diff --git a/content/Meta/Moves/Moves Landing.md b/content/Meta/Moves/Moves Landing.md deleted file mode 100644 index 0d28b48ce..000000000 --- a/content/Meta/Moves/Moves Landing.md +++ /dev/null @@ -1,321 +0,0 @@ ---- -publish-ash: true ---- -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: - -- [[./Barbarian|Barbarian]] -- [[./Bard|Bard]] -- [[./Cleric|Cleric]] - - [[./Cleric Spells|Cleric Spells]] -- [[./Druid|Druid]] -- [[./Fighter|Fighter]] -- [[./Immolator|Immolator]] -- [[./Paladin|Paladin]] -- [[./Ranger|Ranger]] -- [[./Thief|Thief]] -- [[./Wizard|Wizard]] - - [[./Wizard Spells|Wizard 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 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. - -### Engage -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:** -- 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 -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. -You and your allies have Advantage when first acting on this -information. -Here are some example questions: -- Where is located? -- What could have caused ? -- What might be the best way to ? -- What have I heard or read about this person/creature? - -### 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 -questions 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: -- Who/what else is hidden? -- How can I gain the upper hand? -- What would happen here if I did ? -- Who is really in control here? - -### 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. -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 person’s thoughts, -feelings or motivations and they must answer truthfully. -Here are some example questions: -- How might I get you to ? -- How do you feel about ? -- How can I gain your Favor? -- What is your goal? - -### Compel -When you use favor, payment, promises, or threats to get someone -to do something, say what you want them to do (or not to do) and -roll **+CHA**. If they Favor you, you may use up their Favor to gain -Advantage on the roll. -For NPCs, on a **10+** they’ll do what you want. On a **7-9** they’ll only do -it if you do something for them in return or Favor them afterwards, -the GM will say which. -For PCs, on a **10+** both below occur, on a **7-9** choose one below -to occur, and on a **6-** they instead can immediately ask you two -questions as if they Scrutinized you. -- If they do it, you will Favor them. -- If they don’t do it, they have Disadvantage Forward and you no -longer Favor them. - -### Cooperate -When you assist of your companions in an act, you grant them -Advantage to any rolls made as part of it, but you are both fully -affected by any costs or consequences. -Multiple people can Cooperate with the same person at once, that -person simply gains additional Advantage per person. You can do this -before your ally resolves the Move, not after. -Push Yourself -When you put all of your effort into one act, roll with Advantage. -Then after the roll you take a condition from the strain (which ignores -Armor). - -### Settle In -When you settle in to rest as a group, whether it’s taking a short -break, sleeping overnight, or relaxing for weeks, the GM advances the -Ominous Forces. Then, if anyone has 5 or more XP, they Level Up. If -you have enough XP, you can Level Up multiple times at once. -When you’ve finished resting and resume adventuring, remove all -your conditions and refresh your undamaged Armor. - -## Peripheral Moves - -### 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 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. -Lastly, mark 1 XP if you accomplished your Drive. - -### Crumble -When you mark your last condition (other than Armor), your life is -untenable. -When your life is untenable, from conditions or otherwise, you’re out -of the action for a while. Say how and choose one from the list below: -- Lock a condition of your choice. It can’t be removed except -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. - -### Epiphany -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 -and choose one benefit below: -You can always take these options: -- Increase a stat of your choice from **+0** to **+1**. -- Take an Advanced Move from your class. -- Acquire an Asset (see page 10). -- Remove a locked condition. (see Crumble on this page). -- Change Playbooks (see Page 81). -You can take these options only once each: -- Increase a stat of your choice from **+1** to **+2**. -- Increase a stat of your choice from **+1** to **+2**. -- Take a Starting or Advanced Move from another class. -- Take a Starting or Advanced Move from another class. -Once you reach level 10 you can also always take these options: -- Take an Advanced Move (Level **10+**) from your class. -- Increase a stat of your choice from **+2** to **+3**. -- Retire to safety and cease your adventuring. - -### Track Down -When you venture out from safety in lengthy pursuit of a quarry, -roll+Nothing, with Advantage if you already know your quarry’s -location. -On a **10+** choose one. -On a **7-9** choose two. -On a **6-** all three. -- You are exhausted or distracted. All traveling PCs take a condition -from fatigue. -- You are noticed, by your quarry or by someone else, and they act -accordingly. -- You are impeded. A significant obstacle stands between you and -your quarry. - -### Connect -When you declare you know an NPC who could help and go looking -for them, roll **+CHA**. If you also declare that you Favor them, gain -Advantage on the roll. -On a **10+** they could do what you need and they aren’t hard