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Name:
Costume:
Items (+1):
to level up:
Steam Noodle Mush Harm
spend (4+lvl) XP
gain 1 health
choose 3 basic moves & 2 special moves then choose a new move or gain +1 skill point
Friends
Player A:
Player B:
Player C:
NPC A:
NPC B:
NPC C:
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Little Kid
Name:
Costume:
Toys (+1):
to level up:
Steam Noodle Mush Harm
spend (4+lvl) XP
gain 1 health
choose 3 basic moves & 2 special moves then choose a new move or gain +1 skill point
Friends
Player A:
Player B:
Player C:
NPC A:
NPC B:
NPC C:
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Animal
Name:
Animal Form:
Reason:
to level up:
Steam Noodle Mush Harm
spend (4+lvl) XP
gain 1 health
choose 3 basic moves & 2 special moves then choose a new move or gain +1 skill point
Friends
Player A:
Player B:
Player C:
NPC A:
NPC B:
NPC C:
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Basic Moves Gander
Describe what you are looking into
Skiddoo
Roll +STM.
and Roll +NDL. On 10+: You escape an imminent
Recite Poetry On 10+: Ask your GM two of the danger.
On 7-9: You escape but create a
Roll +NDL. following questions which they will
answer truthfully. complication: you leave something
On 10+: Your prose contains
On 7-9: Ask your GM two of the behind, you take something with
something important to your world.
following questions. One answer you, you create tracks, etc.
The GM tells you something useful
Hurt
about your current situation. will be true, the other a lie.
On 7-9: You are swept up in your own What is going on here?
Who can I trust? Describe how you attack and Roll
verse. The GM tells you something
What are they thinking? +STM.
poetic about your situation, it is up to
What should I be wary of? On 10+: Do 1 harm and your foe
you to make it useful.
What happened here recently? does not act for another turn.
Cause Mischief What here isn’t as it appears to be? On 7-9: Do 1 harm but your target
immediately retorts.
Describe your plan and Roll +NDL.
Brace Yourself
On 10+: Your plan will work and
does 1 harm. Describe how you intend to block Grift
the approaching attack and Roll Describe what you want them to do
On 7-9: Your scheme works and
+STM. and Roll +MSH.
does 1 harm but any items you used
On 10+: Cancel 1 incoming harm On 10+: They trust you and will do
are destroyed in the process.
and immediately attempt to cause what you say so long as it doesn’t
harm to the attacker. endanger them directly.
On 7-9: Cancel 1 incoming harm but On 7-9: They’ll consider it for a
garner attention of the attacker(s). price.
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When kids fail their moves, when the action is dying down, or when the
GM Moves players are starting to feel a bit too comfortable, use the following moves.
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