Be consistent with spaces and pluses
Getty Ritter
7 years ago
| 200 | 200 | need the moment you need it, if it's somewhere he can get it for |
| 201 | 201 | you. You never need to reload or dig through your pouches in a |
| 202 | 202 | tight spot. |
| 203 | \item[Guard:] You take +1 ongoing when you \move{Defend}. | |
| 204 | \item[Research:] You take +1 ongoing to \move{Spout Lore}. | |
| 203 | \item[Guard:] You take \ongoing{+1} when you \move{Defend}. | |
| 204 | \item[Research:] You take \ongoing{+1} to \move{Spout Lore}. | |
| 205 | 205 | \item[Scout:] When you \move{Undertake a Perilous Journey}, you |
| 206 | 206 | simultaneously \move{Navigate} and \move{Scout Ahead}. |
| 207 | 207 | \end{description} |
| 288 | 288 | |
| 289 | 289 | \begin{amove}{Reputation} |
| 290 | 290 | When you \condition{first meet someone who’s heard songs about you}, |
| 291 |
roll |
|
| 291 | roll +CHA. \onSuccess, tell the GM two things they’ve heard about | |
| 292 | 292 | you. \onPartial, tell the GM one thing they’ve heard, and the GM |
| 293 | 293 | tells you one thing. |
| 294 | 294 | \end{amove} |
| 149 | 149 | \begin{basicmove}{Cast a Spell} |
| 150 | 150 | |
| 151 | 151 | When you \condition{unleash a spell granted to you by your deity}, |
| 152 |
roll |
|
| 152 | roll +WIS. \onSuccess, the spell is successfully cast and your | |
| 153 | 153 | deity does not revoke the spell, so you may cast it |
| 154 | 154 | again. \onPartial, the spell is cast, but choose one: |
| 155 | 155 |
| 259 | 259 | 6-}, you may spend 1-Luck and re-roll. \condition{If you get a 7+ |
| 260 | 260 | on the re-roll}, explain how you succeeded only through sheer |
| 261 | 261 | luck. However, your luck can run out. When you \condition{hold |
| 262 |
0-Luck}, you take |
|
| 262 | 0-Luck}, you take \ongoing{-1} to all rolls until you gain more. | |
| 263 | 263 | \end{amove} |
| 264 | 264 | |
| 265 | 265 | \begin{amove}{Obsessive Dabbler} |
| 86 | 86 | |
| 87 | 87 | \begin{basicmove}{Bend Bars, Lift Gates} |
| 88 | 88 | When you \condition{use pure strength to destroy an inanimate obstacle}, |
| 89 |
roll |
|
| 89 | roll +STR. \onSuccess, choose 3. \onPartial, choose 2. | |
| 90 | 90 | |
| 91 | 91 | \begin{itemize} |
| 92 | 92 | \item It doesn’t take a very long time |
| 209 | 209 | When you \condition{consult the spirits that reside within your |
| 210 | 210 | signature weapon}, they will give you an insight relating to the |
| 211 | 211 | current situation, and might ask you some questions in return, |
| 212 |
roll |
|
| 212 | roll +CHA. \onSuccess, the GM will give you good detail. \onPartial, | |
| 213 | 213 | the GM will give you an impression. |
| 214 | 214 | \end{amove} |
| 215 | 215 | |
| 281 | 281 | \begin{amove}{Evil Eye} |
| 282 | 282 | \moveRequires{Seeing Red} |
| 283 | 283 | |
| 284 |
When you \condition{enter combat}, roll |
|
| 284 | When you \condition{enter combat}, roll +CHA. \onSuccess, hold | |
| 285 | 285 | 2. \onPartial, hold 1. Spend your hold to make eye contact with an |
| 286 | 286 | NPC present, who freezes or flinches and can’t act until you break |
| 287 | 287 | it off. \onMiss, your enemies immediately identify you as their |
| 309 | 309 | \end{amove} |
| 310 | 310 | |
| 311 | 311 | \begin{amove}{Through Death’s Eyes} |
| 312 |
When you \condition{go into battle}, roll |
|
