Table of Contents

Advanced Moves

Advanced moves (sometimes called Extra Moves) are moves that take you above and beyond the basics. They all offer Perks that grant extra features to the moves that you can purchase with LP.

Might Moves

Battle Cry

When you cry out a taunt or terrify to your enemies in Near range. Roll+Might.
10+: You have their full attention now, and while you do, one of these effects apply (your choice): 7–9: Only a few (the weakest or most foolhardy among them) fall prey to your taunting and thus the effect.

  • Taunt: They treat you as the most obvious threat to be dealt with and ignore your companions.
  • Attract: They will want to fuck you instead of kill you, if you're their type.
  • Rejuvenate: Recover 1d3+1 HP, doubled on a 10+.
  • Embolden: You deal +2 damage against them for three turns.

Related Skills:

Still Waiting
Battle Cry: You may use Taunt in combination with another option.

Petrifying Visage
Battle Cry: 10+: Additional Option: Your enemies halt their advance toward or away from you for a moment.

Rally Cry
Battle Cry: Additional Option: You and your allies do +2 damage while outnumbered.

Vengeful Cry
Battle Cry: Additional Option: You and your allies deal +1d4 damage when attacking someone who just attacked you once per ally.

Steadfast Cry
Battle Cry: Additional Option: You and your allies gain +1 armor while outnumbered.

Deafening Cry
Battle Cry: Additional Option: Silence both friend and foe in Near range for one turn.

Blood Magic

Manipulate the blood of others and strike an enemy. Roll+Might.
10+: Deal your damage to the target and choose 2.
7-9: Deal your damage to the target and choose 1.

  • Boil: Give them +1 damage (stacking twice)
  • Venom: Deal 1d4 damage to them, ignoring armor.
  • Intoxify: Inflict a debility or +1 hold of Lust at the GM's discretion.
  • Stir: Heal someone in near range for +1d4

Perks

Blood Splatter
Blood Magic: 10+: You can name an additional target in melee range to suffer your wrath.

Dark Harvest
Blood Magic: When you defeat an enemy using Blood Magic, you can recover +1d4 health.

Purify
Blood Magic: 10+: Additional Option: Remove a debility from yourself or an ally.

Transfusion
Blood Magic: Additional Option: Name a willing source and target and roll 1d6. Take half of that number from the source's HP and restore the full number to the target's HP.

Vampire Blade
When you deal damage by any means to something that can bleed, gain 1 HP. If dealing damage would already grant HP, add this to the sum.

Venomous Bite
Blood Magic: Using Venom also recovers an equal amount of your health once per target.

Berserk

Focus your anger, rage and hatred into force. Roll+Might.
10+: Hold 3.
7-9: Hold 2.

While you hold onto your rage, you take 50% more damage. Your rage will fade when combat ends or you consume all of your holds.
You may use your holds before using a move to:

  • Smash: Do 25% more damage on an attack or other move. (Stacking twice)
  • Push: Temporarily ignore standing debilities and ailments for a move or roll.
  • Sweep: Turn a targeted melee move into one that hits all targets in melee range.

Perks

Willpower
Berserk: You may roll Berserk to escape mind control, but must roll -1 and will have -1 hold on your escape from it.

Brute Force
Berserk: Additional Option: Knock down an enemy.

A Pounding
Berserk: Additional Option: Take +1 forward when using a sexual move.

Thick Skinned
Berserk: Incoming damage penalty is 25% instead of 50%

Hard Strike
Berserk: Additional Option: (Two holds) Damage, or completely remove a target's armor.

Last Push
Berserk: Take +1 hold in exchange for Restricting Berserk until combat ends.

Death From Above

Using physio-magical forces, jump to impossible heights and attack a target from above. When you drop in on a target someone from high above. Roll+Might and your damage.
10+: Deal your damage and choose 2.
7-9: Deal your damage and choose 1.

  • Deal +25% damage.
  • Your jump is too fast for anyone to react on your way up.
  • Your impact catches the enemy off guard, and they can't attack you this turn.
  • Your impact knocks the enemy down.
  • Your impact knocks the enemy away somewhere in near range.
  • Your impact pins the enemy beneath you, but leaves you exposed to counterattack.
  • Your use the momentum to land in Near range of your choice before they can react.

Perks

Crestfallen
Death From Above: Additional Option: Silence the enemy for one turn by knocking the wind out of them.

Double Jump
Death From Above: Additional Option: Instead of a target, jump to a very, very high place.

High Jump
Death From Above: Always deal +25% damage without taking the option.

Landing Zone
Death From Above: Do 50% of your damage to a second target in Melee range of the first.

Rappel
Death From Above: Your jumps don't necessarily need to go up, and you can propel from a wall or vertical surface instead.

Springboard
Death From Above: You can deal 50% of your damage to an enemy and use them as a source of initial momentum to target another.

Intimidate

To impose your will on another target in near range through sheer force or threat thereof, roll+Might.
10+: Gain 1d4 hold.
7-9: Gain 1d4 hold, lose it when the target takes damage.

Spend your hold at any time to make them do one of the following:

  • Speak a few words of your choice.
  • Give you something they hold besides their weapon.
  • Truthfully answer a question that does not immediately endanger them.
  • To halt a retreat or movement towards something.

Perks

Advanced Interrogation
Intimidate: If in melee range, you may also deal your damage to the enemy when using Intimidate once without losing holds.

Big Bully
Intimidate: Additional Option: Parley with Might instead of Charm.

Forced Surrender
Intimidate: Additional Option: Force the enemy to hand over or drop a weapon.

Get Over Here
Intimidate: Additional Option: Command the enemy to come closer to you at a cost of one hold per range .

Human Shield
Intimidate: Additional Option: While the target is in melee range, spend one hold to make them take damage that you would.

You're Next
Intimidate: Additional Option: The ally who's turn follows yours takes +1 forward if acting offensively against your target.

Elemental Breath

When taking this skill, assign two basic elements (wind, fire, earth, water, ice or electricity).

You can harness the power of the elements <element> or <element> through sheer force of will.
Target one enemy in near range for 2d5+Might elemental damage, name the element and Roll+Might.
Target multiple enemies in near range for 1d8+Might elemental damage, name the element and Roll+Might.
10+: You breathe fear into the lungs of your enemies.
7-9: You do your damage, but choose one:

  • You do 1d5 non-fatal damage to yourself.
  • You suffer a debility.
  • You're reckless and hit someone or something you didn't mean to.

Perks

Deep Breath
Elemental Breath: Restrict 1d2 turns or take a debility to: 7-9: Add +1d5 damage. 10+: Add 50% more damage

Healing Breath
Elemental Breath: You can heal your targets for 1d4 on multiple targets and 1d6 fora single target.

Sweet Breath
Elemental Breath: Instead of dealing elemental damage, deal 1d5 stacks of Lust against your targets.

Rainbow Breath
Elemental Breath: You can harness an additional 2 elements.

Rainbow Breath II
Elemental Breath: You can harness an additional 2 elements.

Shallow Breath
Elemental Breath: You hold back. Take +1 Forward but do no damage and only apply elemental effects. 7-9 only Restricts Elemental Breath 1 turn.

Forceful Technique

Choose one or more enemies in your weapon's range and an effect.
Using a medium melee weapon: Choose up to 2 effects, Roll+Might.
Using a slow melee weapon: Choose up to 3, Roll+Might.

  • You leave the enemy stunned or dazed, distracting them for moments.
  • You knock the enemy over or quite a ways back, forcefully, leaving them prone.
  • You shatter the enemy's lesser enchantments, or weaken a greater enchantment.
  • You disrupt the enemy's magic, significantly weakening or interrupting their cast.
  • You sunder the enemy's protection, reducing their armor by 2.

10+: Deal your damage and apply the effects. Forceful Technique is Restricted 2 turns.
7-9: Deal half your damage and apply the effects. Forceful Technique is Restricted 3 turns.

Perks

Heavy Hitter
Forceful Technique: 7+ Restrict an additional turn to deal full damage.

Masterful Technique
Forceful Technique: Restricted -1 turn.

Ring Out
Forceful Technique: Restrict an additional turn to push a single enemy from melee to near range when knocking them back.

Shield Bash
Forceful Technique: If using a shield, you can choose three effects even if using a Medium speed melee weapon.

Think Twice
Forceful Technique: Additional Option: Hit the enemy so hard they hesitate, making their attacks one speed slower.

Team Takedown
Forceful Technique: Restrict an additional turn and name a teammate, they take +1 forward if they use Attack.

Martial Arts

When you fight using unarmed martial arts, name your target and Roll+Might.
10+: Deal Unarmed+Unarmed damage to your enemy.
7-9: Choose 1.

  • Deal Unarmed+Might damage to your enemy.
  • Deal Unarmed+Unarmed but suffer a debility chosen by the GM.
  • Deal Unarmed+Unarmed but Martial Arts is restricted 3 turns.
  • Deal Unarmed+Unarmed but take 1d5 damage, ignoring armor.

Martial Arts is considered equivalent to Attack, and gains all of it's benefits. Unarmed as written above is your Unarmed damage, including modifiers and weapons which enhance it.

Perks

Close Quarters
Martial Arts: Do one less Unarmed to disarm your opponent.

Over and Out
Martial Arts: Do one less Unarmed to topple an enemy a bit bigger than you and pin them. You may pass your turn to keep them there once.

Thrower
Martial Arts: Do one less Unarmed to throw an enemy into either somewhere in Near range or another enemy in Melee range for 1d6 damage.

Footwork
Martial Arts: 7-9: Add +1d5 damage, but Martial Arts is restricted 1 turn. 10+: Add +1d5 damage.

Stunner
Martial Arts: Do one less Unarmed damage to Stun your enemy.

Counterstance
Martial Arts: Do one less Unarmed to avoid an incoming attack.

Power Throw

Pick up something large with all of your strength, choose somewhere within Near or Long (take -2) to throw it and Roll+Might.
10+ Choose 3.
7-9: Choose 2.

  • You let your thrown object land completely unharmed
  • You don't draw unwelcome attention or put yourself in a spot
  • You cause the thrown object to land exactly where you want it to
  • The impact deals your Primary weapon's damage to the target.

Perks

Hail Marrier
Power Throw: You can throw Long range without taking -2.

Major League
Power Throw: Additional Option: Add 50% to your impact damage.

Et Tu
Power Throw: You can throw a person or sedated/bound enemy. You can throw a resisting enemy by rolling -2.

Throwing Bowlders
Power Throw: Additional Option: You knock down targets in Melee range.

Bruiser
Power Throw: Additional Option: Affected targets to take an additional +1d4 damage if damage is dealt to them within 2 turns.

Impactful Presentation
Power Throw: Using Power Throw will either impress or intimidate those who saw it or it's effects, gaining you or an ally +1 on a social skill with them, one per witness.

Protector

Attempt to stop an enemy in melee range from attacking someone besides you, Roll+Might.
You may use Protector in response to an enemy attack on a target ally or NPC, but doing so consumes your next turn.
10+: The move is cancelled or blocked,
7-9: You intercept and take the assault, but at half damage or a weakened effect.

Perks

Bodyguard Dive
Protector: Protector can be used on allies in melee range who are the target of a ranged or magical attack.

Lineman
Protector: 10+: When using protector in Melee range, you may knock the enemy or target player into Near range.

Jockey!
Protector: 7: Restrict Protector 1 turn to give your ally +1 forward if they use Attack.

Not You
Protector: 6-: 1/Combat you can take the full weight of a blow directed at an ally in Melee range.

Hard Block
Protector: 7+: When the attacker is in Melee range of you, deal half of your Primary weapon's damage to them. 10+: Full.

Headcrusher
Protector: 10+: You inflict Amnesia on your opponent for 1 turn.

Juggernaut

Barge, smash, and/or leap your way through enemies or an obstacle. Roll+Might.
10: You've smashed or broken the obstacles.
7–9: You've smashed or moved your way past the obstacles, but choose one:

  • You draw unwelcome attention
  • You are injured by the impact.
  • You cause immense collateral damage, possibly to your own goods.

Before the roll, you may declare you're going All Out. If so, you also deal your damage to an enemy in your way, but are exposed to their retaliation.

Perks

Bull
Juggernaut: When used through a crowd or enemies, those affected will be tossed somewhere in Near range. If only one single enemy is hit, they are tossed somewhere in near range and take 1d4 damage.

A Chair Is Fine Too
You can always ask the GM what you can use as a weapon, and use it! The damage is not likely not better than your average slow weapon, but you might get lucky!

Smashing!
Attack: You can destroy a weapon you're using to deal +1d4 damage with it.

Gunshow
Juggernaut: 10+: Recover 2 HP or deal +1d6 damage if you use Attack on your next turn. If you dealt damage to an enemy in your way, apply that bonus against them instead.

