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Catch The Devil Name Pronouns

History

Tough Sharp Steady Quick

Take A Risk Suffer Harm Keep It Together Study


When you attempt When you suffer harm the When you are confronted When you carefully
something risky, roll. The GM will describe it and tell by the horrendous, observe a person, thing, or
GM may tell you to add: you a number of damage. supernatural, or mind- situation, roll+Sharp. On
• Tough, if it requires roll+Tough-damage. On a shattering, roll+Steady. On a 10+ you may ask the GM
physical power or 10+ you tough it out. On a a 10+ you’re in control. You any one question about the
resilience 7–9, it’s not too bad, yet. can do as you please. On a subject. On a 7–9 you may
• Quick, if it requires Take -1 to suffer harm 7–9 you choose which you ask the GM one question
quick decisive action until you receive medical do from the list below. On a from the list below. On a
• Sharp, if it requires attention or spend a few 6- the GM chooses and you 6- ask one from the list
mental acuity days recuperating. On a wound this move. and the GM will add a
• Steady, if it requires 4–6 your injuries catch up • Scream and panic complication.
emotional fortitude to you. The GM will wound • Lash out violently • What here should I be
and nerves one of your moves. On a • Beg and plead worried about?
On a 10+, it goes as well as 3-, it’s life-threatening. The • Curl up and shut • What here might be
could be hoped. On a 7–9 GM will wound two of your down useful to me?
there’s a complication, the moves. If you don’t have No matter the roll, take -1 • What’s about to
GM will give you a tough two unwounded moves, to keep it together until you happen?
choice. On a 6-, the risk you’re dying. have a few hours to calm
turns out badly, the GM down
will describe how.

◊ Wounded Take ARisk ◊ Wounded Suffer Harm ◊ Wounded Keep It Together ◊ Wounded Study

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