[PUBLISHER] Merge #29

* PUSH NOTE : Races Landing.md

* PUSH NOTE : Cleric Spells.md

* PUSH NOTE : Wizard Spells.md

* PUSH NOTE : Thief.md

* PUSH NOTE : Wizard.md

* PUSH NOTE : Paladin.md

* PUSH NOTE : Ranger.md

* PUSH NOTE : Immolator.md

* PUSH NOTE : Moves Landing.md

* PUSH NOTE : Fighter.md

* PUSH NOTE : Cleric.md

* PUSH NOTE : Druid.md

* PUSH NOTE : Bard.md

* PUSH NOTE : Barbarian.md

* PUSH NOTE : Followers.md

* PUSH NOTE : Favor.md

* PUSH NOTE : Zilver.md

* PUSH NOTE : Varis.md

* PUSH NOTE : People Landing.md

* PUSH NOTE : Moonie.md

* PUSH NOTE : Dunn.md

* PUSH NOTE : Corrick.md

* PUSH NOTE : Axiom.md

* PUSH NOTE : Fallen Suns.md

* PUSH NOTE : Ash In the Snow Landing.md
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@ -58,7 +58,7 @@ Armor one-for-one for any of the following effects:
### Khan of Khans
<span class="move-trigger">When a follower Assists you in pursuit of an appetite,</span> the GM will not invoke a Cost, and if you roll a **10+** they also Favor you.
### More! Always More!
<span class="move-trigger">When you satiate an appetite to the extreme (destroy something precious,</span> gain enormous fame, mountains of riches, etc.), choose two:
<span class="move-trigger">When you satiate an appetite to the extreme (destroy something precious, gain enormous fame, mountains of riches, etc.),</span> choose two:
- Mark 1 XP.
- Heal yourself of an additional
condition.

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@ -5,12 +5,10 @@ publish-ash: true
You have all of these
### Storied Knowledge
<span class="move-trigger">When you first encounter someone or something that youve heard tales,</span> songs, or legends about (your call), tell the GM something interesting youve heard about it. The GM will tell you what else
youve heard that complicates things.
<span class="move-trigger">When you first encounter someone or something that youve heard tales,</span> songs, or legends about (your call), tell the GM something interesting youve heard about it. The GM will tell you what else youve heard that complicates things.
### Expressive Conflict
You wield renowned artistic skill, (music, writing, painting, etc.) which can do more than just capture hearts and minds. Choose two expressions that you know:
- Wield your art like a weapon for the scene. When you Engage or
Let Fly using your art, you may roll with **CHA** instead of **STR** or **DEX**.
- 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