Reckless Endangerment
Juggernaut: 7+: You may take an additional 7-9 option in exchange for gaining 2 HP or dealing 1d6 damage to an enemy in your path or at your destination.

Tackle
Juggernaut; 10+: If you charged through a group or toward a single enemy, you may pin them to the ground at the end.

Regeneration

To focus your energy on recovering more quickly 1/Combat, roll Might.
10+: Choose 2.
7-9: Choose 1 and take a debility of the GM's choice.

  • Recover 2d5+3 HP split evenly over the next 4 turns.
  • Remove a single level of a debility of your choice.
  • You regain missing lesser appendages, like a few digits.
  • You are healed of a crippling injury (like a broken arm).

Recovering takes 4 turns. You cannot use Regenerate again during this time. Using regeneration consumes your turn, but you may act while regenerating.

Perks

Improved Regen
Regenerate: 10+: Recover 2d7+3. 12+: Recover 3d5+3.

Full Regeneration
You can regenerate an appendage such as a hand or if you have enough time, you can regain an entire extremity, such as an arm or leg. This can also be used to regenerate extreme injures, like every bone in your body being broken. Ask the GM how long it would take.

Metabolic Rush
Regenerate: You can use Regenerate 2/Combat.

Fast Regen
Regenerate: 7+: Regeneration takes 3 turns. 10+: 2.

Bloody Pool
If incoming damage would be a fatal blow, and you have less than 3 debilities, you can suffer a debility instead of taking damage.

Quick Recovery
When you use the Recover move (which takes about an hour), you may restore all of your HP instead of only half, or remove two debilities instead of only one.

Rock the Dragon

Focus your chi when using Medium or lighter armor. Roll+Might.
10+: Hold 3 and you may roll Attack immediately.
7-9: Hold 3, or hold 2 and you may roll Attack immediately.

  • Recover 1d4 HP
  • Add +1d4 damage.
  • Deal half of your damage to another target within Melee range.
  • Move to another target within Near range.

One hold can be spent immediately after using another move successfully. Holds are removed when combat ends or Rock The Dragon is re-rolled.
Rock the Dragon may be used wherever Attack is specified, gaining any benefits specified for it (such as +1 Forward). If the benefit cannot apply it may be counted for a successful Attack roll, if it is used.

Perks

Dragons Forever
Rock The Dragon: Roll 1d4+2 instead of 1d4 where specified.

Fatal Contact
Rock The Dragon: When you defeat an enemy while spending a hold, gain one hold.

Drunken Master
Rock The Dragon: Hold +1.

Way of the Dragon
Rock The Dragon: You may use any move after rolling, not just Attack.

Warriors Two
Rock The Dragon: Additional Option: Roll your damage again and use that instead.

Unleashed
Rock The Dragon: Additional Option: Blast an enemy in Near range with your chi for half your damage.

Shake the Earth

While using a slow weapon, strike the earth to change the very ground you stand on. Roll+Might.
10+: Choose 2:
7-9: Choose 1:

  • Deal your melee damage to everyone within Melee range besides you, including allies.
  • The ground is reshaped to your will.
  • Anyone within Melee range of the location is dropped onto the ground prone.
  • Anything within Near range of the location is shook. Fragile things break, unsecured things fall over.
  • A target within Near range is trapped or mired, unable to move until they pry themselves out.
  • A target object or person is up-heaved, and moved to another location of your choice in Near range.

Perks

Controlled Catastrophe
Shake The Earth: You may exempt something from the consequences of your quake.

Legendary Quake
Shake The Earth: 10+: Choose three.

Aftershocks
Shake The Earth: You may repeat the options you chose on your next turn without rolling again, but cannot move from your position, and will be unable to prevent an incoming attack.

Rock Steady
When you are thrown back or knocked down forcefully, you gain 1 HP.

Rocks Fall
Shake The Earth: Additional Option: Deal your main-hand weapon damage to any targets within Melee range of a target area, friend and foe alike.

Deliverance
Shake The Earth: Additional Option: Deliver an enemy at an ally's feet, letting them take 1 forward if they use Attack.

Shield Up

Block a physical or physical-type magic attack using a shield. Roll+Might.
10: Choose 3.
7-9: Choose 2.

  • Discard a third of the damage from the attack (stacking).
  • Discard a third of the damage from the attack (stacking).
  • The enemy is worn down, inflicting them with one level of Feeble (Attack -1), max -2.
  • Deal damage with your primary weapon.
  • Suffer no effects from the attack.

Player armor is counted before damage reductions occur, not after.

Perks

Resolute
When your health is below 10, your shield gains 1 armor.

Immovable Object
Shield Up: Additional Option: Hold your position against an enemy knock-back or knock-down.

Magic Barrier
Shield Up: You may use Shield Up against magical attacks, but only the damage reduction and attack options.

Assault Shield
Add your Shields' armor rating to it's variable damage, and treat it like a dual-welded weapon when not using a defensive move.

Blowback
Shield Up: 10+: Additional option: Push the enemy out of melee range and into near range.

Perfect Shield
Shield Up: 10+: Additional option: Discard two thirds of the damage and Restrict Shield Up two turns.

Unbreakable

Brace for impact against non-magical, physical damage. Roll+Might.
10+: Choose 2:
7-9: Choose 1:

  • Reduce damage taken by half, rounding down.
  • Ignore the attacks additional effects besides damage.
  • Do your damage against the enemy.

Perks

Burdened
Carry Capacity +3.

Critical Moment
Unbreakable: Take +1 holds in exchange for Restricting 2 turns.

Hardy Constitution
Unbreakable: Additional Option: Convert an ailment of some kind into a debility of the GM's choice.

Last Hope
Unbreakable: If you have less than 5 HP, take +1 when using unbreakable. Maybe it'll help.

Mine Now
Unbreakable: 10+: Additional Option: Take the enemy's weapon from them.

Parrying
Gain +1 Armor if using only medium speed weapons.

2018/04/02 09:15 · inari

Speed Moves

Assassin

Use the skills of a trained killer to take down an opponent while using a Fast or Medium weapon with a range of Near or Melee,
In Cover: Roll+Speed.
In Open: Roll+Speed. Choose one less option.
10+: Deal your damage and choose three.
7-9: Deal your damage and choose two.

  • Quiet: You don't let them cry out, make noise, or draw attention.
  • Risk: Roll your damage a second time and take that instead.
  • Mute: You Silence them for one turn.
  • Evade: You avoid a counterattack.
  • Fade: You get away, returning to cover after your strike.
  • Rend: Deal +50% damage to them.

Perks

Smooth Criminal
Assassin: 10+: You always Evade a counterattack.

Bound
Assassin: Additional Option: You bind them to where they are in some way. The bindings are not strong, but keep them from immediately pursuing you or running away.

Cohort
Assassin: When in cover with an ally, they may join you for an assault. This action consumes their turn, and risks the consequences of your failure. On success, they choose separate options and deal damage, sharing your perks as well.

Deadly Strike
Assassin: 10+: Additional Option: Your assault ignores their armor.

Coup
Assassin: Additional Option: Give an ally +1 forward against your target once per target.

Master Cutthroat
Assassin: Restrict assassin two turns to pick one additional option.

Cat Burglar

Use feats of agility, stealth, and deception to achieve the otherwise impossible. Roll+Speed.
10 : Hold 3.
7-9: Hold 2.
6-: Hold 1. Cat Burglar is restricted for 3 turns and you face a GM consequence.

Spend this hold to perform one of the following feats of agility without needing a roll or breaking Cover:

  • Move past an alarm or trap without activating it.
  • Slip past a guard without getting their attention.
  • Cross a slippery, unstable or flimsy surface without issue.
  • Climb to a difficult to reach place.
  • Fit through a tight space that would otherwise be too small.
  • Make a difficult jump or stick a tough landing.

Perks

Dodgy
Using Cat Burglar: 1/Combat you may drop all remaining holds to avoid an attack.

Smooth Moves
Using Cat Burglar: Use 1 hold from that roll to take 1 to another non-combat Speed roll.

Masked
Using Cat Burglar: Use 1 hold to disguise your appearance as a different gender or person of a similar race. The mask might fail when you do.

Perfect Poise
You never lose your balance, even on a high wire, or fall without being pushed. If you are pushed, as long as there is something to break your fall, you can saving throw to use it and take no damage.

Antisocial Behavior
Using Defy Danger with Speed: 7-9: You can choose not to suffer consequences. Someone else suffers them for you.

Baton Pass
At the end of your turn, spend 1 hold to give the next player's turn a 50% damage increase if they use Attack. Cannot be used on self.

Called Shot

Name a target and take a shot!
Against an unsuspecting target: Roll+Speed+1
Against an aware target: Roll+Speed.
10+: Choose 3 and roll damage.
7-9: Choose 2 and roll damage.

  • Deal 50% of your damage (stacking)
  • Knock them down.
  • Make them drop something.
  • Take their attention.
  • Silence them for one turn, or interrupt a spell they're casting.

Perks

Assist Shot
Called Shot: Additional Option: The next ally who's not you takes +1 forward against the opponent.

Elemental Shot
Called Shot: Additional Option: Add an elemental effect to your shot.

Master Marksman
Called Shot: 10+: Pick an additional option.

Multi Shot
Called Shot: You can split your options amongst multiple targets.

Quick Shot
Called Shot: Additional Option: Your weapon is considered Fast for that shot.

Quiet Shot
Called Shot: Additional Option: Maintain your Cover.

Deflector

Catch, block or even even deflect projectiles, magical and physical. Roll+Speed.
10+: You're unharmed. Choose to catch or deflect the projectile to a target of your choice. If deflected, it hits for half damage or potency.
7-9: Choose one.

  • The projectile is deflected, leaving you unharmed, but the GM determines where it goes.
  • The projectile is struck down, rendering you unharmed, but cannot be deflected.
  • The projectile is deflected to a target of your choice, but you take its halved damage or potency.

Perks

Elemental Deflection
Deflector: 10+: You can apply a basic elemental effect to the projectile. (Non-combinable)

Split Arrow
Deflector: 7-9: You can deflect the projectile at two targets, and the damage is split between them. 10+: Full damage.

Impeccable Aim
Deflector: 10+: You can deflect a projectile at the source enemy's weapon, causing them to drop it. (Non-combinable.)

Counter-Fire
Deflector: 10+: You can immediately use Volley. (Non-combinable)

Perfect Deflection
Deflector: 10+: Your deflected projectiles hit their intended targets for full force.

Redirection
Deflector: 7-9: Additional Choice: Avoid taking damage, but deflect the projectile at an ally for half it's potency.

Doppelganger Rush

Combine speed and magical forces to create copies of yourself. Roll+Speed.
10+: 1d2 clones of you appear.
7-9: 1d2 clones appear and choose one:

  • (Limited) You only get one clone instead of your roll.
  • (Slowed) Take -1 to Speed while you have clones.
  • (Fragile) If you fail a roll your clones are immediately dismissed.

Remember the following about clones:

  • You share effects with them, good and bad.
  • Clones must stay in Near range of each other or you.
  • Clones may use all the same moves and spell schools.
  • Clones vanish when they fail a move, in addition to other consequences.

If a clone takes damage choose to either dismiss it, or dismiss all of them and put yourself at the position of the clone.

Doppelganger Rush may only be used outside of combat or 1/combat.

Perks

Silent Partners
Doppelganger Rush: You can call forth your clones without breaking Sneak.

Plus One
Doppelganger Rush: You can call 1d2+1 clones.

Broad Audience
Doppelganger Rush: Your clones may be further apart, up to Long range instead of Near.

Stunt Double
Doppelganger Rush: You may sacrifice your clones to dismiss an effect, debility, or other consequence directed at you.

Self-Centered
Doppelganger Rush: Your clones are considered allies for the purposes of other moves.

Deadly Double
Doppelganger Rush: 10+: Your clones cause small explosions upon taking damage, doing 1d5 damage to enemies in Melee range.

Escape Artist

Escape (or try to) from, or dodge, a grapple, restraint, or other movement hindering attack, or use your abilities to free someone else who's bound. Roll+Speed.
7-9: Choose 2:
10+: Choose 3:

  • Escape from, or completely avoid, the movement impairment. You aren't grappled, caught, or whatever else.
  • Avoid taking any other kind of harm in the process, be it from an attack, your struggling, even damage.
  • Escape with subtlety, without anyone immediately realizing that you've freed yourself from bondage.

Perks

Scaly Assistant
Escape Artist: 7+: Additional option: Free another a person in melee range in addition to yourself.

Serpent's Tongue
Escape Artist: 10+: Additional option: You tell a lie to your captor that distracts them during your escape.

Shedding Skin
Escape Artist: 10+: Additional option: You leave a illusory image of yourself behind that makes it seem like you've never left unless it's investigated.

