quartz/content/Meta/Moves/Moves Landing.md
2024-03-01 16:31:52 -06:00

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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:
Meta/Moves/Cleric

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 doesnt 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 persons 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+ theyll do what you want. On a 7-9 theyll 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 dont 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 its 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 youve 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, youre out
of the action for a while. Say how and choose one from the list below:

  • Lock a condition of your choice. It cant 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 youre not dead, remove all conditions that arent Locked. The GM
    will advance the Ominous Forces and say when youre 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 quarrys
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 arent 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 arent entirely willing to trust
    you.
  • Theyre already caught up in some sort of trouble.
  • Theyre 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 sides 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.

Its 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 environments 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

Gratify

When you accomplish a significant task for someone, choose two if
you Favor them, or one if you dont:

  • 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

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.