| 312 | When you \condition{go into battle}, roll +WIS. \onSuccess, name | |
| 313 | 313 | someone who will live and someone who will die. \onPartial, name |
| 314 | 314 | someone who will live or someone who will die. Name NPCs, not player |
| 315 | 315 | characters. The GM will make your vision come true, if it’s even |
| 94 | 94 | wanted it to. |
| 95 | 95 | \item Your spell has unforeseen side effects, and might draw |
| 96 | 96 | unwanted attention. |
| 97 | \item The casting saps your energy. You take -1 ongoing to INT until | |
| 98 | you have a few minutes to clear your head. | |
| 97 | \item The casting saps your energy. You take \ongoing{-1} to INT | |
| 98 | until you have a few minutes to clear your head. | |
| 99 | 99 | \end{itemize} |
| 100 | 100 | |
| 101 | 101 | On a miss, something's gone horribly wrong. Your spell may well have |
| 141 | 141 | \item You draw unwanted attention or put someone in a spot. |
| 142 | 142 | \item The GM removes a non-range tag of their choice, and you deal |
| 143 | 143 | -1 damage. |
| 144 | \item The casting saps your energy. You take -1 ongoing to INT until | |
| 145 | you have a few minutes to clear your head. | |
| 144 | \item The casting saps your energy. You take \ongoing{-1} to INT | |
| 145 | until you have a few minutes to clear your head. | |
| 146 | 146 | \end{itemize} |
| 147 | 147 | |
| 148 | 148 | \directive{Tags}: \itag{reach}, \itag{near}, \itag{debilitating (-1 |
| 68 | 68 | |
| 69 | 69 | \begin{basicmove}{Lay on Hands (CHA)} |
| 70 | 70 | When you \condition{touch someone, skin to skin, and pray for their |
| 71 |
well-being}, roll |
|
| 71 | well-being}, roll +CHA. \onSuccess, you heal 1d8 damage or remove | |
| 72 | 72 | one disease. \onPartial, they are healed, but the damage or disease |
| 73 | 73 | is transferred to you. |
| 74 | 74 | \end{basicmove} |
| 81 | 81 | |
| 82 | 82 | \begin{basicmove}{I Am the Law} |
| 83 | 83 | When you \condition{give an NPC an order based on your divine |
| 84 |
authority}, roll |
|
| 84 | authority}, roll +CHA. \onPartial, they choose one: | |
| 85 | 85 | |
| 86 | 86 | \begin{itemize} |
| 87 | 87 | \item Do what you say |
| 99 | 99 | \begin{basicmove}{Backstab} |
| 100 | 100 | When you \condition{attack a surprised or defenseless enemy with a |
| 101 | 101 | melee weapon}, you can choose to deal your damage or |
| 102 |
roll |
|
| 102 | roll +DEX. \onSuccess, choose two. \onPartial, choose one. | |
| 103 | 103 | |
| 104 | 104 | \begin{itemize} |
| 105 | 105 | \item You don’t get into melee with them |
| 46 | 46 | |
| 47 | 47 | \begin{basicmove}{Defend} |
| 48 | 48 | When you \condition{stand in defense of a person, item, or location |
| 49 |
under attack}, roll |
|
| 49 | under attack}, roll +CON. \onSuccess, hold 3. \onPartial, hold | |
| 50 | 50 | 1. So long as you stand in defense, when you or the thing you defend |
| 51 | 51 | is attacked you may spend hold, 1 for 1, to choose an option: |
| 52 | 52 | \begin{itemize} |
| 100 | 100 | |
| 101 | 101 | \begin{basicmove}{Cast a Spell (INT)} |
| 102 | 102 | When you \condition{release a spell you’ve prepared}, |
| 103 |
roll |
|
| 103 | roll +INT. \onSuccess, the spell is successfully cast and you do not | |
| 104 | 104 | forget the spell—you may cast it again later. \onPartial, the spell |
| 105 | 105 | is cast, but choose one: |
| 106 | 106 |