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* PUSH NOTE : Ash In the Snow Landing.md * PUSH NOTE : Races Landing.md * PUSH NOTE : Varis.md * PUSH NOTE : Corrick.md * PUSH NOTE : Zilver.md * PUSH NOTE : People Landing.md * PUSH NOTE : Moonie.md * PUSH NOTE : Dunn.md * PUSH NOTE : Axiom.md * PUSH NOTE : Favor.md * PUSH NOTE : Wizard.md * PUSH NOTE : Wizard Spells.md * PUSH NOTE : Thief.md * PUSH NOTE : Ranger.md * PUSH NOTE : Paladin.md * PUSH NOTE : Moves Landing.md * PUSH NOTE : Immolator.md * PUSH NOTE : Fighter.md * PUSH NOTE : Druid.md * PUSH NOTE : Cleric.md * PUSH NOTE : Barbarian.md * PUSH NOTE : Bard.md * PUSH NOTE : Cleric Spells.md * PUSH NOTE : Followers.md * PUSH NOTE : Fallen Suns.md
85 lines
6.7 KiB
Markdown
85 lines
6.7 KiB
Markdown
---
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publish-ash: true
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---
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Starting Moves You have all of these.
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## Armed and Ready
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Ignore the Clumsy tag on armor you wear.
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### Devout Virtues
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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:
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- **Courage:** Refuse to let those who have power abuse it. <span class="move-trigger">While you physically stand in defense of another,</span> they will not be targeted or harmed.
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- **Honor:** Never harm the helpless or unaware. <span class="move-trigger">When you Decree an enemy to surrender or repent,</span> you can treat a **6-** as a **7-9**.
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- **Justice:** Suffer not a crime unpunished. <span class="move-trigger">When you question a captive or friendly individual,</span> you know if they’re lying.
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- **Loyalty:** Remain true to your word and to your allies. <span class="move-trigger">When you speak the truth, none can doubt you. They might deny it out loud,</span> but in their hearts they recognize your conviction.
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- **Mercy:** Let no innocent creature suffer unaided in your presence. <span class="move-trigger">When you heal someone else,</span> you are also healed of one condition.
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- **Purity:** Abstain from mortal pleasures and finery. You are immune to all maladies, such as poisons, diseases, and curses.
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### Chains of Faith
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<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
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misdeeds. The GM will tell you what you must do.
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### Decree
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<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.
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- If they do anything other than follow your order, gain Advantage Forward against them.
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- They reveal a piece of relevant information to you (unwittingly or otherwise).
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- They cannot flee.
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### Healing Hands
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<span class="move-trigger">When you treat someone with Supplies or Medicine,</span> choose one additional effect:
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- It ignores the Slow tag, taking a few moments rather than minutes
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- Heal them of an additional Condition
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- The patient gains Advantage Forward (PCs only)
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## Advanced Moves
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You may choose one when you Level Up.
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### Aid for Aid
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<span class="move-trigger">When you treat someone with Supplies or Medicine,</span> if they didn’t already Favor you they do now.
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### Bloodhound
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<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-**.
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- Where are they located?
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- What is a vulnerability of theirs?
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- What are they planning?
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- Who is close to turning on them?
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### Divine Favor
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You have gained the notice of a deity. Gain the Cleric’s Divine Agent and Invocation Moves. Learn 1 Invocation now and gain your deity’s
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Favor. You can only have a maximum of 3 Invocations known.
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### Duel of the Fates
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<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:
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- They won’t use cheats or tricks during the fight
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- You gain **+1** Armor against them during the fight
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- The fight counts as intimate and prying conversation with regards to Scrutinizing them
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### Embolden
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<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
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**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
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1 of their own Inspiration to:
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- Act fearlessly against terrifying foes or odds.
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- Gain **+1** Armor
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- **Make their attack ignore Armor During the battle, the GM can spend 1 Fear to:**
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- Have you or an ally roll with Disadvantage
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- Have an enemy inflict an additional condition on an attack
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### Executioner
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<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
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onto your target.
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### Healthy Distrust
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<span class="move-trigger">Whenever you Defy magic wielded by your foes,</span> treat any result of a **6-** as a **7-9**.
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### Improvised Care
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You can spend uses of Adventuring gear as if they were Supplies.
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### Last Stand
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<span class="move-trigger">When you mark your fourth condition,</span> immediately refresh all of your Armor.
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### Quest
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<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. <span class="move-trigger">While you stay true to your goal,</span> this
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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.
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<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.
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### Robin
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You have taken on a young Apprentice (Page 26). <span class="move-trigger">When your Apprentice Assists you in a task,</span> on a **12+** you both heal 1 condition.
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The Only Thing They Fear <span class="move-trigger">When you Engage or Let Fly,</span> on a **12+** your foe also Fears you. When
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you Compel or Decree someone who Fears you, you can use up that Fear for a **+2** bonus to the roll.
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### There Are No Chains On Me
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<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
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is up to you how ‘virtuous’ the new vow is at all. <span class="move-trigger">When you change Playbooks,</span> you can keep any and all altered Virtues if you wish. Once
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you have altered a Virtue you may no longer take any more paladin Advanced Moves when you Level Up.
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### Virtuous
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Gain another Divine Virtue.
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### Grail Hunting
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(Requires Level **10+**)
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<span class="move-trigger">When you Quest,</span> receive two Blessings instead of one.
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### Smite Evil
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(Requires Level **10+**)
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<span class="move-trigger">When you condemn an enemy beyond hope,</span> redemption, or salvation, your attacks against them always inflict an extra condition. |