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Break Moves

BURN CHALK need to be earlier than anyone would expect. On a 7-9, ● What are they weakest at?
you get there, but you’re not in perfect shape — mark a ● What do they know about us?
When you take command and draw out plans for an
● What are they keeping from us?
penalty. On a 6-, you get there too late to intervene, and
upcoming play, roll +eye. If you have any Clues about the On a 9 or lower, your investigation draws unwanted
watch everything fall apart before your eyes.
enemy team left, like from the “Gather Intel” move, add attention. On a 6-, it is also exhausting or dangerous —
+1 for each Clue here. FACE OFF mark a penalty.
When you and someone else have enough of each other REACH OUT
On any roll, lay out your game plan. On a 10+, your Aces and a confrontation breaks out, roll +power. On any roll, When you make a connection and reveal a personal truth
you and the person you’re confronting will each choose to someone, roll +heart. On 10+, choose two. On 7-9,
get a +1 ongoing any time they act on your plan. On a
from the list. If you’re facing off with an NPC, the choose one:
7-9, they get a +1 forward the first time they act on your ● Increase your relationship with another Ace by 1
Referee will choose. If you’re facing off with another
plan. On a 6-, your information is faulty, or maybe the ● Increase your relationship with Family/Friends by 1
Ace, they choose.
● Clear a condition, like Angry or Hopeless (from the
enemy team sees your plan coming — the first time On a 10+, choose two, and the other person chooses one. penalty list)
each Ace acts on your plan, they get -1 forward and gain On a 7-9, choose one and the other person chooses two. ● Decrease the pressure by 1 next time you enter a
1 EXP. ● You tear them down or embarrass them. Game
● You get the last word. On a miss, your efforts are ineffective, misunderstood,
● If they’re an enemy ace, get 1 Clue (as in the “Gather or understood all too clearly.
CATCH UP Intel” move)
RUN YOUR SETS
● You lash out physically, and they get Injured (from
When your relationship with Work/School or When you narrate how you do your usual workout and
penalties)
Family/Friends is below 0 and you try to make things If a confrontation becomes physical and anyone training routine, hold +1 forward in your next Game. If
right, roll +skill. On any roll, add +1 to one of these important finds out, you might be chewed out (at best) you instead do something riskier or more exhausting, like
or dismissed from the team (at worst). repeating an impossible shot for hours until you finally
relationships. On a 10+, add another +1. On a 7-9, hold 1
make it or carrying training weights throughout your
from the list below. On a 6-, you really have to cut
FIND YOUR CENTER whole day, roll +power. On any roll, mark EXP and hold
corners to make it work — hold 2. If you have any holds +1 forward. On a 7-9, get a penalty. On a 6-, get two
When you take alone time to cool off or heal, roll +heart.
you haven’t spent when the next Game starts, you have On any roll, remove one Condition, like Exhausted, penalties.
to miss that Game. Holds can be spent one-to-one from Injured, or Angry (from the penalty list). On a 10+, you SHARE A MEAL
can remove one more penalty. On a 6-, it takes a while When you and someone else eat together, whether
the following list:
to find your center — hold 1 from the “Catch Up” move you’re sharing a couple of power bars during practice
● Miss a practice.
list. or eating a four-course meal to celebrate a victory, roll
● Miss sleep, and get Exhausted (from the penalty
list). +heart. On a 10+, choose three. On a 7-9, choose two. On
● Let one of your teammates down, and lose GATHER INTEL a 6-, choose one. The same option can be chosen more
relationship with them. When you pore through hours of taped games and than once:
● The food hits the spot — get +1 forward.
practices, sneak into an enemy’s field/court, or
COMEBACK ● Increase your relationship with another Ace who’s
otherwise investigate a team you’re going to play soon,
eating by 1.
When you’re not where you need to be in a crucial roll +eye. On any roll, get 1 Clue. On a 10+, get 1 extra ● Choose an NPC who’s eating and hold 1; spend that
moment, like if someone needs you and you’re not there Clue. Clues can be spent 1-to-1 to ask the Referee one of hold later to get a +1 to a roll when they help or
or if your coach has pulled you from the Game, make a the following questions, at any time. encourage you in the future.
passionate appeal (to your coach or fate itself) and roll ● What is their ace-in-the-hole?
+heart. On a 10+, you somehow get exactly where you
Game Moves
ASSIST
When you perform an act of teamwork with another Ace, roll +relationship with that Ace. OVERPOWER
On any roll, give them +1 forward. On a 10+, your help is flawless. On a 7-9, also choose When you try to break through their defenses using might alone, roll +power. On a 6-, things
one. On a 6-, choose two: go completely wrong. On a 7-9, choose two. On a 10+, choose one.
● You take the heat — mark a penalty. ● You fail at what you set out to do.
● Lose one relationship if your relationship is 0 or more. ● You leave room for the enemy team to counter.
● Gain one relationship if your relationship is 0 or less. ● You go too far — mark a penalty.
● The play fails. ● You leave your team vulnerable — another Ace marks a penalty.