Slither Away
Escape Artist: 10+: Additional option: After your escape, you enter Cover.

Snakebite
Escape Artist: 7+: Additional option: Roll your damage and deal it to an attacker after an escape.

Snakeskin
Escape Artist: 7+: Additional option: The enemy or hazard cannot bind you the same way again for two turns.

Leaf on the Wind

To dance away from an opponent's attack while wearing Light or Airy armor. Roll+Speed.
10+: You take no damage from an incoming attack. Choose 2:
7-9: Incoming (pre-armor) damage from an attack is halved. Choose 1:

  • You change the distance between you and the enemy by one level.
  • Deal your damage to the attacker.
  • You suffer no debility from the attack or magic.

Like A Tree
Leaf on the Wind: 10+: Instead of options: Go into Cover as if you had used Sneak.

Blowback
Leaf on the Wind: 10+: Additional option: Take 1 forward against your attacker on the next turn.

Razor Wind
Leaf on the Wind: Additional Option when dealing damage: Deal +50% more damage.

Fluid Dynamics
Leaf on the Wind: 7+: Additional option while in Melee range: Redirect your attacker's movements and put them somewhere within Near range.

Stunning Beauty
Leaf on the Wind: 10+: Additional option: Stun your attacker.

Impossible Grace
Leaf on the Wind: Restrict Leaf on the Wind for 1 turn to choose an additional option.

Poisoner

To apply a poison to a weapon or inject someone in Melee range, choose one from the list and roll Speed.

  • Bloodweed: The target's body is weakened, and they deal -1d4 damage.
  • Wicked Honey: Take +1 forward against the target when using a sexual move.
  • Black Sap: The target loses all inhibitions, until they act upon their deepest and darkest desire.
  • Anesthetic: The target's affected area loses sensation for a while.
  • Oil of Tagit: The target falls into a light sleep or becomes drowsy.
  • Goldenroot: The target treats the next creature they see as an intimate lover, until proven otherwise.
  • Maiden's Kiss: The target has an immediate orgasm, and adds 1 Lust stack.
  • Serpent’s Tears: The target's sensitivity is heightened. Anyone dealing damage to it rolls twice and takes the better result.

10+: If injected: The poison lasts 3 turns. If applied: It will last 2 turns and applies to 3 strikes or targets.
7-9: If injected: The poison lasts 2 turns. If applied: It will last 1 turns per contact and applies to 2 strikes or targets.

Perks

Black Widow
Poisoner: You can use poisoner on the same turn as sexual move. No other perks will apply if you do.

Combo
Poisoner: For -1 duration, you can apply two effects instead of one.

Poison Immunity
You're immune to poisons or venomous attacks both mundane and magical. You can detect poisons by taste or smell.

Poison Master
Poisoner: +1 to poison durations.

Sticky
Poisoner: Poisons don't wear from a weapon unless you make contact.

Two Fangs
Poisoner: You can inject poison into to two targets in Melee range

Riposte

When you are attacked in melee and raise a Fast or Medium weapon or shield to counter. Roll+Speed.
10+: Deal half your damage and choose 3.
7-9: Deal half your damage and choose 2.

  • Take halved damage.
  • Disarm or disrobe your attacker.
  • Trip, hamper, or embarrass your attacker.
  • Change up the distance by one level (Melee to Near, Near to Far.)
  • Deal full damage instead of halved damage.

Perks

Deflect
Riposte: 10+: Additional Option: Damage reduced by Reposte can be redirected to a target in Near range of your choice.

Down Boy
Reposte: 10+: Choosing to trip or humiliate your opponent does both, knocking down your opponent.

Dueling Block
Having a Fast weapon as your Secondary Weapon gives you 1 Armor.

One Handed
When using any Fast weapon without a Secondary Weapon, it's considered Dual Weilded with itself.

Perfect Riposte
Riposte: 10+: Additional Option: Incoming damage is reduced to 1/4th.

Reposition
Riposte: 7+: Additional Option: Take 1 on your next Attack or Riposte.

Rush Attack

Unleash a flurry of attacks. Name multiple targets in Near range and Roll+Speed.
10: Roll Damage, double it, and apply it across your targets at will. Restricted 2 turns.
7-9: Roll Damage twice, double the worse of the two and distribute it to your targets at will. Restricted 3 turns.
6-: Rush Attack is restricted 5 turns or until combat ends, plus another consequence comparable to a failed Attack against a single opponent.

Perks

First Strike
Rush Attack: You can use rush attack from Long range 1/combat.

Perfect Combination
Rush Attack: Restricted 2 to triple the damage instead of doubling it.

Vicious Drive
Rush Attack: Restricted 1 to ignore armor.

Lightning Attack
Rush Attack: Restricted-1.

Surprise Attack
Rush Attack: If hidden; Add 50% to your weapon base.

Power Tackle
Rush Attack: Restricted 1 to knock down your last target.

Sniper

Move into position in order to get a better shot, Roll+Speed
10+: You're in position and may use Volley or Called Shot immediately.
7-9: You're in a better position, but it took a little while getting there.

When using ranged weapons or related moves while in this stance, roll your damage twice and take the better result.
Failing a move, moving to another position, or taking significant damage disrupts your positioning.

Perks

Ghillie
Sniper: Moving into position does not break cover. 10+: Your first shot doesn't, either.

Ranger
Sniper: Your weapon can be used at one range tier higher than usual, the same applies to an ally brought with you.

Resilient
Sniper: Failing a move does not compromise your position, once per use of Sniper.

Steady
Sniper: Taking damage does not compromise your position, once per use of Sniper.

Spotter
Sniper: You may take someone into position with you. They may use ranged moves or cast magic without compromising your stance, and receive the benefit of Sniper.

Timing
Sniper: You can leave your position and do +50% damage, but you won't be able to re-use Sniper until combat ends.

Swift Technique

Choose one or more enemies in your weapon's range and an effect.
If using a fast or medium melee weapon, you may choose two effects.

  • You disarm the enemy or force them to drop what they're holding for a brief time.
  • You leave the enemy stunned or dazed, distracting them for moments.
  • You destroy the enemy's clothing. This does not affect armor but is probably humiliating.
  • You disrupt the enemy's magic, significantly weakening or interrupting their cast.
  • You damage/injure the enemy's armaments, reducing their damage by 2 until mended.

Then Roll+Speed.
10+: Apply your weapon's damage and apply the effects. Swift Technique is Restricted 2 turns.
7-9: Apply half of your weapon's damage and the effects. Swift Technique is Restricted 3 turns.

Perks

A Setup
Swift Technique: Restrict an additional turn and name a partner. They take +1 forward if they use Attack, Forceful Technique or Swift Technique.

Precision Moves
Swift Technique: 7+: Restrict an additional turn to deal full damage.

Stop That
Swift Technique: Restrict an additional turn to prevent the enemy from casting on the next turn.

Swifter Technique
Swift Technique: Restricted -1 turn.

Two Shot
Swift Technique: On a weapon with Near or Long range, you may select a single target and name two effects.

Hey, Catch!
Swift Technique: 10+: Causing an enemy to drop something lets you put it into the hands of an ally in their melee range, but not you.

Thievery

You have the skills of a skilled criminal. Capable with your hands you can; pick locks, crack safes, disable traps or alarms, pick pockets, plant, and take goods without causing a stir or breaking cover. When you do so, roll+Speed.
10+: Choose 2.
7-9: Choose 1.

  • You work quickly, without much time or effort
  • You work quietly, discreetly, drawing little notice
  • You work cleanly, without cost or leaving a trail

Perks

Misappropriation
Thievery: You can take an unsuspecting target's weapon. 7-9: They notice. 10+: They notice when you're gone. 12+: They never notice.

Thug
Thievery: 6-: Sloppy technique still yields results. You get something for your efforts, but there's still consequences.

Mugger
Thievery: You can do your main weapon's damage while using thievery against someone.

Paydirt
Thievery: 10+: When used on a container or person, find one gold.

Pockets
Your inventory is doubled.

Wiles
Thievery: 6-: When pick-pocketing or planting on a sentient, non-hostile enemy, you can immediately roll Wits or Charm to talk your way out of it. Success avoids consequences, but you cannot target them again without them becoming hostile.

Utility Belt

You have a variety of trinkets stashed onto your person, where they're easily accessible and obvious.
To reach into your bag of tricks, Roll+Speed.
10 : Take 2, and use or discard one immediately.
7-9: Take 1.

You can pull out any of the following:

  • Pocket Sand (Melee): Briefly blinds an enemy, making their attacks aim at random within that attack's range.
  • Dozecloth (Melee): Makes an enemy drowsy, slowing their attacks or miss them entirely.
  • Stimulant (Self): Gives +1 forward a roll.
  • Corrosive Fluid (Near): Reduces an enemy's armor by 2.
  • Explosive (Near): Knocks an enemy back and stuns them.

Perks

Ace Up the Sleeve
Utility Belt: 10+: Additional Options:

  • Flash (Near): Move yourself somewhere in Near range before anyone can react to it.
  • Gas (Near): Silence the enemy for two turns.
  • Accela (Self): Re-roll a damage roll.

Smoke Bombs
Utility Belt: Additional Options:

  • Flashbang (Melee): Briefly blinds enemies, securing an escape or creating another advantage.
  • Cloak (Melee): Covers you and anyone else in melee range in shadow, making it possible to enter cover.
  • Noisemaker (Near): Creates so much noise that it becomes impossible to communicate or hear.

Throwing Knives
Utility Belt: Additional Option: 2x Throwing Knives (1d4+1/Fast/Near): A small knife that can be thrown to do a bit of damage. Can be used without rolling Volley. Can be used to break modest-sized objects as well as attack. Consumed on use.

Grappling Hook
Utility Belt: Additional Options:

  • Hook-Shot (Near): A device that pulls you up or over to a place.
  • Lasso-Shot (Near): A device that pulls someone to you.

Belt Pockets
Carry Capacity +3

Silent Release
Utility Belt: You can pull items from your belt without breaking cover.

Whip Driver

Special techniques can be used when using a whip or rope-like weapon. Roll+Speed.
10+: Choose one and optionally do your damage.
7+: Choose one and optionally do half your damage.

  • Entangle one of their limbs, preventing them from using it as long as you keep your whip wrapped around it.
  • Move them or yourself to somewhere within Near range.
  • Knock them prone, off-balance, or otherwise hamper them.
  • Make them drop an object they are holding.

Perks

Whip Mastery
Whip Driver: You may choose two options instead of doing damage.

Terror Whip
Add these to your list of Whip Driver options:

  • You terrify the enemy: lesser enemies are sent running, while other foes are shaken; the next to act against them takes 1 forward
  • You cause an ally to snap back to their senses, shaking off a mental effect like hypnosis or charm
  • You snatch a small object they held or were guarding: now it’s yours!

Snap Back
Whip Driver: You may target two enemies.

Whip Tricks
Without rolling, you may always use a whip-like weapon to:

  • Swing upon it like a grappling hook
  • Grab small, unattended objects within reach range
  • Pole vault or swing like a vine, allowing you to cross gaps easily.

Whip Play
Whip Driver: Additional Option: The next person who uses a sexual move on a stricken enemy takes +1 forward.

Rope Play
Whip Driver: Additional Option: Completely bind a knocked-down enemy of reasonable size.

2018/04/13 21:38 · smolfox

Wits Moves

Absorb Magic

You can attempt to absorb a a magical effect or attack. Roll+Wits.
10+: Choose 2.
7-9: Choose 2. Absorb magic is restricted 2 turns.

  • You take halved damage from the spell.
  • You take no debility or effect besides damage from the spell.
  • You disrupt the enemy's concentration and expose them to a counterattack.

Perks

Greater Absorb
Absorb Magic: You can forfeit your next turn to draw in area-of-effect magic that includes you.

Makarakarn
Absorb Magic: 10+: Additional option: Ignore damage and reflect the spell back to the caster at half strength.

Mimicry
Absorb Magic: 7+: On your next turn, you can Roll+Wits to attempt to use the enemy's last spell against them.

Sublimation
When a spell causes you harm but no damage, recover 1d3 HP.

Sacrificial Anode
Absorb Magic: Roll with -1 to redirect the target of a spell from another to yourself.

Tinfoil Hat
Absorb Magic: 7+: Ignore any mind control or psychological effects of a spell without having to choose the option.

Alchemy

Create drinkable concoctions with magic. Choose a desired effect. Roll+Wits.

  • Flashback: Allows the user to re-roll a damage roll.
  • Alter: Change the color, scent, taste, or sound of the drinker, describe how.
  • Shrink: +1 Speed, -1 Might (non-stacking)
  • Grow: +1 Might, -1 Speed (non-stacking)
  • Wisener: +1 Wisdom, -1 Charm (non-stacking)
  • Brightener: +1 Charm, -1 Wisdom (non-stacking)
  • Limb: Alter one of the drinker's body parts to your liking, or make them grow a new one.

