place like falling or getting caught. On a 7-9, ➢ Gain some useful information or item.
This document outlines various character moves in a roleplaying game. Knowledge allows a character to provide helpful advice in combat. Resist Dark Magic lets a character ward off evil creatures. Battle is used in combat encounters. Investigation covers finding clues and questioning witnesses. Lore provides information about monsters and magic. Daring Action is for dangerous physical feats. Higher rolls on moves generally provide more benefits.
place like falling or getting caught. On a 7-9, ➢ Gain some useful information or item.
This document outlines various character moves in a roleplaying game. Knowledge allows a character to provide helpful advice in combat. Resist Dark Magic lets a character ward off evil creatures. Battle is used in combat encounters. Investigation covers finding clues and questioning witnesses. Lore provides information about monsters and magic. Daring Action is for dangerous physical feats. Higher rolls on moves generally provide more benefits.
place like falling or getting caught. On a 7-9, ➢ Gain some useful information or item.
This document outlines various character moves in a roleplaying game. Knowledge allows a character to provide helpful advice in combat. Resist Dark Magic lets a character ward off evil creatures. Battle is used in combat encounters. Investigation covers finding clues and questioning witnesses. Lore provides information about monsters and magic. Daring Action is for dangerous physical feats. Higher rolls on moves generally provide more benefits.
Combat Moves When you want to aid your allies in combat
with helpful advice, roll Knowledge. On a 6 or When you want to ward away evil creatures, roll Resist Dark Magic. On a 6 or below your below, you fail to come up with anything warding has no effect. On a 7-9, you can ward BATTLE useful. On a 7-9, hold 2. On a 10-12, hold 4. On a away minor minions, like skeletons or imps. On 13+, hold 6. You may spend a hold at any time a 10-12, you can ward away monstrous When you get into combat with another to warriors, like vampires or succubi. On a 13+, creature, either seeking to do harm or prevent you can ward away powerful creatures, like fey harm done to yourself or another, roll Battle. ➢ Know about all of a creature's unusual or vampire lords. On a 6 or below, you’re easily fought off. On a attack methods and weaknesses. 7-9, choose 1. On a 10-12, choose 2. On a 13+, ➢ Help your allies find an opening against a To ward away a creature, you require a magical choose 3. creature, giving them each +1 Forward emblem associated with the monster’s against it weakness (fire, iron, silver, or soulbound – any ➢ Deal Harm to your opponent as appropriate ➢ Find a flaw in a creature’s defense, causing of the same type as the weapons they have to your weapon. (spend an additional your next ally to damage it to deal +1 reduced armor against) and it prevents the choice for +1 Harm) Harm creature from attacking you, or anyone else ➢ You throw your opponent off balance, ➢ Help keep an ally from harm, causing them you’re shielding for a moment. In addition, you giving your allies each +1 Forward to take -1 Harm from an attack. might be called to make a Resist Dark Magic against it. ➢ Help steel your allies against the forces of move when an effect is trying to influence you ➢ You take or keep an item or position from darkness, giving them each +1 Forward – the better you roll, the stronger they resist the your opponent. to Resist Dark Magic. monster’s effect, as listed per monster. ➢ You draw your opponent’s attention onto Bystanders always fail to resist dark magic, you (and away from others). unless there are special circumstances. ➢ You break free from your opponent’s grasp, or break someone else free of their grasp. ➢ You force an opponent into a position you want, or keep them from getting away. ➢ You attack multiple foes at once, adding the (group) tag to this action. ➢ Reduce harm dealt to you by your opponent by 1 until your next action. witnesses you’re already talking to are saying, ➢ What kind of magic was used here?