to find. -On a **7-9** they could do what you need, but the GM will choose one: -- They have a grudge against you or aren’t entirely willing to trust -you. -- They’re already caught up in some sort of trouble. -- They’re far off, hiding, trapped, or hard to find. - -### Ask Around -When you Examine by gathering rumors and information from -others, you may spend 1 Wealth to roll with Advantage. -Compensate -When you Compel someone open to bribes, Offering 1 Wealth gives -you Advantage, and offering 2 Wealth lets you automatically succeed -as if you had rolled a **10+**. - -### Rejoin -When you return after being away for a session or more, and explain -your absence, say what happened and roll … -- **+STR** if you fought an enemy or escaped captivity. -- **+DEX** if you did something covert or illicit. -- **+INT** if you learned obscure or ancient knowledge, or invented -something. -- **+WIS** if you discovered a scandalous secret, went on a long -journey or retreat, or had a spiritual encounter. -- **+CHA** if you made an ally, integrated with a group or culture, or -bought something interesting. -On a **10+** your adventure was prosperous - gain Advantage Forward -and 2 XP. -On a **7-9** your adventure was eventful - gain 2 XP, but the GM will tell -you one or two unintended consequences. -On a **6-** your adventure was perilous - the GM will say what trouble -has followed you back to the entire group. -References & Printouts - Peripheral Moves - -## Chase Moves -### Start the Chase -When you enter a chase, either in pursuit or escape, you and your -adversary form separate ‘sides’ that both start with 0 Edge. A chase -usually has two sides, the chaser(s) and the chased, but there may be -more. -When you Cooperate in a chase: -- If you are not part of the Chase, you must join a side of it, and are -involved in that side’s Edge, conclusion and consequences. -- If you are already part of the chase, you must Push Yourself to -Cooperate. -Gain the Edge -When you try to get ahead in a chase, say how much Edge you risk (1 -to 3), and roll... -- **+STR** if you create or destroy obstacles. -- **+DEX** if you sprint, hide or maneuver. -- **+INT** if you distract or misdirect. -- **+WIS** if you watch or listen. -- **+CHA** if you disguise or provoke. -On a **10+** your side gains that Edge. -On a **7-9** your side and an opposing side both gain that Edge. If there -are multiple opposing sides, you choose which one gains it. -On a **6-** an opposing side gains that Edge, the GM will say which. -Then, unless a side has 3 or more Edge, the chase continues and the -GM describes what happens next. - -### It’s Over -When any side in a chase has 3 or more Edge, the chase comes to an -end. Whoever has the most Edge succeeds in escaping or catching -their quarry. If multiple sides tie for the most Edge, the side with the -most PCs wins (just barely). If that is also tied, then the PC that last -Gained the Edge chooses one side to win and another to gain **+1** Edge -for the purposes of spending it below. -Losing sides can spend their Edge 1-for-1 to: -- Learn something about another party (where they will go, who -leads them, how to escape them now, etc.) -- Have the chase end somewhere Advantageous for them -(reinforcements, a trap or lair, an intervening third party, etc.) -- Grant Advantage Forward to all PCs on their side. -- 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. -- Every PC on the losing side Crumbles. - -## Favor Moves -[[../Favor|Favor]] - -### Gratify -When you accomplish a significant task for someone, choose two if -you Favor them, or one if you don’t: -- Gain 1 XP -- You no longer Favor them -- They Favor you -- You get to ask them two questions as if you Scrutinized them -### Refuse -When you act against someone you Favor or deny their request, -roll **+nothing**. -On a **10+** choose one. -On a **7-9** choose two. -On a **6-** all three. -- Someone else no longer Favors you, -the GM will say who. -- It will cost you or come back to bite you - the GM will say how -now or when revealed. -- You have Disadvantage Forward against them. -### Antagonize -When you insult, injure, or disappoint someone who Favors you, they -no longer do. -Appease -When you would Favor someone you already Favor, choose one -instead: -- Heal them of one condition; describe how you do so. -- Gain Advantage Forward to aid them or accomplish something -for them. - - -## Follower Moves -[[../Followers|Followers]] -### Endeavor -When your Follower does a dangerous task alone, they do it to the -best of their ability, but are taken out of the action (trapped, injured, -distracted, etc.). The GM will say how. -### Assist -When you call on your Follower to help you with a task, roll with -Advantage, but they are also exposed to the costs or consequences -of your Move. Then the GM will invoke one of their Costs, and the -follower will be unwilling or unable to Assist you again until it is -fulfilled. -### Command -When you order your Follower to do something contrary to their -instincts, want or costs, roll **+CHA**. If they Favor you, you may use up -their Favor to gain Advantage on the roll. -On a **10+** they do it as well as you can expect. -On a **7-9** the GM chooses one: -- The experience endangers them; they do it but are out of the -action for some time. -- They complain loudly, now or later, and demand compensation or -your Favor. -- It takes them longer than expected, is done shoddily, or it will cost -you later. \ No newline at end of file