10+: You make a potion, and may use another move immediately.
7+: You make a potion, but may not use another move immediately.

Potions do not require a roll to drink, and does not take up gear slots. In order to mix up a new potion, your old one(s) must be discarded, consumed, or given to someone. Potion effects last about an hour, and are cancelled if a different potion is used, or until a non-basic move is affected by their use.

Perks

Efficient Formulator
Alchemist: 10+: Instead of one potion, you make 1 + 1d2!

Secret Sauce
Alchemist: You may propose any non-combat or stat-related effect for a potion to a GM, and make it if they find it reasonable.

Bottled Elements
Alchemist: You can bottle up the effects of any basic element (wind, fire, earth, water, ice or electricity). When thrown at a target within Near range, these potions affect all things in Melee range of them.

Pharmacology
Alchemist: Additional Options

  • Healer: Recover 1d4+2 HP
  • Fixer: Recover from a debility.

Chemical Warfare
Alchemist: Additional options. When thrown at a target within Near range, these potions affect all things in Melee range of them:

  • Vitriol: -2 Armor or +2 damage per strike against an enemy.
  • Muter: Silences for at least 1 turn.
  • Sedative: -2 Attacking damage.

Love Potions
Alchemist: Additional Options: When thrown at a target within Near range, these potions affect all things in Melee range of them:

  • Arouser: Makes the target more likely to use a sexual move, and gives +1 when using a sexual move against them.
  • Suppressant: Makes the target less likely to use a sexual move, and halves damage from sexual moves used against them.

Teleport somewhere within Near range you can see. roll+Wits.
10+: You're at your target. You teleport safely and without issue.
7-9: You make it but the GM chooses one:

  • (Damage/Debility) You don't quite stick the landing and take a bit of of non-fatal damage or a debility.
  • (Peril) You're close to where you aimed, but face another, less severe peril now.
  • (Restricted) You cannot use blink again for 3 turns, or until combat ends.

Blink is not subtle, and will not allow players to sneak up on an unsuspecting enemy.

Perks:

Fuck Physics
Blink: You may target somewhere in mid air and levitate as long as you don't move from it, or places you cannot see, such as past a wall.

Farsighted
Blink: Your target can be in Long range.

Don't Blink
Blink: 12+: Optionally land with a flash, and someone close to your target area is blinded.

Nightmare
Blink: 10+ Blink is silent, and does not break Sneak. Using it undetected leaves you undetected.

Flicker
Blink: 7-9: Blink can only be restricted 1 turn.

Anticipator
Blink: 7+: Take 1 Hold (maximum). Spend hold to take +1 Forward against Defy Danger.

Conjuration

Bring forth things from another plane or this one into melee range, by science, magic, or psychic power, choose one effect from this list and roll+Wits.

  • Summon strong light or darkness that follows you about. Can be dismissed at will.
  • Summon a dog-sized cloud of gas. Specify the gas.
  • Summon a dog-sized pool of liquid. Specify the liquid.
  • Summon a dog-sized block of solid. Specify the solid.
  • Summon a head-sized and cheap man-made item. Specify the item.

10+: You create the effect without issue, and it takes effect.
7-9: You create the effect, but choose one consequence:

  • You summon something almost identical as opposed to what you specified.
  • You summon what belonged to someone else, and draw their attention.
  • Your spell has some unusual or unwanted effect, the GM will explain.

Conjured objects are inorganic and non-magical. Valuable objects can be summoned, but only in petty amounts. Things can't be conjured onto an occupied space.

Perks

Elemental Conjuration
Conjuration: 7-9: Roll+Wits (7+, no penalty) after conjuration to apply an elemental effect to your material. 10+: You don't need to roll.

Expert Conjuration
Conjuration: You can create an environmental advantage, explain how and take +1 forward when taking advantage of it.

Greater Conjuration
Conjuration: The sizes of objects you can summon are doubled.

Instant Summons
You can take a minute to mark a head-sized or smaller inanimate object with an invisible, magical seal. At any point you may recall this object into your possession. Only one item can be marked at a time.

Organic Conjuration
Conjuration: Additional Option: Summon an organic object, such as grease, blood, or food. It should be dog-sized at most, and not alive. Specify what.

Ranged Conjuration
Conjuration: You can summon materials into Near range.

Control Obscura

Take control of magical or machine-like items or willing lifeform. Roll+Wits.
On an unwilling targets, Roll+Wits-3. Control lasts 1d3+1 turns.
10+: You gain direct control of it's force or actions.
7-9: you direct its effects or empower it, but choose one:

  • The control will fade quickly, subtracting 1 from controlled turns.
  • It slips out of your control, creating additional, unwanted effects.
  • You cannot use Control Obscura again until end of combat or you recover.

Perks

Wizard Eyes
When you have time and safety with a magic item you may ask the GM what it does, the GM will answer you truthfully.

Dispeller
Control Obscura: You can use Control Obscura to remove a magical effect from an area or object entirely.

Magistri Obscura
Control Obscura: +1 to control duration.

Enchanter’s Soul
When you have time and safety with a magic item, you can empower that item so that its effects are amplified the next time you use it. The GM will tell you exactly how.

Rewriter
Control Obscura: Against unwilling targets: Roll+Wits-2.

Transference
Control Obscura: With time and Safety, you may use Control Obscura to move the magical properties of one item to another.

Ethereal Weaponry

Manifest a weapon made entirely of magical force. Roll+Wits
7-9: Hold 5.
10+: Hold 7.

The magic takes a form you describe, it's damage is 1d6+Wits, it's speed is Medium and is used like a normal weapon. Hold is used when the weapon is successfully used in an attack or damages an object. When you're out of hold, the weapon vanishes. The weapon may be thrown or dropped, but cannot normally be picked up by another person.

At any point you may spend 1 hold to:

  • Cleave through any non-magical and non-living material.
  • Cause your Attack to ignore armor.
  • Apply an additional elemental effect to the weapon.
  • Strike first, regardless of enemy speed.
  • Recall the weapon to your hand.
  • Change the weapon's form.

Perks

Abyssal Weaponry
Ethereal Weaponry: The act of manifesting your weapon does not break stealth.

Ethereal Catalyst
Ethereal Weaponry: You may manifest a catalyst instead. It has 2 spell slots and 1d4+Wits damage. Casting with it spends 1 hold.

Ethereal Mastery
Ethereal Weaponry: +1 hold.

Force Back
Ethereal Weaponry: Additional hold option: Stun the enemy.

Intangential Awareness
Ethereal Weaponry: The weapon speed is always considered Fast.

Tangential Realization
Ethereal Weaponry: Additional hold option: Allow the weapon to be used by another person. Holds transfer to that person.

First Aid

Perform first aid, name the ailment you intend to treat on whom. Roll+Wits.
10+: Choose 2:
7-9: Choose 1:

  • Remove an ailment.
  • Remove a debility.
  • Restore a quarter of their health.

Perks:

Careful Examination
First Aid: Outside of Combat: Options improve; Restore a Third of Their Health, Remove Two Debilities/Ailments.

Combat Medic
First Aid: 7+: Damage taken while using First Aid is halved. 10+: It is evaded. Effects may still apply.

Ephedrine
First Aid: Additional Option: Revive someone from Unconsciousness and heal them for 1d4.

Playing God
First Aid: Outside of Combat: Roll First Aid to revive a dead, in-tact target, once per target per session. They revive with 1 HP. The consequences of Death are still applied once the session ends.

Pills Here
First Aid: Additional Option: Target ignores all debilities until combat ends. After which, their HP is reduced to 1 and the effects return.

Triage
First Aid: Outside of Combat: You can apply your option to two people instead of one.

Possessor

Take control of another mortal, sentient creature of similar intellect within near range and act as them. Roll+Wits.
10+: Choose 3:
7-9: Choose 2:

  • Your movements and mannerisms are a perfect imitation of their own.
  • You speak just like them, using their inflections and tone.
  • You may use Basic Moves as them, using their Might/Speed/Wits/Charm.

When in control of someone's body, your physical body is right where you left it and is vulnerable. You may take your target out of Near range once you have established control. You cannot take actions that would cause your possessed target imminent harm, or use their body to harm others in a way the target does not desire; attempting to do so breaks your control before it can happen. If you fail a move, you will also be driven out. Your target will know you are there. Once expelled, you cannot retake a target for that session or one in-game day.

Perks

Chainsnatcher
Possessor: You may use Possessor while in control of one target to jump to another. Take +1 forward if the next target trusts the first.

Downgrade
Possessor: Additional Option: Take control of a creature of lower intelligence.

Abyssal Tendrils
Possessor: You may use Possessor without breaking cover.

Evanescence
Possessor: Additional Option: Your target will know they were possessed, but will not know it was you that did it.

Somnapectist
Possessor: Additional Option: You can attack a target once while possessing someone, but they will drive you out after.

Unwaking Nightmare
Possessor: Additional Option: Your target can take non-fatal harm once, and you can still retain control of them.

Shapeshifter

To call upon the spirits and change your shape into that of an animal, roll+Wits.
10+: You change with no ill consequences.
7-9: Nature demands a heavy price for her favors, (GM choice).

  • You may suffer a severe side effect, such as an immediate heat or disorder.
  • You may find yourself unable to take certain kinds of actions, speech, loss of use of moves.
  • You may be stuck in this form until you meet some session-achievable criteria.
  • Something else the GM decides.

You may take the form of any animal, with the following guidelines:

  • Your attack is now your unarmed attack, your defense is your unarmed defense.
  • You gain all of it's movement and social advantages and disadvantages.
  • You may still use moves and magic schools that do not require handling items or weapons.
  • Your physical attributes adjust as follows:
    • Large animals (no larger than a cow) take -1 Speed/+1 Might and +25% Damage, attacks are considered Slow.
    • Medium animals (no larger than a goat) take no change to stats, attacks are Medium
    • Small animals (no larger than a cat) take +1 Speed/-1 Might, -25% Damage, attacks are Fast

Perks

Adaptability
When you are in animal form and Saving Throw against a danger or harm that your form's adapted to, treat a miss as a 7-9.

Formcrafter
Shapeshifter: Choose a stat: Take +1 forward to the first use of that stat in animal form.

Formshaper
Shapeshifter: Add 3 HP or deal +1d4 damage while in an animal form. Choose which when you shapeshift.

Opposable Nothing
Shapeshifter: You can use a weapon or items in animal form if you can justify it.

Revert
Shapeshifter: When you take damage while transformed you may choose to revert to negate the damage.

Uncanny
Shapeshifter: 10+: Ignore the stat penalty for Large/Small forms, or take +1 on either Might or Speed for Meidum form

Spell Weaver

Weave primitive magical forces together to attack a target within Near range, Roll+Wits.
10+: Choose 3.
7-9: Choose 2.
6-: Spell Weaver is restricted for 3 turns, plus consequences.

  • Enhance: Add +1d4 damage (stacks twice.)
  • Quicken: The magic's casting time becomes considered 'Fast'.
  • Attune: Add an element (stacks twice.)
  • Extend: Range is increased to Long.

Base damage of the magic is 1d4. It is limited to Near range and is considered a Medium speed attack.

Perks

Attuned
Spell Weaver: Roll 1d5 where 1d4 is specified.

Broadened
Spell Weaver: Additional Option: Broaden: Name an additional target.

Impact
Spell Weaver: Additional Option: Impact: Knock the target back one range.

Titillate
Spell Weaver: Additional Option: Inflict 1d3 lust as a side-effect (stacks).

Overcharge
Spell Weaver: 1/Combat you can double the damage of Spell Weaver, at a cost of -2 Wits until combat ends.

Environmentalist
Spell Weaver: If applying an that matches the weather or general energy of the environment, add +1d4 damage. The GM will always tell you what element will qualify if any.

Summon Monster

Summon or create a monstrous companion, roll+Wits.
On a hit, a monster appears and aids you as best it can. It has only basic moves, a +0 modifier for all stats, 5 HP, and deals 1d6 damage.
10+: Add three of the following bonuses.
7-9: Add two of the following bonuses:

  • +1 to a stat of your choice. (Stacking)
  • It uses your main weapon's damage.
  • It can use one of your skills (Stacking)
  • It's very obedient.
  • It has +5HP (Stacking)

The GM will tell you the type of monster you get based on the traits you select.
The monster's turn immediately follows your own.
The creature remains on this plane until it's reduced to 0 HP or you dismiss it.

Perks

Bisummonual
Summon Monster: You may summon two smaller monsters instead of one. Their HP and damage are halved. Other bonuses apply to both normally.

