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Firefighter
Firefighter
Moves
Hydraulic Cannon
You gain a water cannon that can be used to volley. It starts off with 3 charges that can be used
in place of ammo. Charges reset after a short rest or you can roll+Approach. On a 10+ you
gain 3,79 you gain 2, and on a 6 you gain 1. Whenever you use volley with the Hydraulic Canon
you can roll+Approach. The cannon has the forceful and piercing 1.
Bunker Gear
The armor that you wear renders you immune to airborne toxins and the effects of the elements.
In addition you ignore the clumsy tags on your armor.
Bend Bars, Lift Gates (Rephrase/Add Options)
When you wield your firefighting equipment to destroy an inanimate obstacle, roll+Approach.
✴ On a 10+, choose 3.
✴ On a 79 choose 2.
● It doesn’t take a very long time
● Nothing of value is damaged
● You do not expose yourself to any danger
● You can fix the thing again without a lot of effort
Defensive Stance
Whenever you roll for the Defend move you can roll +Approach instead of +Con.
Approaches
Strategic Advance +Wis
Whenever you successfully use the Defend move you may choose an option from discern
realities in addition to the ones from the Defend.
Whale of a Tale +Cha
Whenever you roll a 12+ on the Defend move the next time you Carouse you may forgo the cost
requirement for carousing.
Check the Blueprints +Int
Whenever you successfully spout lore on a given location you +1 ongoing whenever you use the
defend move in the location.
Advance Moves
Fireman’s Carry (Errr…. That is what overencumbered does)
You can choose to carry up to double your normal carrying capacity. As long as you are
overburdened you have take 1 ongoing to approach rolls.
Durable
You can now take two debilities per ability score that stack.
Spreader Cutter
You can spend 1 water pressure to pick an additional result from Bend Bars Lift Gates no matter
the result of the dice roll.
Under Pressure
Spend 1 water pressure to push either yourself or another object within Reach range to push
them to a Near range. (Make it clear no dice is roll needed)
Badge
When you act from a position of authority to gain entry into a guarded area roll+Approach. On a
10+ you enter the area without any opposition. On a 79 you enter into the area but people are
resistant to your presence. On a 6 your gain entrance but you have to be escorted.
Emergency Evac (Move that into the baseline)
Whenever you are in a crowd you can declare an emergency and rolling +Approach. On a 10+
pick 2, 79 pick 1, and 6 1 but a minor disaster befalls the crowd.
● The crowds evacuate without panicking
● Get one hold on Discern Realities
● People of interest are unable to flee the scene
● A temporary hireling arrives from within the crowds
Field Medicine
When you roll a 10+ on Aid Another you can pick one of the following:
● They heal 1d4
● They remove a debility
Safety Dance
Whenever you spend time studying an area the GM will tell you about any potential hazards or
traps that exist.
Firebreak
Whenever you try to stop an impending danger from advancing roll+Approach. On a 10+ the
danger holds steady without fail. On a 79 the danger makes some advance but eventually
stops.
Walkie Talkie Man
You can communicate with you party at any range even if you can't see them.
Rapid Response
Whenever you need to respond to an emergency quickly roll+Approach. On a 10+ you arrive
before the situation goes out of control. On a 79 you arrive but the situation is starting to
degrade.
Tools of the Trade
You can pick one of the following upgrades for your hydraulic canon. At any time you can choose
to change the upgrade whenever you spend time resupplying.
Grapnel Attachment: In place of firing a stream of water the hydraulic cannon can fire out a
grappling hook.
Reserve Tank: On a 10+ to recharge the Hydraulic Canon or when you spend time talking a
short rest you gain 4 water pressure instead of three.
Explosive Tank: You can blow up you hydraulic canon to extinguish all flames and attack all
creatures within near range. You can obtain a new canon when you resupply.
Advance 610
Shrug it Off
requires Durable
You can ignore the first penalty for each debility in the ability score.
Not on My Watch
Requires Field Medicine
When someone takes their Last Breath and you are around the character can add your
approach to the result.
Splash Damage
Whenever you roll a 12+ when volleying with the hydraulic canon you can spend 1 water
pressure to deal 1d6 damage to another enemy within near range.
Jet Axe/Waterjet Cutter
You can spend all of your water pressure from your hydraulic canon to use Bend Bars Lift Gates
at a near range.
All Together Now
Requires Rapid Response
Whenever you roll Rapid Response you can choose to have your allies accompany you.
We Didn’t Start the Fire
Whenever you fight a fire or fire based enemy any damage you inflict is the maximum.
Chemical Additives
Move that Renders Area Safe
Under Pressure
(Move that turns up when you are under pressure)/Reserve Charge
Key to the City
Moves that enhance approach
Vehicle Moves
Companion? We’re all in this Together
Riot Cannon?
Two In Two Out
Firebrigade
Firebreak
Arson Move
Drive
Start your own chaos to gain popularity.
Accessory move
Wide nozzle damage
heavy duty tank
Add Grapple Line
Rest to change up equipment
Then add an advance move based off of chemical additives
Release Valve
Omnichemical Foam: Can be used to mitigate other reactions and preclude the spread of fire
Binding Agent:
Hazmat chemicals
Hazmat suit