Investigation Moves and getting them to focus on details they may
not know are important. ➢ What is the history of this person, place, or creature? ➢ Is anything out of place with my On a 6 or below, you fail to get any useful understanding of how things should When you investigate an area, either looking information. When you roll a 7-9, you get to ask be? for clues, drawing upon your knowledge, or one question. On a 10-12, you get to ask two ➢ What ties these things together? talking to witnesses, make the appropriate questions. On a 13+, you get to ask three Investigation Move and roll its bonus if there’s questions. a time pressure. If there’s no time pressure, POKE AROUND your investigation automatically succeeds and ➢ Are there any witness accounts I can get This covers looking for clues, searching the you can just keep asking questions as that I didn’t know about? area, and general nose-to-the-floor detective appropriate, although some amount of in-game ➢ Exactly what type of creature was it, using work. It’s not just finding clues, but realizing time will pass. witness accounts? what is a clue, and what those clues mean. ➢ What are the people I’m talking to hiding When you roll, on a 6 or below, you fail to get from me? On a 6 or below, you fail to get any useful any useful information, and may even disturb ➢ What do the people I’m talking to actually information. When you roll a 7-9, you get to ask the clues or worry people enough to cause think of me? one question. On a 10-12, you get to ask two future problems. When you roll a 7-9, you get ➢ Are there any inconsistencies in the witness questions. On a 13+, you get to ask three to ask one question of the MC. On a 10-12, you accounts, either with themselves, each questions. get to ask two questions. On a 13+, you get to other, or what I know? ask three questions. ➢ How did a person or creature enter this
The MC should answer the questions fairly and
LORE location? ➢ Where did a person or creature go? honestly – it’s then up to you to describe how This covers knowing stuff about monsters, ➢ How did a person or creature make their you’re going about finding the answer to that history, magic, and the like, or knowing where attack? question, with the MC providing input to help. to find it when you look things up in books, as ➢ How many people or creatures were here? You might figure out that the monster is a well as making the necessary deductions to put ➢ What types of people or creatures were werewolf from bites or fur or a claw mark, or it all together. here? that a monster must have been let into ➢ What was a person or creature after? someone’s house because the door was smashed On a 6 or below, you fail to get any useful ➢ Is there anything missing from this through on the inside, or the like. information. When you roll a 7-9, you get to ask location? one question. On a 10-12, you get to ask two ➢ Has anything been added to this location? INTERVIEW questions. On a 13+, you get to ask three questions. This covers talking to people, asking around, and sizing up a social situation. It’s not just ➢ Exactly what type of creature was it? getting people to talk to you, but also finding ➢ What is a creature capable of and weak to? the truth or misconceptions in what the DARING ACTION On a 13+, you also gain some additional benefit,
Other Moves You roll this when you do something dangerous
and physically active, like try to safely jump with the following being common examples:
➢ Put yourself into a good position, getting +1
across rooftops, run away from a creature in the Forward to your next roll. The moves listed under Other Moves are ones woods, save someone from a burning building, ➢ Get yourself out of harm's way. that generally aren’t restricted to combat or or the like. On a 6 or below, you fail to ➢ Do what you were planning faster than investigate. accomplish your goal, and something bad takes expected, and get to do something else. place. On 7-9 you accomplish your task, but something bad happens as well. On a 10-12, you CONVINCE accomplish this without any problems. HUNT When you talk to bystanders to get them to do Whenever you try to track down a monster or something or get something from them, roll When a downside happens, it’s the MC’s call as person, think you’re walking into an ambush, Convince. On a 6 or below, they refuse to help. to what happens, but the PC should help or want to set up an ambush, roll Hunt. On a 6 On a 7-9, you’ll have to give them something in suggest things, and work it into the fiction. or below, whatever you’re hunting gets the exchange, talk about you in an inconvenient Below are some example downsides, but jump on you or you fail to find it at all. On a 7- way, or offer to help but run as soon as things remember that they should be appropriate to 9, you both spot each other, or you find who or get too dangerous. On a 10-12, you get them do what’s going on – a more dangerous act should what you were looking for too late. On a 10-12, you want you want or get what you need. On a have a worse downside, and a downside you get the jump on or ahead of your target. On 13+, they’ll believe in the cause, and might give shouldn’t directly contradict what the player is a 13+, you ambush the target and get +1 you more help than you expected or get others trying to do if they roll 7+ (so “draw attention” Forward to your first roll against it. A group of involved, too. Bystanders can generally only isn’t appropriate when you’re trying to sneak characters all using Hunt in the same situation have the convince move made against them by past someone) - that’s what a failure means: roll separately – some of you might get spotted, PCs once per circumstance. while others ambush, or some might lag behind ➢ Take one or two harm (ignoring armor) when you dash into danger. ➢ Drop, lose, or destroy or use up an important item ➢ End up in a bad position, taking -1 forward PATCH UP until you recover After a fight, characters can take a moment to ➢ Draw attention to yourself