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@ -5,17 +5,17 @@ For spells, go [[Cleric Spells|here]]
## Starting Moves
You have all of these.
### Atonement
You have 2 Spirit. When you Settle In, reset your Spirit to this number.
You have 2 Spirit. <span class="move-trigger">When you Settle In,</span> reset your Spirit to this number.
When you touch someone and pray for their well-being:
If they are a PC erase as many conditions from them as youd like and
gain that many for yourself. If they are an NPC tell the GM what youd
like to heal (physical, mental, spiritual, etc.) and the GM will say how
many conditions it will cost based on these guidelines:
- 1 Condition - visible gash, furious temper
- 2 Conditions - broken bone, night terrors
- 3 Conditions - missing limb, tortured memories
- 4 Conditions - mortal wound, violent madness
- 5 Conditions - recent death
- **1 Condition** - visible gash, furious temper
- **2 Conditions** - broken bone, night terrors
- **3 Conditions** - missing limb, tortured memories
- **4 Conditions** - mortal wound, violent madness
- **5 Conditions** - recent death
You can spend Spirit like Armor to absorb conditions from Atonement.
### Divine Agent
@ -29,7 +29,7 @@ a name, then define their domains by filling in each answer:
<span class="move-trigger">While your deity Favors you,</span> their domains react obviously to your
presence (eg. animals adore you, nobles bow, demons, etc.).
<span class="move-trigger">When you ask your deity how to gain their Favor,</span> the GM will give
you a task related to their Demands. When you finish it, mark 1 XP
you a task related to their Demands. <span class="move-trigger">When you finish it,</span> mark 1 XP
and gain your deitys Favor.
### Invocation
@ -43,7 +43,7 @@ On a **7-9** the effect comes to pass but you must choose one.
You start with 2 Invocations known (see Page 49).
<span class="move-trigger">When you Level Up,</span> you can choose to Learn a New Invocation
instead of another benefit. If you do, you also regain your deitys Favor
if you dont already have it. While one Invocation is Ongoing, you cant
if you dont already have it. <span class="move-trigger">While one Invocation is Ongoing,</span> you cant
use another. You can end an Ongoing Invocation whenever you wish.
## Advanced Moves
@ -105,7 +105,7 @@ them collectively.
bridge, burn a manor, acquire a treasure, etc.).
### Spirit of Greatness
Gain **+1** Spirit. When you use an Invocation, you may spend 1 Spirit or
Gain **+1** Spirit. <span class="move-trigger">When you use an Invocation,</span> you may spend 1 Spirit or
use up your deitys Favor to invoke its Greater effect.
### Team Player
@ -114,26 +114,22 @@ 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
3 Conditions - Foresee an Ominous Force
4 Conditions - Summon a divine envoy
5 Conditions - Destroy or reshape a land
<span class="move-trigger">When you petition your deity to perform a great miracle that pertains to their domains</span>, 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
- **3 Conditions** - Foresee an Ominous Force
- **4 Conditions** - Summon a divine envoy
- **5 Conditions** - Destroy or reshape a land
### Theologian
When you Ponder or Examine something related to your deitys
domains, you may ignore penalties from conditions and roll either
<span class="move-trigger">When you Ponder or Examine something related to your deitys domains,</span> 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+**)
Gain **+1** Spirit. <span class="move-trigger">When you inflict a condition,</span> 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

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@ -7,13 +7,12 @@ 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
You begin play with two Attuned Creatures of your choice. Each has a species name and an Instinct. <span class="move-trigger">When you Level Up,</span> 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
<span class="move-trigger">When you spend some time in a place,</span> 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.
<span class="move-trigger">When you spend some time in a place,</span> 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.
@ -21,7 +20,7 @@ On a **6-** the vision is frightening or traumatic.
<span class="move-trigger">When you call upon the wilds to change your shape,</span> 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.
<span class="move-trigger">While in an animal shape,</span> 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
<span class="move-trigger">When you try to change shape without having fulfilled your Instinct,</span> 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.
@ -41,9 +40,9 @@ You may choose one when you Level Up.
- They attack, or sabotage an enemy of nature.
### Balance
<span class="move-trigger">When you inflict a condition,</span> gain 1 Balance.
<span class="move-trigger">When you touch someone and invoke healing spirits,</span> you may spend Balance. For each 2 Balance spent, heal 1 condition. When you Settle In, lose all Balance.
<span class="move-trigger">When you touch someone and invoke healing spirits,</span> you may spend Balance. For each 2 Balance spent, heal 1 condition. <span class="move-trigger">When you Settle In,</span> lose all Balance.
### Barkskin
While your feet touch the ground, you have **+2** Armor against physical injuries.
<span class="move-trigger">While your feet touch the ground,</span> 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
@ -53,7 +52,7 @@ You see the patterns that make up the fabric of the world. You can now apply you
- They cause no collateral damage
- They continue to accompany you for a time after the current scene
### Earthly Disciple
<span class="move-trigger">When you Compel an animal or spirit,</span> you may roll **+WIS** instead of **+CHA**. When you Ponder animals, nature, or the balance of life, you may roll **+WIS** instead of **+INT**.
<span class="move-trigger">When you Compel an animal or spirit,</span> you may roll **+WIS** instead of **+CHA**. <span class="move-trigger">When you Ponder animals, nature, or the balance of life,</span> you may roll **+WIS** instead of **+INT**.
### Environmentalist
<span class="move-trigger">When you call upon nature to aid you against a foe,</span> 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

