[PUBLISHER] Merge #24

* 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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@ -6,7 +6,7 @@ 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
what happens on a 6-.
what happens on a **6-**.
An Invocations Greater effect only happens when certain Advanced
Moves unlock it.

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@ -12,71 +12,71 @@ 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
<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.
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.
<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.
### 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
<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.
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.
<span class="move-trigger">When you take the form of a fearsome predator,</span> 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.
<span class="move-trigger">When you reveal a flaw or failure of civilization to an individual or group,</span> 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.
<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.
### Barkskin
While your feet touch the ground, you have +2 Armor against physical injuries.
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
<span class="move-trigger">When you cry out to the wilderness for aid,</span> 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.
<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**.
### 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.
<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
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
<span class="move-trigger">When you mark an animal with blood,</span> 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.
<span class="move-trigger">When you Shapeshift,</span> 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
<span class="move-trigger">When you call upon the spirits for safe passage through a natural danger,</span> 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.
<span class="move-trigger">Whenever youd like,</span> 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.
<span class="move-trigger">When you shapeshift after fulfilling your current shapes Instinct,</span> heal yourself of one condition.
### Nothing More Than Animals
(Requires Level 10+)
(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
(Requires Level **10+**)
<span class="move-trigger">When you call upon the spirits to invoke a large natural phenomenon or disaster,</span> 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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@ -7,80 +7,79 @@ 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 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.
- **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 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
<span class="move-trigger">Whenever you fail to act in accordance to one of your Devout Virtues,</span> 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.
<span class="move-trigger">When you command an order to an NPC,</span> 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)
<span class="move-trigger">When you treat someone with Supplies or Medicine,</span> 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.
<span class="move-trigger">When you treat someone with Supplies or Medicine,</span> 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?
<span class="move-trigger">When you Examine outlaws,</span> 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
<span class="move-trigger">When you Decree to a sworn enemy that they fight you one-on-one,</span> 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
<span class="move-trigger">When you give an inspiring speech to your allies before facing a dire threat,</span> 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
- 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
<span class="move-trigger">When you Decree and your target chooses to attack,</span> 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.
<span class="move-trigger">Whenever you Defy magic wielded by your foes,</span> 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.
<span class="move-trigger">When you mark your fourth condition,</span> 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
<span class="move-trigger">When you dedicate yourself to a mission,</span> 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.
<span class="move-trigger">When you complete your Quest,</span> 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.
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
<span class="move-trigger">When you go out of your way to violate one of your Virtues,</span> 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.
(Requires Level **10+**)
<span class="move-trigger">When you Quest,</span> 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.
(Requires Level **10+**)
<span class="move-trigger">When you condemn an enemy beyond hope,</span> redemption, or salvation, your attacks against them always inflict an extra condition.

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@ -5,87 +5,87 @@ publish-ash: true
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.
<span class="move-trigger">When you Track Down,</span> 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
<span class="move-trigger">When you retroactively declare how you prepared for something in advance,</span> 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
- 1 Prep - Ordinary action, easy opportunity, no rolls required, a
short time ago.
2 Prep - Complex action, unlikely opportunity, one roll required,
- 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.
- 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
- **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
- **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.
- **Trick:** Manipulate someone nearby to move somewhere specific.
- **Vanish:** Disappear within a nearby dense or obscuring environment.
<span class="move-trigger">When you Level Up,</span> 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
<span class="move-trigger">When you first encounter a beast or monster you are familiar with (your call),</span> 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.).
<span class="move-trigger">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,</span> 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.
<span class="move-trigger">When you forage for medicine and treat someone with it,</span> 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.
- 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?
<span class="move-trigger">When you show authorities proof that the threat is dealt with,</span> 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
<span class="move-trigger">When you declare a specific type of creature to be your Favored Quarry (goblins,</span> 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.
<span class="move-trigger">When you Ponder or Examine a monster or wild creature,</span> 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.
<span class="move-trigger">When you ambush your foe with an attack,</span> 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.
<span class="move-trigger">When you enter a battle,</span> 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.
<span class="move-trigger">When you Ponder creatures,</span> 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.
<span class="move-trigger">When you go off on your own to explore a dangerous area,</span> 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.
<span class="move-trigger">When you Cooperate with someone,</span> 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.
<span class="move-trigger">When you search your belongings for a specific item you need right now,</span> 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.
<span class="move-trigger">When you set up a Trap Kit into a trap,</span> 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
(Requires Level **10+**)
<span class="move-trigger">When you use a Honed Technique,</span> 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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---
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-.
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
**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.
**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.
**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.
**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.
**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.
**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-
- **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.
- **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.
**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.
**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.
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.
**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
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.
**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
**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.
**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.
**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).
**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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## 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.
<span class="move-trigger">When you unleash your magical talents,</span> 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,
<span class="move-trigger">When you set out to achieve a powerful magical effect,</span> 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.
- 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.
<span class="move-trigger">When you perform a Ritual while accessing a source of great magical power,</span> 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.
<span class="move-trigger">When another PC comes to you for advice and you honestly tell them what you think is best,</span> they gain Advantage Forward to do as you suggest.
<span class="move-trigger">When you give sound advice to a receptive NPC,</span> 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.
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
<span class="move-trigger">When you Push Yourself to Dispel Magic or Counterspell,</span> 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.
<span class="move-trigger">When you attempt to counter magic as it is being cast,</span> 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
<span class="move-trigger">When you Connect with a magical being,</span> 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.
<span class="move-trigger">When you unravel an ongoing magical effect,</span> 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.
<span class="move-trigger">When you Push Yourself to Evoke a Spell,</span> 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
@ -62,24 +62,24 @@ 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.
<span class="move-trigger">When you set out to perform a Ritual,</span> 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.
<span class="move-trigger">When you Settle In,</span> 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.
<span class="move-trigger">When you wow an audience with a display of your magic,</span> 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.
<span class="move-trigger">When you Settle In,</span> 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.
<span class="move-trigger">When you Evoke a Spell,</span> on a **10+** you may treat it as a **7-9** to make the spell Greater.
### Multitasker
(Requires Level 10+)
(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
(Requires Level **10+**)
<span class="move-trigger">When you perform a Ritual,</span> you may take a condition as if you Pushed Yourself to ignore one of its requirements. You may do this multiple
times