Greater Monstrosity
Summon a Monster: +1 bonus.

Evolution
Summon Monster: If a monster was recently destroyed, your next one gets +1 bonus.

Tender Care
Summon Monster: When not in combat, you may transfer an amount of your HP to your monster. No roll is required.

Sacrifice
Summon Monster: You may sacrifice your monster to recover 1d<It's current HP>.

Elemental
Summon Monster: You may summon an elemental, which absorbs damage from a basic element, but takes +25% against all other damage. It does +25% damage when using magic of that element.

Telekinesis

Manipulate an object, body of liquid, or creature of reasonable size and weight in Near range using only your mind or magic. Roll+Wits.
10+: Hold 3.
7-9: Hold 2.
Spend holds at any time to:

  • Prevent the thing from being moved by another force.
  • Make the thing move slowly in one direction to a location within sight.
  • Launch the object in one direction toward a target destination at high speed.
  • Manipulate it, such as jiggling, spinning, opening/closing, activating, etc.

You must concentrate while the object is in motion, otherwise that hold is lost.
For willing targets, objects smaller than a head, or with time and safety, rolling Telekinesis gets +1 hold.
You may attack a target with this move by rolling Volley with Wits.
Damage will be equivalent to having hit them with it up close, somewhere between 1d4 and 1d8.

Perks:

Upside-down
Telekinesis: Additional Option: Reverse gravity for an object, causing it to float until you run out of holds.

Nosebleed
Telekinesis: Sacrifice 5HP to take another hold when you've used your last.

Telefondle
Telekinesis: Additional Option: (2 Holds) Use a sexual move at a distance without rolling.

Bitchin'
Telekinesis: You can manipulate much, much larger, carriage-sized objects, You get one less hold and Telekinesis will be restricted three turns.

Hold It!
Telekinesis: Additional Option: Reduce the strength of someone's physical strike, reducing their damage by half.

Outreach
Telekinesis: Telekinesis can be used on objects in Long range.

Telepathy

Force yourself into the mind of a person you can see. Roll+Wits.
10+: Choose one.
7-9: Choose one. Telepathy cannot be re-used on the same target for that session.

  • Implant: You implant a simple idea, belief, or “fact” in their mind. Until proven otherwise, they will believe it with every fiber of their being.
  • Instruct: You give them a command that will not cause direct harm to themselves which they must obey immediately.
  • Inspect: You glimpse a memory, desire, or secret. You can specify which exactly, if you have an idea of what.
  • Forget: You force them to forget something important, but not life threatening or mission critical to them.

The target will know it was you who entered their mind, but will not know exactly what you did when you were there.

Perks

Defiler
Telepathy: Take +1 forward on sleeping, unconscious, or willing targets. They will startle awake immediately afterwords. 7-9 has no re-use drawback.

Infiltrator
Telepathy: Using telepathy doesn't break cover.

Messenger
Telepathy: You can message to someone you know, or someone you have met before regardless of the distance or sight. If they are willing, you can carry on a conversation.

Mindtaker
Telepathy: 10+: You may choose an additional option from the list.

Passenger
Telepathy: Additional option: You can observe their movements and read their intentions from their perspective as long as you continue using telepathy, even if they go out of range.

Whisperer
Telepathy: 7+: The target doesn't know it was you who entered their mind. 10+: The target doesn't know anyone entered their mind.

Transmutation

Twist a dog-sized, non-magical, inanimate mass to suit your ends, Choose an option and Roll+Wits.

  • Alter: Change it from kind of material to another, with similar purity.
  • Shape: Shapes a mass of earth, water, ice, metal, or similar to your liking.
  • Resize: Double or halve the size.
  • Repair: Repair it, restoring it to good condition.
  • Break: Break it in half.

10: The object is changed immediately and without consequence.
7-9: The object is changed, but choose one:

  • Your spell is only temporary, the affected object will return to its original state at some point.
  • The effort takes an unusually long time, requiring you to continue the attempt while others might be able to act (at most 1 turn).
  • Maintaining the effect requires all of your concentration, and you cannot take other actions besides moving without disrupting it.

Transmutations last indefinitely without the need to maintain them, they are now the new natural state of the object. Only physical properties are affected, magical properties or enchantments are not.

Perks

Animator
Transmutation: Additional Option: The object comes to life and has a will of it's own.

Fabricator
Transmutation: Additional Option: Convert raw materials into a finished object, instantly.

Decorator
Transmutation: Additional Option: Change the object's appearance, colours, smells or taste in a way of your liking.

Hacker
Transmutation: Transmutation can be used against magical objects, but their magical properties remain the same.

Modifier
Transmutation: You can modify objects as large as a bull.

Mutilator
Transmutation: These options can be used against a willing target, but cancelled by them at any time;

  • Petrify: Turns them to stone making them invulnerable, but immobile.
  • Wisp: Turns them into a mist. Incoming damage is halved, and they may move freely, but may not use moves.
2018/04/14 12:45 · inari

Charm Moves

Abjuration

Put up magical defenses to protect yourself or others,
Name your targets and then one abjuration from this list, Roll+Charm.

  • Protect:: Reduce all damage they take by 2.
  • Ward: Name an element, all damage taken from it is halved.
  • Crown: Grants immunity to psychic harm, mind reading, and charm
  • Seal: Next spell targeting them will be broken, but the effect is cancelled thereafter.
  • Wall: Next incoming physical damage attack be halved, but the effect is cancelled thereafter.

10+: You cast the spell without issue, taking immediate effect.
7-9: You cast the spell, but choose one consequence:

  • Your abjuration has a weird complication that affects everyone targeted while active.
  • Your abjuration is fleeting, and after 2 turns will end at the GM's discretion
  • Your abjuration only affects one target, decide which.

Abjurations persist until you dispel them. You may create more, but must roll -1 per Abjuration.

Perks

Ritual of Injunction
Add this to your list of Abjuration spells.
• Creates a circle of magic at the target location or centered on the target, following them. Name a specific type of creature that can't come within Reach of the circle.

Orb of Invulnerability
Add this to your list of Abjuration spells.
• Creates a person-sized orb. Those who step inside will receive immunity to a harm you name, while inside.

Grand Abjuration
When you cast from the Abjuration School, on a 12+, you may choose two spells from the list instead of one, and apply them to all targets.

Arcane Protection
Whenever you cast a spell, on a 10+, gain 1 HP.

Buffering Magic
When you are silenced, your spell is blocked, or you miss a spell-casting roll, you gain 2 HP.

Magical Mishaps
When you Saving Throw against magic, treat a miss as a 7-9.

Alluring Dance

Captivate a target with an alluring dance. Roll+Charm.
10+: Choose 2.
7-9: Choose 1.

  • They freeze, and cannot move until they suffer harm.
  • They treat you like a friend until proven otherwise.
  • They are silenced, and unable to cast any spells.
  • They are terrified, and will flee to avoid you.
  • They are clingy, and cannot get farther than Melee range from you.

The effect continues as long as you dance through your turns, and ends when the target takes damage or leaves Near range, or breaks line of sight.
While dancing, take -1 to other moves you make.

Perks

Resist Desire
When you are subject to mind control or magic that influences your feelings, you may choose to take 1d6 damage (ignores armour) and ignore the influence.

It's Showtime!
Alluring Dance: You can target all enemies in Near range with line-of sight, but the effect only lasts one turn.

Eyes On Me
Alluring Dance: 10+: Additional Option: The enemy is exposed, giving +1 forward to an ally using Attack.

Seductive Finish
Alluring Dance: Inflict 1d2 Lust stacks onto a target of your choice when you stop dancing on your terms.

Wild Dancing
Alluring Dance: Your dance affects additional enemy targets of the GM's choice. 10+: 1d3 7+: 1d2

Private Confessional
Alluring Dance: In Melee range, ask your target any one question and get an honest response, once per target.

Arcane Arts

Weave a song or music into a basic magical effect. Choose up to two targets and one effect, Roll+Charm.

  • Healed for 1d6+2.
  • +1d4+1 physical damage forward, not consumed on a miss.
  • Their mind is shaken clear of one enchantment.
  • Armor +1 until hit once.

10+: Your targets hear the song gets the selected effect.
7-9: Choose one.

  • Your song hits one less target.
  • Your song hits an unintended target or attracts unwanted attention.
  • You are restricted from Arcane Arts for 2 turns.

Perks

Power Ballad
Arcane Arts: 7-9: Armor+ also heals for 1d4. 10+: Armor+ is 2 and heals for 1d4.

Eldritch Tones
Arcane Arts: 10+: Damage boost is 1d6+1 and healing to 1d8+2.

Perfect Rhythm
Arcane Arts: 10+: Removing an enchantment removes two or a debility.

Inverse Chords
Arcane Arts: 10+: Name an enemy target to apply the opposite of your desired effect.

Fortissimo
Arcane Arts: Restrict Arcane Arts for 1 additional turn to name an additional target.

Invigorate
Arcane Arts: 10+ When you heal someone, they take 1d3 forward to their next damage roll.

Bend Light

When you convince natural lights to bend to your will, choose one and Roll+Charm.

  • Assault: Temporarily blind or stun a group within Near range.
  • Wall: Create a wall of light that blocks off one passageway.
  • Flood: Fill an area with light.
  • Evacuate: Shroud an area in darkness.
  • Focus: Melt a small inanimate object like a laser.

10+: The chosen effect works perfectly.
7-9: The effect works. You may move about, but maintaining the effect requires your attention.

Creating another effect with Bend Light cancels the first.

Perks

Little Light
You can always create a small torch of light by your hand, you do not need to cast a spell or use Bend Light.

Lighted Exit
Bend Light: Additional Option: Pathway: The light leads you to an exit.

Glass Eye
Bend Light: Additional Option: Telescope: Bend light in such a way that allows you to see a great, but unobstructed distance.

Second Light
Bend Light: 10+: You can cast a second effect without cancelling the first. 7-9: In exchange for restricting Bend Light for 2 turns.

Light Mastery
Light may be used in any move or spell where common elemental effects are specified.

Light Cloak
Bend Light: Additional Option: Invisibility: Create cover by concealing a target by bending light around it.

Bewitching Curse

When you look someone in the eyes and place a curse on them, choose two effects from the list and roll Charm.
10+: The curse lasts until you lift it or cast another in it's place.
7-9: The curse is short-lived and will soon be gone.
Your curse may be obvious or subtle, but your victims always know who has done this to them. These are your options:

  • Agony: Your victim takes +1d4 damage from attacks.
  • Frailty: Your victim’s attacks deals -1d4 damage.
  • Chains: Your victim’s upper body is immobile.
  • Shackles: Your victim's lower body is immobile.

Perks

Advanced Curses
Bewitching Curse: Additional Effects:

  • Betrayal: Your victim’s allies regard it as a threat.
  • Ignorance: Your victim cannot think or speak clearly.
  • Darkness: Your victim cannot see you.
  • Truth: Your victim’s intentions and secrets cannot be kept hidden from you.

Killing Curse
Betwitching Curse: If someone is defeated while under the effect of a curse, take +1 forward to casting another.

Wicked Words
Bewitching Curse: 10+: Choose an additional target or second curse.

Silent Damnation
Bewitching Curse: You can curse someone without leaving cover.

From Within
Bewitching Curse: Additional Option: Transfer a debility or status ailment to an enemy.

Withering Flowers
Bewitching Curse: Additional Effects:

  • Drain: Half of the damage dealt to them will be restored to their attackers health, once.
  • Petals: The target will drop something important without realizing it.

Call Outsider

Call forth an unnatural or otherworldly creature from another plane, declare its purpose. Roll+Charm.
7-9: You've summoned the creature. Hold 2 control.
10+: You've summoned the creature. Hold 3 control.

The creature will have an appearance related to it's purpose, the GM will define the details. The behavior of the outsider is determined by the GM. It may be friendly, hostile, mischievous, bored or anything else.

As long as you retain control, it will stay within Near range of you.
You lose one control when:

  • You give the creature a direct command.
  • The creature takes damage.

The outsider does not need to roll in order to act, and will typically act on it's own. It's damage is the same as your strongest equipped weapon. It may have a unique set of abilities, specific to its nature and purpose.

When your control is exhausted, the outsider will be freed, gaining self control equal to what you summoned it with.

When it would take damage, reduce its control by 1. Once exhausted it will returns from whence it came.

Only one outsider may be present at a time. Summoning another will remove the first.

Perks

Dial-A-Demon
Call Outsider: 7-9: You may specify the appearance of the summoned outsider. 10+: To an exact specification.

Personal Savior
Call Outsider: You may sacrifice 1 hold to reduce incoming damage you would take by half.

Control Freak
Call Outsider: Gain +1d2 hold on summoning.

Maid-To-Order
Call Outsider: 10+: You may specify one of the outsider's abilities. Generally, a specific move.