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@ -16,8 +16,7 @@ You can have a maximum of 5 Momentum. <span class="move-trigger">When you Settle
### Particular Set of Skills
<span class="move-trigger">When you Compel with threats of violence,</span> roll with Advantage.
### Demolitionist
<span class="move-trigger">When you want to destroy an object,</span> be it a building, magical artifact, or obstacle, tell the GM what it is. It is always possible, but the GM
will give you 1 to 4 of the following requirements (separated by “ANDs” and “ORs”);
<span class="move-trigger">When you want to destroy an object,</span> be it a building, magical artifact, or obstacle, tell the GM what it is. It is always possible, but the GM will give you 1 to 4 of the following requirements (separated by “ANDs” and “ORs”);
- Its going to take hours/days/weeks.
- First you must .
- Youll need help from .
@ -25,18 +24,15 @@ will give you 1 to 4 of the following requirements (separated by “ANDs” and
- 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.
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.
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. <span class="move-trigger">When you Settle In,</span> you can stay up all night on watch without feeling tired.
Youve gotten used to the tireless marches, late nights, early mornings and backbreaking labor. You are unaffected by all but the most extreme forms of exhaustion. Gain **+1** Armor against fatigue or exhaustion. <span class="move-trigger">When you Settle In,</span> you can stay up all night on watch without feeling tired.
### Battleborn
<span class="move-trigger">When you Defy in battle,</span> you may spend 1 Momentum to roll with Advantage.
### Charge

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@ -5,67 +5,64 @@ publish-ash: true
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
- **Adaptable:** Your fire has the
Intimate and Close tags.
**Ambitious:** Your fire has the
- **Ambitious:** Your fire has the
Far tag.
**Bold:** Your fire has the Area
- **Bold:** Your fire has the Area
tag.
**Restrained:** You and nearby
allies have +1 Armor against
- **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.
- **Spontaneous:** You can create fire rather than manipulate whats already burning.
<span class="move-trigger">When you Burn a trait,</span> (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
<span class="move-trigger">When you fight using fire as a weapon,</span> 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
<span class="move-trigger">When you share an intimate or enchanting moment with someone,</span> 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.
- 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.
<span class="move-trigger">When you burn a sacrifice and stare deeply into the flames,</span> 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.
<span class="move-trigger">When you take a condition or mark Armor due to fire or heat,</span> 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.
<span class="move-trigger">When you gaze intensely into someones eyes,</span> 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.
<span class="move-trigger">When you burn away a magical enchantment,</span> 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.
<span class="move-trigger">When you stand your ground before a creature of fire,</span> 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.
<span class="move-trigger">When you Defy fire or heat,</span> 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.
<span class="move-trigger">When you imbue an object with a portion of your fire,</span> 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.
<span class="move-trigger">When you share a regret,</span> 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
@ -73,19 +70,19 @@ You have an animal companion (see Followers on Page 20). This companion has an a
### 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
<span class="move-trigger">When you obscure yourself with a cloud of smoke,</span> 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+.
<span class="move-trigger">While channeling your fire,</span> 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.
each session. <span class="move-trigger">When you Push Yourself to pursue one of your drives,</span> 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.
(Requires Level **10+**)
<span class="move-trigger">When you Unleash Flames,</span> on a **10+** you dont have to choose any from the list.
Watch the World Burn (Requires Level **10+**)
<span class="move-trigger">When you channel the flames and call down a firestorm,</span> 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+**)
<span class="move-trigger">When you tell an NPC you have Charm over specifically what you desire,</span> until that desire is fulfilled, pursuing it is the only way they can reduce your Charm on them.