that you didn’t Patch Up, reducing their total taken harm by 1, want and keeping people from bleeding out. ➢ Take more time than you expected Characters can choose to patch up again, reducing harm again, but that takes time. In investigation phases, anyone can choose to patch themselves up instead of spending a turn investigating. SAMPLE INFERNAL COMBAT COMBAT SPELL DRAWBACKS: Combat Sorcery SPELLS: ➢ Suffer 1 harm (ignores armor) ➢ Use too much dark magic, taking -1 to all ➢ Throw icy shards at a foe (5 harm, ranged). Resist Dark Magic until the fight ends. ➢ Wrack a creature with agonizing lightning When you use Combat sorcery, roll the ➢ Also target a creature you didn’t want to. (4 harm, fire, ranged) and reduce any appropriate sorcery type. On a 6-, your spell ➢ Put yourself in a bad position, or take too harm they deal by 1 for their next fails, and no drawback is suffered. On a 7-9, much time to cast, exposing you to action your spell works, but you suffer a drawback. On danger. ➢ Surround yourself in hellfire, burning those a 10-12, your spell goes off no problem. On a around you (4 harm, fire, close, group). 13+, your spell goes off without a drawback and you can choose an additional benefit from ➢ Throw an explosive blast (3 harm, fire, COMBAT SPELL BENEFITS ranged, group) Combat Spell Benefits. ➢ You throw your opponent off balance, giving your allies +1 Forward against it. SAMPLE ASTRAL COMBAT SAMPLE NECROMANCY ➢ You take or keep an item or position from SPELLS: COMBAT SPELLS: your opponent. ➢ You draw your opponent’s attention onto ➢ Drain a creature’s soul (2 harm, ignores you (and away from others). ➢ Wrap a target in spectral tendrils, keeping armor, ranged) and heal 1 Harm of your ➢ You force an opponent into a position you them from moving during their next own. want, or keep them from getting away. action. ➢ Kill a helpless creature by hand, causing ➢ Deal +1 Harm ➢ Put to sleep any number of people who you to heal 2 Harm. ➢ Reduce harm dealt to you by your opponent would be defeated by 5 harm total ➢ Weaken a creature, causing all harm they by 1 ➢ Choke a target with acidic mist (3 harm, deal to be reduced by 2 for their next ignores armor, ranged) action The spells above should be taken as examples if ➢ Shroud yourself in a dreamlike haze, ➢ Take any number of Harm, and heal an you want to write up more combat spells. making creatures prefer attacking your equal amount from another you touch Combat spells are roughly as good as the effect allies, and reduce the next harm you take by one. you’d get from rolling 10+ on a Battle move. They’re more reliable, but have a chance of going wrong. If you have at least one combat sorcery spell already, you can learn more through training from another PC, or finding it in a book and studying for a few adventures. ➢ The spell requires handing off of an item, SAMPLE NECROMANCY Ritual Sorcery token, or talisman to the intended (unwilling) target. ➢ The spell is fragile – the effect it creates can RITUALS: ➢ Keep undead from entering an area until be easily disrupted by moving stones, the next sunrise. When you use Ritual sorcery, you must first erasing lines, etc. ➢ Put a wayward spirit to rest. have the appropriate scroll: these can be ➢ Summon a spirit from a skull to interview. acquired as any other gear, or through your playbook. Each scroll describes one spell – SAMPLE ASTRAL RITUALS: ➢ Raise an undead skeletal servant. ➢ Curse someone to suffer some mishap, or work with your MC to choose a benefit of the ➢ Meditate, and have a symbolism-filled grow weak or sick. spell, as well as at least two requirements from vision of a previous event at your the list below (or similar ones), and roll the location. appropriate sorcery type. ➢ Gaze into a reflective surface (such as a RITUAL SORCERY DRAWBACKS mirror or still water), and see the view ➢ The ritual has whatever effect you desired, On a 6-, your spell fails – if it’s a relatively of another reflective surface you know. but you have no control over it. minor ritual, you’re unharmed, but for a bigger ➢ Cause plants in an area to grow wildly, or ➢ The ritual takes longer than expected, and ritual you suffer a ritual drawback. On a 7-9, be blighted. requires more time. your spell works, but you suffer a drawback of ➢ Change the weather, to within its natural ➢ The ritual has destructive and unpredictable the MC’s choice. On a 10-12, your spell goes off limits. side-effects. with no problems. On a 13+ your spell works ➢ Mutate a creature into an abomination. ➢ The effect will happen, but not in the way better than you expected it to. you expected, or the place you had SAMPLE INFERNAL RITUALS: wanted. RITUAL REQUIREMENTS: ➢ Become cursed, suffering -3 to Resist Dark ➢ Keep demons from entering an area until Magic moves until you have a full day ➢ You require expensive or rare components, the next sunrise. to cleanse yourself. which you will have to find, and are ➢ Banish a bound demon. ➢ The ritual drains your magical energy, destroyed by the ritual ➢ Call a demon of a type you choose. causing you to suffer -1 Ongoing to ➢ You require help – at least 2 others need to Powerful demons can give you penalty Sorcery rolls until you have time to participate in the ritual, and you all to your Sorcery roll. rest. suffer the drawbacks. ➢ Create an area of binding to any demons ➢ The ritual drains you physically, causing ➢ The ritual requires your blood: suffer 1 or 2 who enter. you to suffer -2 Ongoing to Battle and Harm that cannot be healed until the ➢ Create a domain of magical fire or ice that Daring Action moves until you have adventure is over. does not dissipate. time to rest. ➢ You need to cast the spell at a particular ➢ The ritual leaves you mentally dazed, time or place (full moon, midnight, causing you to suffer -2 Ongoing to dawn, an unholy site, a place free from Knowledge, Lore, Poke Around, and civilization, etc) Hunt moves until you have time to rest. ➢ The spell is especially complicated, and you take -1 Forward to casting it.