Pulling Strings
Call Outsider: You can re-roll call-outsider to regain control of a freed outsider.

Spiritual Connection
Call Outsider: You may take half the damage the creature would, in exchange for retaining control.

Call Shadows

When you call upon the shadows, choose one of the following and Roll+Charm.

  • Watch: See, hear and whisper to a target you know or have a connection to (hair, clothing, etc).
  • Ensnare: Name a target in line of sight in near shadows. They're ensnared, hindering their sight and movement. The grasp on them ends if they are harmed.
  • Cloak: Envelop yourself in shadows and silence, moving unseen and unnoticed for an hour as long as you don't act conspicuously or cause harm.
  • Impostor: Steal the shadow of someone you know or can see. Theirs is gone and and you may use their shadow to mimic their appearance.
  • Encroach: Illusions to emerge from the shadows in a place you can see. They may move and speak but are otherwise insubstantial.

10+: The shadows obey you.
7-9: The shadows obey you, but the GM chooses one.

  • The shadows are particularly faint: the effect is fleeting or weak.
  • You draw unwanted attention, and your magic & intentions become evident to anyone who would care to know.
  • The shadows make a demand: Take -1 ongoing to moves made in darkness or shadows until you fulfill the demand. This can stack.

Any ongoing effects are immediately canceled if exposed to enough sunlight or sacred light.

Perks

Abyssal Link
Call Shadows: Call shadows will not break cover if you're already in it. Even on failure, you may suffer a debility instead of exposure.

Shadow Step
Call Shadows: Additional Option: Step: Enter into a dark patch of shadow and out of another one within Long range. You must go completely through or not at all.

Perfectly Dark
Call Shadows: Additional Option: Envelop: Surround the area in deep twilight, reducing visibility and making the area subject to the use of Call Shadows if used again.

Shadow Hand
Call Shadows: Additional Option: Extend: Put a limb or other body part into a dark patch of shadow and have it come out another within Long range. Objects you can hold can come through while held.

Shady Limbs
Call Shadows; Additional Option: Generate: Gain a temporary limb from yourself or your shadow of your choice. It can perform moves on your behalf, and bears your equipment. Treat it as an extension of your character. You can roll for more than one at -1/limb.

Abyssal Artefacts
Call Shadows: Additional Option: Copy: Name a unique object you can see to manifest a shadowy, replica of it. It loses any magical attributes, abilities or effects, but is otherwise physically and functionally identical.

Changeling

Change your appearance to that of a different humanoid form, Name your intended species and attributes. Roll+Charm. 10+: Choose two. Changeling is restricted two turns. 7-9: Choose one. Changeling is restricted three turns.

  • Scaling - Easily climb up walls or cliffs without needing to defy danger.
  • Jumping - Leap small buildings in a single bound - and land safely.
  • Night Vision - See in the dark.
  • Waterbreathing - Breathe underwater.
  • Convincing - You are a perfectly convincing member of that race.
  • Stronger - Deal 25% more damage, take 25% more damage.
  • Rigid - Deal 25% less damage, take 25% less damage.

You may not impersonate a specific person of that race, but may describe the resulting appearance. The effect will fade if you take significant (GM determined) damage.

Perks

Impostor
Changeling: Additional Option: Impostor: Perfectly duplicate someone you've met or seen during the session, or take on the full appearance of an alter-ego you describe.

Abyssling
Changeling: You may use changeling without breaking the effect cover.

Shadowling
Changeling: You may immediately roll Stealth after using changing. An additional consequence is not suffered for failure.

To Blood
Changeling: You may retain the form even if you take significant damage.

Ageling
Changeling: You may change your visible age as well.

Shelled
Changeling: You may drop your form instead of taking damage.

Channel Divinity

When you channel the power of the gods to assist yourself or an ally. Roll+Charm.
10+: Choose Two
7-9: Choose One

  • Remove an ailment.
  • Remove a debility.
  • Remove Lust.
  • Heal them for 1d6 HP (Stacks 2x)
  • Grant them +1 Forward to a Basic Move
  • Next time they would be reduced to 0 HP, they keep 1

Perks

Bottled Miracles
Channel Divinity: Blessings can be turned into small, tangible, consumable items, or ammended to an existing consumable until end of session.

Divine Confession
Channel Divinity: Additional Option: Compel an enemy to blurt out or briefly direct their attention to something they really truly want, once.

Divine Protection
Channel Divinity: 7+: If attacked while using Divine Protection, take half damage. 10+: Take no damage.

Divine Retribution
Channel Divinity: Additional Option: Transfer one ailment, debility, or healed damage back to it's source.

Supreme Blessing
Channel Divinity: Roll -1 to have your blessings apply up to 3 targets. Roll -2 for up to 5.

Solemn Prayer
Channel Divinity: Restrict 2 turns to choose an additional option.

Create Illusion

Beguile the senses with magic, choose an illusion from this list, roll+Charm.

  • Masque: Disguise a creature or object as something else, specify what. It must be of the same size, and only fools sight.
  • Obscure: Turns the target blurry. When they take damage, flip a coin. On tails, nullify the damage and end this spell.
  • Paint: Spray a target with vibrant colors, and roll 1d4 to cause one: blindness, surprise, deafness, or confusion.
  • Hide: Touch a target to turn them invisible. This does not affect any other sense, and ends if they attack.
  • Render: Create a convincing but stationary illusion at the target location, either a sound, image, or scent.

10+: You form the illusion without issue, and it takes effect.
7-9: You're successful, but choose one:

  • Your illusion has unconvincing elements that will only fool someone for a short time.
  • Your Illusion will fade if touched.
  • Create Illusion is Restricted 3 turns, and you may not create a second one.

Illusions persist until you dispell them. You may create additional illusions, at a cost of -1 per additional illusion.

Perks

Terrifying Phantasm
Create Illusion: Additional Option: Dread: You can create a illusion out of the target's nightmares. They can choose to run away in terror or take your damage. Sleeping targets do both.

Mass Hallucination
Create Illusion: Additional Option: Stage: Alter the world within Near range. Describe the new environment, tell us all about the climate and weather and creatures. Ends with combat, your defeat, or when you leave.

Imaginary Friend
Create Illusion: Additional Option: Imaginary Friend: You summon an imaginary friend that only you can see, and you can ask it to go examine something or someone distant and return with a little bit of information about what's ahead.

Puppeteer
Create Illusion: Additional Option: Puppet: You can create a lifelike image that can move, has a scent, and even talks.

Greatest Trick
Create Illusion:12+: The illusion is very real, and very much permanent. Do not take the -1 ongoing penalty for the spell. But be careful, it may have a mind of it's own.

Multitasking
Create Illusion: You can create two illusions without taking a penalty.

Divine Ward

Call upon divine forces to repel un-natural, extra-planar creatures, Roll+Charm.
7-9: As long as you maintain the effect, such creatures will stay outside of Melee range.
10+: You also momentarily daze these creatures and cause weaker unnatural or extra-planar creatures to flee.
Aggression breaks the effects and they are able to act as normal.
Intelligent creatures may still find ways to harry you from afar.
Examples of un-natural or extra-planar creatures: Angels, demons, elementals, fey, undead, eldritch things, beings of unnatural darkness, chaos, or corruption.

Perks

Last Rites
You can put defeated creatures to rest, preventing them from being raised from the dead. Doing so also removes a fair amount their influence from the world.

Planar Navigator
You are able to see, interact with, and damage extra-planar creatures. You must remain on your plane to do it, and cannot exclusively strike the other without damaging what is in yours (including people!)

Ward Monsters
Divine Ward: Your ward is effective against monsters as well. Examples include; Mutants, intelligent beasts, corrupted animals, were-beasts.

Ward Nature
Divine Ward: Your ward is effective against natural creatures. Examples: Land and sea animals, dragons, plantoid creatures.

Ward Obscura
Divine Ward: Your ward is effective against obscura. Examples include: Androids, machines, spirits, lesser demigods, magical automata.

Ward Person
Divine Ward: Your ward is effective against sentient people as well. Examples include: Humans, anthros, aliens.

Enchantment

When you enchant the mind and body, choose one effect and a target.
Single target: roll+charm, 2-3: roll+charm-1 4+: roll+charm-2

  • Command: Name a one-word action. If it won't harm them, they'll do it.
  • Embolden: Strengthen what they already feel, compelling them to act on their instincts single-mindedly.
  • Imbue: Name and force them to feel a strong emotion towards a second object or location, drowning out other emotions.
  • Lull: Cause them to fall asleep or stand entranced. They awake as normal: loud noises, jolts, pain.
  • Lure: Name a creature or type of creature and they will be friendly, attracted, and drawn to the target or location.

10: The effect works without issue.
7-9: The effect works, but choose 1:

  • The effect has an unusual extra effect or a particular stipulation, the GM will explain.
  • The effect is only temporary and fleeting, the GM has control over its duration but it will last at least two turns.
  • The effect is particularly weak, and only applies while they're in your presence.

Enchantments persist until you dispell them. You may create more, at a cost of -1 per enchantment.

Perks

Feeble Mind
Enchantment: Additional option: Enfeeble: Their intellect and personality are compromised. They cannot think or speak clearly. Treat them as if they have the Dumb and Ugly debilities.

Memory Manipulation
Enchantment: Additional option: Memento: Alter their memories to your liking, stating what they do and don't remember. This false memory remains in place for the duration, but you must cast again to make further changes.

Soothsayer
Enchantment: Add 1 to maximum target counts.

Mastery of Manipulation
Discern Realities: Additional options:

  • How can I gain their eternal loyalty?
  • How are they vulnerable to me?
  • Who do they trust most?

Greater Enchantment
Enchantment: 12+: The spell cast is permanent and the effect is intensified. There is no additional cost to re-use enchantment.

Mindflayer
Enchantment: Maintain up to three effects without taking -1.

Healing Font (Draft)

Name one or two non-self targets within Near range and heal them over time. Roll+Charm. 10+: Choose 1: 7+: Restricted 3 turns. Choose 1:

  • Heal them for 1d3 for 3 turns.
  • Remove a debility and make them immune to that debility for 3 turns.

Targets must stay within Near range of the caster for the effect to continue. The effects of Healing Font do not stack. You may apply Healing Font on more targets without cancelling others.

Perks

Reverse Font
Healing Font: Additional Option: Heal 50% of the last elemental damage they took, and reduce damage by that element 50% for 3 turns.

Extended Font
Healing Font: Additional Option: Heal them for 1d3 over 5 turns.

Bold Font
Healing Font: Additional Option: Heal them for 1d4 over 3 turns.

Wide Margins
Healing Font: You may name an additional target.

Wider Margins
Healing Font: You may name an additional target.

Healing River
Healing Font: Your targets may be within Long range.

Iron Will

Resist addiction, mind control, and other mental effects or temptations, including sexual ones, Roll+Charm.
10+: You completely resist the effect, and gain immunity to it until combat ends.
7-9: You completely resist the effect, this time.

You may restrict using Iron Will for one turn to take another action against your oponent in retaliation.

Perks

Alluring Counter
Iron Will: 10+: You can take an action without restricting the move.

Broken Chains
Iron Will: 10+: Heal one of your debilities, as well. If you have none, then the next debility you would acquire is nullified.

Excess Arousal
When you use a sexual move on someone else, you may transfer 1 stack of Lust from yourself onto them.

Fair Play
Iron Will: 10+: Reflect any incoming sexual debility to your opponent.

Pleasure Denial
When you gain Horniness and it's more than 1, reduce the amount by 1. If you take sexual damage of any kind, reduce the amount by 1.

Who Am I Kidding?
Iron Will: 7+: Take 1 forward if you use a sexual move immediately afterwards.

Rousing Performance

Perform for your allies. Roll+Charm.
10+: Distribute 3 Inspiration to your allies.
7-9: Distribute 2 Inspiration to your allies.
You and your allies may spend Inspiration once per turn, to:

  • Persevere: Ignore a debility for a particular move.
  • Survive: Keep 1 HP when they would be reduced to 0 HP.
  • Hurry: Reduce a move's restriction by 1.
  • Repeat: Re-roll their damage and take the better result.

Perks

Street Performer
Rousing Performance: +1 Inspiration to distribute.

Stentorian Voice
Aid: Aid can always given when used when in Near range, through words alone.

March
Rousing Performance: If anyone amongst you holds Inspiration, and anyone amongst you defeats an opponent, gain one Inspiration to distribute.

Center Stage
Rousing Performance: Instead of distributing Inspiration, name an effect to apply to all allies in Near range on their next turn.

Swan Song
Rousing Performance: +3 Inspiration in exchange for restricting the use of Rousing Performance until combat ends. Additionally, all inspiration fades when combat ends.

