tough gentle giant from [[Bur-Vusamyr|Bur-Vusamyr]]. Travelling with [[Ash In the Snow/People/Axiom|Axiom]] and [[Ash In the Snow/People/Zilver|Zilver]], with Zilver as their ward. ## Stats | Name | Stat | Con | | ---- | -------------------------------------- | --------------------------------------------- | diff --git a/content/People/People Landing.md b/content/People/People Landing.md index f76dea168..f437e166f 100644 --- a/content/People/People Landing.md +++ b/content/People/People Landing.md @@ -2,10 +2,10 @@ publish-ash: true --- ## Player Characters -- [[Ash In the Snow/People/Zilver.md|Zilver]] - [[Ash In the Snow/People/Varis.md|Varis]] +- [[Ash In the Snow/People/Corrick.md|Corrick]] +- [[Ash In the Snow/People/Zilver.md|Zilver]] - [[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]] diff --git a/content/People/Zilver.md b/content/People/Zilver.md index 70a5098f1..0d00f8b7d 100644 --- a/content/People/Zilver.md +++ b/content/People/Zilver.md @@ -13,7 +13,7 @@ Pronouns: They/them --- Pronouns: They/them -A supposed prince from [[Bur-Vusamyr|Bur-Vusamyr]]. [[People/Axiom|Axiom]] and [[People/Moonie|Moonie]] are their companions. +A supposed prince from [[Bur-Vusamyr|Bur-Vusamyr]]. [[Ash In the Snow/People/Axiom|Axiom]] and [[Ash In the Snow/People/Moonie|Moonie]] are their companions. ## Stats | Name | Stat | Con | | ---- | -------------------------------------- | --------------------------------------------- | diff --git a/content/index.md b/content/index.md index 604f7e800..da15b1c85 100644 --- a/content/index.md +++ b/content/index.md @@ -7,15 +7,15 @@ title: Home This is a world of snow and warmth. A world of disconnection and unbreakable bonds. This is the story of Havenloft. ## Important Links -[[People/People Landing|People Landing]] +[[Ash In the Snow/People/People Landing|People Landing]] [[Moves Landing|Moves Landing]] ### PCs -- [[Ash In the Snow/People/Zilver.md|Zilver]] - [[Ash In the Snow/People/Varis.md|Varis]] +- [[Ash In the Snow/People/Corrick.md|Corrick]] +- [[Ash In the Snow/People/Zilver.md|Zilver]] - [[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]]