COMMENT ON THE ACTION PASSION PLAY


When you discuss a cool action that just happened, is happening, or is about to happen, roll When you close your eyes and let your heart guide you, roll +heart. On a 10+, you channel
+eye and briefly explain the situation in as impressive a way as possible. On any roll, something beautiful, and choose two. On a 7-9, choose one. On a miss, something goes
mark EXP. On a 10+, you can clear Hopeless or Angry. On a 6-, you need to prove yourself wrong at the last second — choose one and take a penalty.
— get Tunnel-vision or increase pressure (if it isn’t already crushing). ● You make clear progress towards winning the key moment.
● You inspire someone; your relationship increases by 1 and they get a +1 forward.
CURVEBALL ● You pull someone out of hot water, and they clear a Condition.
When you try to fool someone with tricks or feints, roll +eye. On a 10+, everyone falls for it
and is left wide open. On a 7-9, everyone but one person of the Ref’s choice falls for it. On PRECISION SHOT
a miss, the ruse falls apart and you are left vulnerable. When you line up the perfect opportunity to strike, roll +skill. On a 10+, your team wins the
key moment unless the other team has an immediate, equally perfect response. On a 7-9,
FLASHBACK you make a serious but recoverable mistake and take a penalty. On a miss, your team is
When something happens that reminds you of your storied past, describe the memory that put at a serious disadvantage, and each player takes a penalty.
you’re reminded of and roll +heart. On a 10+, choose two. On a 7-9, choose one. On a 6-,
the memory reopens old wounds — choose the one and receive the opposite effect. READ THE COURT
● The memory inspires you — clear Exhausted or Hopeless. When you study the demeanor, position, or energy of the enemy team, roll +eye. On a 10+, get
● The memory gives you clarity — clear Tunnel-vision or gain 1 Clue. 2 Clues, as in the “Gather Intel” Break Move. On a 7-9, get 1 Clue. On a miss, you misread
● The memory reminds you of your bonds — gain 1 relationship with someone. the situation and act on false information or accidentally reveal unwanted information of
your own.
GOALKEEP
When you use your experience and quick reaction time to resist or counter a threat, roll
TAKE DOWN
+skill. On a 10+, hold 3. On a 7-9, hold 1. Holds can be spent 1-to-1 for the following:
When you trash talk, stare down, or otherwise intimidate the other team, roll +power. On a
● Stop the threat completely. (Costs 2 holds)
10+, choose two and the Referee chooses one. On a 7-9, choose one and the Referee
● Weaken the threat, giving allies +1 forward to deal with it.
● Create a threat of similar size for the other team. chooses two. On a 10+, choose two. On a 7-9, choose one. On a miss, things are taken
● Don’t leave the opportunity for another problem to replace the threat. seriously — increase the pressure of this key moment by 1.
On a miss, the threat bulldozes you. ● You get 1 Clue (like from the “Gather Intel” move)
● They fumble or slip up in their play.
● They act rashly, throwing off their teamwork or getting themselves in trouble.
HYPE UP
When you give a pep talk to your team to turn things around, roll +heart. On a 10+, each Ace TIME OUT
you were motivating gets a +1 forward. On a 7-9, one Ace of your choice gets +1 forward. When you lose a key moment, you can call a time-out. Enter a Break, like during halftime, during which
On a miss, one Ace of your choice gets -1 forward. each player can roll one Break move. Each Ace can only call one time-out per Game.
Penalty
❏ Increase your pressure, if it isn’t crushing.

❏ Lose 1 relationship with a teammate.

❏ Lose 1 relationship with Family/Friends or Work/School.

❏ Allow the other team to make a move uncontested.

❏ Get Injured, and get a temporary -2 to all of your power rolls.

❏ Get Exhausted, and get a temporary -2 to all of your skill rolls.

❏ Get Hopeless, and get a temporary -2 to all of your heart rolls.

❏ Get Tunnel-vision, and get a temporary -2 to all of your eye rolls.

❏ Get Angry, and get a temporary -2 to all of your relationships.

❏ Sit out the next key moment on the bench.

❏ Your team loses the key moment.

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