Combat Bard
Rousing Performance: 7-9: You may either deal your damage or avoid a counterattack. 10+: Fuck it; both.

Silver Tongued

When you use lies, bluster, or deception to avoid suspicion or get out of trouble, Roll+Charm.
10+: Hold 3 Nerve, and you're smooth.
7-9: Hold 2 Nerve, but you've earned some scrutiny.
Spend Nerve for 1 to:

  • Move about or maneuver unchallenged.
  • Withstand direct scrutiny or questioning.
  • Direct suspicion or attention elsewhere.
  • Ensure that no one realizes your passing-by.

You lose all Nerve if you drop the facade or use Silver Tongued again. Silver Tongued options don't last long, and they don't prevent someone from realizing later that they've been played.

Perks

Renegotiate
Parley/Negotiate: Once per target per session, when an NPC makes a demand, you can convince them to request something else.

Speak Softly with a Big Stick
Parley: With dangerous-looking allies at your back, take 1 to the roll.

Impostor Syndrome
Silver Tongued: Instead of taking holds, you can claim to be another identity, career or title entirely, and it will stick.

Traitorous Type
When you betray someone who trusted you, take 1 forward after it all blows over.

Real Political
Silver Tongued: When speaking to a mob, you may whip them into a frenzy and choose from these options instead:

  • Bring people forward and deliver them.
  • Bring forward all their precious things.
  • Fall into an orgy of uninhibited emotion.
  • Go quietly back to their lives.

Nothing But Lies
When you Parley using lies, bluster, or deception, on a hit, you can also gain 1 Nerve to use a Silver Tongued option immediately.

2018/04/04 07:57 · inari

Hybrid Moves

Hybrid moves are named such because they let you choose a stat when assigning the move to your character sheet.

Take Flight

Choose a single stat for your roll when taking this move.
When not in danger and in an area where possible, you can fly without rolling, but may not use any moves mid-flight.
Otherwise, to use your natural, magical, otherworldly or mechanical propulsion to defy gravity, Roll+<Might/Speed/Wits/Charm>.
7-9: You're airborne, but must land if you want to use another move.
10+: You're airborne, and may use the following without landing:

  • Basic Moves: Attack, Volley, Block, Defy Danger, Flee
  • All Magic Disciplines.

Perks

Eye in the Sky
Take Flight: 7+: You may use Discern Realities while flying.

Harpy
Take Flight: 7+: You may use Attack and Volley without landing.

Dive Bomb
Take Flight: When using Attack mid flight, you may choose to do +%25 damage and land if you otherwise wouldn't need to.

Stealth Pilot
Take Flight: You can use Take Flight without breaking cover, and can use Cover mid-flight.

Cargo Flight
Take Flight: You can take someone with you! They risk sharing your consequences.

Winged Terror
Take Flight: 7+: You can use a magic Discipline without landing.

Sunder Defenses

When you pinpoint a physical or magical attack against an enemy's armaments or defenses, choose two and roll+Might or +Wits.

  • Chip: Break the target's physical or natural protection in a specific spot. Any attack that targets this spot ignores armor, if it hits.
  • Fracture: Create an opening in the target's magical defenses, barriers, or bubble. Attacks during this time ignore magical, but not physical armor.
  • Disarm: Shatter, compromise, or damage the target's weapon. If it cannot be destroyed, the weapon is flung far away, left useless, say how.
  • Dispell: You break one of the target's positive ongoing magical effects. Weaker magic is completely dispelled, stronger magic is weakened.
  • Cut: Deal half of your weapon's damage, rounded down. If in Melee range, you may expose yourself to the enemy's attack to deal full damage instead.

10+: The effects apply. The effect lasts until the target takes time to resolve the problem.
7-9: GM chooses one:

  • Only one of your effects is applied.
  • The sundering is only temporary (their protection recovers after several moments)
  • The vulnerable spot is difficult to target (-1 to rolls that take advantage of it).

Perks

Collateral Damage
Once per battle, when you use Sunder Defenses, the force and any shrapnel cause additional harm: They take damage equal to the armor they lost (ignores armor), or take damage equal to their destroyed weapon's damage. Add this to any other damage inflicted by the sundering, and treat it as a single instance of damage dealt.

Perfect Sunder
When you Sunder Defenses, on a 12+, choose an additional option, or deal full damage instead of halved damage if you chose the damage option.

Crushing Blow
When you deal damage to a foe, you can disarm their weapon, if they have one, or if they have armor, reduce their armor by 1.

Slayer of Giants
When you Defy Danger or Saving Throw against a Large or Huge enemy, take +1.

All About Giants
When you first face a Large or Huge enemy, you can ask the GM “how can I level the playing field?” and get an honest answer. Take +1 forward to act on the answer.

Eye for Armor
When you look over an enemy’s armor, ask the GM how many armor points they have. The GM will also tell you of any magical protection.

Sadomasochism (DRAFT EDIT)

When you take damage, and get a sick thrill out of it. Roll+Might or +Charm.
10+: Hold 2.
7-9: Hold 1.
You may hold +1 but also gain 1d2 stacks of Lust.

You can channel your pain (holds) on yourself or someone else, healing 1d4 for each point of pain spent.
Once per battle, you may savor the pain: gain 3 HP for the first pain point, +2 for the second, and +1 for each thereafter, but lose all pain in the process.
Any time you recover HP or your pain is soothed, you lose 1 pain. You cannot hold more than 3 pain at a time.

Perks

Really Twisted
When you use Sadomasochism, on a 12+, hold an additional pain.

Blood Red
In combat, you can spend your pain, 1-for-1 to:

  • Disarm or stun a foe.
  • Increase the damage of one attack by +2.
  • Block a blow meant for someone else. You take the damage instead.

Rain of Pain
When you hack and slash or volley, you may spend pain before rolling. For each pain you spend choose an extra target. Roll once and apply damage to all targets, but gain no pain for this attack. Treat it as one instance of dealing damage.

Misery Loves Company
When you heal someone with your accumulated pain, instead of healing for 1d4+pain damage, you heal 1d4 damage per point of pain spent, and spend your pain points individually instead of all at once.

Painslut
When you Give It or Take It, reduce your amount of Lust by 2 if you took damage. Apply the reduction after the damage is taken.

Pain to Pleasure
When you take more than 5 damage, take +1 forward.

Righteous Smite

Strike an extra-planar or unnatural creature. Roll+Might or +Charm.
10+: Deal your damage and choose 1: 7+: You are exposed to harm or attention (GM's choice). Deal your damage and choose 1:

  • Increase your damage by 1d8
  • Ignore its armor or other protections
  • Suppress one of its unnatural powers or defenses
  • Force it from its host, or force it to reveal itself or true form

Related Skills:

Holy Smite
When you strike with a Righteous Smite, on a 12+, deal +50% damage and choose an additional option.

Corruption's Foul Stench
You can always ask the GM “What here is extraplanar or unnatural, and how?” and get an honest answer.

Undiminished
When you Defy Danger or Saving Throw against dark, corrupt, or chaotic magic, treat a miss as a 7-9.

Closing the Gateway
When you attack a spirit, ghost, or extra-planar entity, you deal +1d4 damage, and your foe can choose to return from whence it came instead of taking damage. When you reduce a spirit, ghost, or extra-planar creature to zero HP, its soul is henceforth barred from appearing on the material plane in any form. It can still be encountered in astral visions and on other planes, just not your world.

Spiritual Purification
When you slay or destroy a creature with Righteous Smite, you soak up their spiritual energies: Heal yourself for the amount of HP they had remaining before the ending blow.

Charge!
When you lead the charge into combat, those you lead take +1 forward.

Rallying Banner

When you wave your banner about to inspire your allies, choose an effect and roll+Might or +Charm.
On a hit, a few targets of your choice, such as yourself, allies, and those who pledge to your banner, each gain the chosen effect until they turn away from your cause, run away from the encounter, or the struggle is over. The same effect does not stack, additional gains from a banner effect simply overwrite old gains.

  • Grant a few targets 3 HP.
  • Give a few targets +1 damage forward to their next attack.
  • Make a few targets shake off all fear and doubt, becoming brave in an instant.

On a 7-9, you draw unwanted attention or allow the enemy to take advantage of the situation and distraction, GM's choice.

Perks:

El Torero
When you use your Rallying Banner, you may choose one of your targets: They draw unwanted attention (and would do so in your place on a 7-9) but benefit from a second Rallying Banner option.

Black Flag
You may alter your banner's design to be intimidating instead of rallying. It requires a bit of time, and can be altered back to being rallying, but while intimidating, your banner grants these effects instead:

  • Cause a few targets to hesitate with fear, and any weak-willed targets are put to rout altogether.
  • Inflict a few targets with 1 stack of Lust each.
  • Make a few targets immediately recognize you, and know of your reputation.

The Brave and the Craven
When you use your Rallying Banner, on a 12+, you may grant a second effect from either of your banner lists, onto a few targets of your choice.

Raising the Flag
On a 10+, you may plant the banner into the ground. While it’s planted, it becomes a beacon of hope or perhaps one of despair, depending on the flag. All chosen effects are doubled, and psychological effects are an ongoing effect, but it cannot be used again until the conflict is over. However, it can be destroyed or defiled, and thus the effects will be removed or perhaps reversed.

Tactics and Strategy
When you are outnumbered or facing a vastly larger foe, so as long as your banner can be seen: you and all of your allies take +1 forward to hide, escape, flank, or liaise against your opponents.

Lead by Example
When you charge in with your banner raised and make your first move, the first, second, and third person to follow your lead and use the same stat as you will take +1 to their roll.

Hunt and Track (DRAFT EDIT)

Follow a person, creature, or their trail. Roll+Wits or +Speed.
7-9: On a hit, you keep up with them and get an impression of their doings without arousing suspicion. If it's their trail, you follow it until there’s a significant change in its direction or mode of travel.
10+: As above, but also choose one:

  • Find out exactly what they're doing, or figure out where they could be.
  • Gain useful and interesting information about your quarry.
  • Take +1 forward against your quarry.

Perks

Hellhound
Hunt and Track: If you've shed your target's blood or they have shed yours, take +2 when using Hunt and Track against them.

Sharp Hearing
Hunt and Track: You may roll with +1 to determine if you yourself are being hunted, followed, watched, or tracked, with no penalty for failure. 10+: The GM will also tell you how close they are.

Bestiary
Hunt and Track: 7+: Learn three simple facts about the target, such as their size, weight, age, species, etc. (Ask the GM.) 10+: Learn a weakness such as an element, material or other flaw.

Taste for the Hunt
Hunt and Track: Once per creature, if you've tasted something it has behind, such as its blood, hair, or fluids, the GM will tell you the species of the creature. Hold +1 forward against the creature.

Stalker
Hunt and Track: 7+: Take +1 forward when using Cover upon catching up to them. 10+: You may automatically take Cover when you catch up with them.

Mental Map
You don't need to roll to navigate or avoid traps in a place you've been through before. You can always ask the GM if something has changed in a place since the last time you were there, and they will tell you.

No Trespassing

Defend a particular area against entry. Roll+Speed or +Wits.
10+: Hold 2.
7-9: Hold 2. GM holds 2.
6-: Hold 1. GM holds 2.

When someone else moves through the prepared area, you or the GM may spend 1-hold to do one of the following:

  • A trap stops their movement, pinning them in place momentarily
  • Deal your damage with a deadly trap or surprise attack
  • Suddenly appear anywhere in the area

Perks

Thrill of Danger
When an enemy gets the drop on you or you enact an excessively reckless plan, take +1 to Defy Danger.

Readied Action
When you declare how you’ll react to a particular event, take +1 to execute your reaction. You can only have one readied action at a time.

Guard Dogs
When you use hold from No Trespassing, you can make an ally suddenly appear anywhere in the area, or let an ally deal their damage with a surprise attack, instead of using that hold on yourself.

I Like These Odds\\When you fight by yourself, with no backup or allies, you deal +2 damage.

Carefully Stacked
When you use No Trespassing, on a 12+, you get 3 hold instead of 2.

Snake in the Grass
When you attack a Surprised or defenseless target, deal +1d4 damage.

Elemental Effluence

When taking this move, choose one element or material and one base stat.

  • Elements: Wind, Fire, Earth, Water, Ice or Electricity
  • Materials: Stone, Metal, Wood or Artificial

You wield control over «ELEMENT OR MATERIAL». Name the source of your chosen element and Roll+ «BASE STAT».
10+: Hold 3.
7-9: Hold 2.

So long as you continue to focus on it, you may spend hold to:

  • Move it somewhere.
  • Halve or double its volume.
  • Stir, shift, or shape it at your whim.
  • Evaporate, pulverize, or otherwise destroy it.
  • Enhance an Attack with the element.

You may manipulate matter you can see, and maintain control over it so long as you can see it. You may wield several small objects or one large object, but the total volume cannot exceed the size of a person. Shaping matter this way makes it keep the shape even after you stop concentrating.

Perks

Master Manipulator
Elemental Effluence: Take +1 hold or manipulate a roughly cart-sized equivalent.

Novice Manipulator
Elemental Effluence: You may attempt to manipulate other elements, but must roll 2d6-1. Aid or other +1 forward effects may still apply.

Magical Matters
Elemental Effluence: If you have chosen a material, you may name an element as well, or vice-versa.

Natural Disaster
Elemental Effluence: Additional option: Consume all holds to deal your weapon damage +hold count in Near range to a single target.

Elemental Defense
Elemental Effluence: You can roll Elemental Shift to avoid damage from your chosen element(s), and gain hold if successful.

Elemental Progenitor
Elemental Effluence: Your desired element is always available to you in some amount, either mechanically or magically.

Bondage Bunny

Tie or untie someone or something in bondage. Roll+Speed or +Wits.
10+: Hold 4.
7-9: Hold 2d2.

You may assign these holds towards one of the following options:

  • Unbind: Release one of the target's appendages from bondage.
  • Bind: Bind one of the target's appendages. It cannot be used until freed.
  • Tighten: Reinforce an existing bind, adding 1 more hold against that particular appendage.
  • Tiedown: Bind it to something else, anything that pulls one pulls the other, or you simply let it dangle.

When a binding is tested, it remains but you lose 1 hold assigned to that particular appendage and option. If this leaves 0 hold over a particular appendage, it is freed the next time they test the binding.

Perks

Bondage Party
You may spend an appropriate item or consumable, once per Bondage Bunny roll, to gain an additional hold regardless of the result.

Perfect Bondage
When you use Bondage Bunny, on a 12+, your first three options are modified as follows: • Release the target entirely from bondage. • Bind one of the target's appendages, it's useless while bound and can only be freed by someone else. • Reinforce an existing bind, adding 2 more hold against that particular appendage.

Interrogate
When you grill a target for answers, the captive (the GM) will tell you three statements: two are true, but one is a lie. If you choose to press the captive further, pick a statement that you guess to be the lie. Your methods cause significant emotional or physical scars, but if you picked the lie correctly, the captive will break and truthfully answer any questions you ask while you have them in custody. If you don't, you can never Interrogate them again.

Bolas Bunny
You may use Bondage Bunny at range, be it with a net, bolas, rope, a machine, or whatever else.

Caught
When you successfully attack someone, you can roll a d6. If you roll your foe’s HP or higher, after they take your damage, you may pick a Bondage Bunny option from the list and use it against them.

We Have Ways
When you have someone right where you want them, you may use pain or torture to get what you want. When you do, flip a coin: On heads, whatever you're rolling against them is enhanced: Treat a miss as a 7-9 or a 7-9 as a 10+. On tails, they won’t break, or they hold back, or something went very, very wrong. Oops.

Play Tricks

Name a trick to play on a target. Some Examples:

  • Plant something on them.
  • Take something unsecured.
  • Create a distant or nearby distraction.
  • Force them to drop something.
  • A simple act of prestidigitation (a magic trick).
  • Anything else if the GM will allow it.

On an unsuspecting target: Roll+Speed or +Charm + 1.
On a suspicious target: Roll+Speed or +Charm
7-9: You perform your trick successfully, and cannot fool the same target again.
10+: Also choose one:

  • Create a perfect distraction that takes their full attention either away or towards you.
  • You either slip away before they can react, or let an ally engage them.
  • You inspire awe, witnesses are left feeling an emotion of your choosing.
  • You have exact control over who witnesses your sleight, name them.
  • You may fool the target again.

Perks

Tricky Bastard
Play Tricks: You can bind a target in a way they won't notice until they try to move. It might debilitate or slow them in some significant way if they try to pursue you.

Charismatic
Play Tricks: 7+: If the GM agrees the approach you're using complements the trick you just played on them, you or an ally may take +1 forward if using Parley or Negotiate or some other similar skill.

Holdout
You may conceal up to 1 sword-sized or 3 potion-sized objects on your person. Indicate which by putting an “H” before the item in your sheet, or telling the GM when you do so. No one can find or steal it unless you are bound, stripped, and thoroughly searched (all three).

Light Fingers
Play Tricks: 7+: Choose 1 option. 10+: Choose 2.

Risky Fingers
Defy Danger: 10+ While in Combat: You also grab something unsecured or make the enemy drop their weapon.

Calling Card
Flee: 7+: If leaving something behind, you may name what thing from your inventory you leave behind.

2018/05/21 05:15 · inari

Magic Disciplines

Magic Disciplines are considered special “Moves”. They consume one move slot, and you cannot have more than one. They should go at the top of your moves list. For more information see magic.

Healer

To cast any learned spell from the Creation or Shared school: Roll+Charm-Grade.
To cast any enscrolled spell from the Creation or Shared school: Roll+Charm-Grade+1.
10+: Your spell takes effect immediately and without trouble.
7-9: Your spell takes effect as if it were a slow attack; after any enemy action or damage. Casting is restricted 1 turn.
6-: Casting is restricted for 2 turns and you suffer additional consequences.

Perks

Medic
Healer: All HP recovery spells can be targeted on all allies within Near range.

Warden
Healer: All protective spell durations are doubled.

Restorationist
Healer: Take +1 when casting a spell that removes a status ailment or poison.

Creation Expert
Healer: Reduce the Grade of all Creation or Shared spells 1 or higher by 1.

Bulk Medicine
Healer: All status-resolving spells can be targeted on multiple allies within Near range.

Harmacist
Healer: Record any number removed ailments from a single spell. On your next turn, you can roll Healer again to apply all of them to a specified target.

Annihilator

To cast any learned spell from the Destruction or Shared school: Roll+Wits-Grade.
To cast any enscrolled spell from the Destruction or Shared school: Roll+Wits-Grade+1.
10+: Your spell takes effect immediately and without trouble.
7-9: Your spell takes effect as if it were a slow attack; after any enemy action or damage. Casting is restricted 1 turn.
6-: Casting is restricted for 2 turns and you suffer additional consequences.

Perks

Elementalist
Using Annihilator: Name multiple targets or add +1d4 damage when using Shared Elemental Spells.

Nihilist
Using Annihilator: Name multiple targets or take +1 when casting a spell that removes something. (Erase, Dispel)

Necromancer
Using Annihilator: Name multiple targets or take +1 when casting a spell that concerns the dead. (Corpse Whispers, Play Dead, See Dead, Find Corpse)

Enfeebler
Usng Annihilator: Name multiple targets or take +1 when casting a spell that weakens an enemy but causes no damage. (Frieghten, Silence, Sleep)

Destruction Expert
Using Annihilator: Reduce the Grade of all Destruction or Shared spells 1 or higher by 1.

Simulcast
Using Annihilator: If another person with a magic school in their moves uses Aid on you, add another +1d6 to the damage output of a Shared Elemental spell.

Druidry

To cast any learned spell from the Natural or Shared school: Roll+Wits-Grade.
To cast any enscrolled spell from the Natural or Shared school: Roll+Wits-Grade+1.
10+: Your spell takes effect immediately and without trouble.
7-9: Your spell takes effect as if it were a slow attack; after any enemy action or damage. Casting is restricted 1 turn.
6-: Casting is restricted for 2 turns and you suffer additional consequences.

Perks

Master Naturalist
Druidry: Reduce the Grade on Natural or Shared spells 1 or higher by 1.

Beastsoother
Druidry: Take +1 on any spell concerning animals.

Botanist
Druidry: Take +1 on any spell concerning plants.

Animal Friend
You can speak to animals without casting Animaleese.

Spring Fever
Druidry: 6-: No restriction, but you still suffer other consequences.

Ninjutsu

To cast any learned spell from the Technical or Shared school: Roll+Speed-Grade.
To cast any enscrolled spell from the Technical or Shared school: Roll+Speed-Grade+1.
10+: Your spell takes effect immediately and without trouble.
7-9: Your spell takes effect as if it were a slow attack; after any enemy action or damage. Casting is restricted 1 turn.
6-: Casting is restricted for 2 turns and you suffer additional consequences.

Perks

Chunin
Ninjutsu: Grade 0 Technical spells can be used without breaking cover.

Jonin
Ninjutsu: Grade 1 Technical spells can be used without breaking cover. (Requires Chunin)

Swift Strike
Ninjutsu: Grade 1 or lower and 10+: You may immediately use Attack.

Ninja Vanish!
Ninjutsu: Grade 1 or lower and 10+: You may immediately use Cover.

Taiyo-ken
Ninjutsu: Grade 1 spells roll flat instead of -1.

Tenkaichi
Ninjutsu: Grade 2 spells roll -1 instead of -2.

Magus

Set two schools when assigning this move.
To cast any learned,Grade 1 or lower spell from the <School> ,<School> or Shared school: Roll+Wits-Grade.
To cast any enscrolled, Grade 1 or lower spell from the <School> ,<School> or Shared school: Roll+Wits-Grade+1.
10+: Your spell takes effect immediately and without trouble.
7-9: Your spell takes effect as if it were a slow attack; after any enemy action or damage. Casting is restricted 1 turn.
6-: Casting is restricted for 2 turns and you suffer additional consequences.

Perks

Diversification
Magus: Add another school.

Diversification II
Magus: Add another school.

Fast Cast
Magus: 7-9: Your spells always process before incoming enemy actions.

Master Magus
Magus: Treat all Grade 1 spells as Grade 0.

Spellsword
Using Magus: You can target your weapon with Shared Elemental skills. Your weapon damage becomes +1d3, and elemental effects may apply.

Debilitator
Magus: Magic that enfeebles or debilitates an enemy maintains as long as another is not cast in its place.

Maniac

Set two schools when assigning this move.
You have toyed with power beyond your comprehension.
To cast any learned, Grade 1 or 2 spell from the <School> ,<School> or Shared school: Roll-Grade.
To cast any enscrolled, Grade 1 or 2 spell from the <School> ,<School> or Shared school: Roll+1.
10+: Your spell is cast, but you must choose one.
7-9: Your spell is cast.
6-: Your spell is cast, but the GM chooses one.

  • The spell affects an unintended target, an ally, an enemy or object the GM chooses.
  • The spell causes 1d6 damage to someone, ignoring armor.
  • The spell drains restricting Maniac for 1d3 turns.
  • The spell causes an unexpected ailment or condition to you.

Perks

Abort!
Maniac: 10+: You may cancel casting a spell instead of choosing an item from the list.

Directed Energies
Maniac: When the option to cause 1d6 damage to someone is chosen, roll 2d6-Grade. 7+: You can name who.

Laboratory Accident
Maniac: Additional option: Someone grows a limb of the GMs choice.

Dangerous Fumes
Maniac: When the option to cause an ailment or condition is chosen, roll 2d6-Grade. 7+: You can name another target to be affected by the same condition.

As Intended
Maniac: 10+: You may rend a piece of equipment useless until end of session in exchange for not choosing an option.

Souped Up
Maniac: 1/Combat you may re-roll a damage roll for a spell.

Mimic

Due to the complexity of this discipline, it is strongly recommended that you ask your GM for permission to bring it in a build.

Through forgotten arts, you can reproduce the acts of other creatures, even ones of different form.

To assimilate an enemy move or action you have recently witnessed, Roll+Wits+1.
10+: You learn the skill and gain 1d5 uses of it, and may make another move.
7-9: You learn the skill and gain 1d3 uses of it, and may attempt to use it immediately.

To use any assimilated skill, Roll+Might/Wits/Speed per the skill's requirements.
10+: You mimic the skill, and consume a use.
7+: You mimic the skill, consume a use, and Mimic is restricted one turn.
6-: One use is consumed, Mimic is restricted one turn, and the GM names other consequences.

You may learn up to 3 skills at a time.
Skills are written as: <uses left> <name> (<stat>/<damage>) - <Effects and actions.>
Skills are prescribed by a GM, and may or may not carry the full potency of the original, and may require either Might, Speed or Wits.
Skills are forgotten when their uses are consumed.

Perks

Cerulean Aura
Mimic: Gain +1 uses whenever you assimilate a skill.

Improper Technique
Mimic: You may use 2 or the remaining use to use a skill with the stat of your choice instead of it's requirement.

Intuition
Mimic: If a stat required for a skill is 0 or less, take +1 forward for the use of the skill that requires it.

First-hand Experience
Mimic: Take +1 forward when trying to learn a skill you've been directly affected by.

Eidetic
Mimic: You may learn up to 5 skills at a time.

Copycat
Mimic: You may forget a skill to use a Move another player has just used. You will roll with your stats. It will have their potency and all of their perks.

2018/04/28 16:32 · inari