This page is read only. You can view the source, but not change it. Ask your administrator if you think this is wrong. ====== Speed Moves ====== ===== Assassin ===== Use the skills of a trained killer to take down an opponent while using a Fast or Medium weapon with a range of Near or Melee,\\ **In Cover:** Roll+Speed.\\ **In Open:** Roll+Speed. Choose one less option.\\ **10+:** Deal your damage and choose three. \\ **7-9:** Deal your damage and choose two. * **Quiet:** You don't let them cry out, make noise, or draw attention. * **Risk:** Roll your damage a second time and take that instead. * **Mute:** You Silence them for one turn. * **Evade:** You avoid a counterattack. * **Fade:** You get away, returning to cover after your strike. * **Rend:** Deal +50% damage to them. __**Perks**__ **Smooth Criminal** \\ Assassin: 10+: You always Evade a counterattack. **Bound**\\ Assassin: Additional Option: You bind them to where they are in some way. The bindings are not strong, but keep them from immediately pursuing you or running away. **Cohort** \\ Assassin: When in cover with an ally, they may join you for an assault. This action consumes their turn, and risks the consequences of your failure. On success, they choose separate options and deal damage, sharing your perks as well. **Deadly Strike**\\ Assassin: 10+: Additional Option: Your assault ignores their armor. **Coup**\\ Assassin: Additional Option: Give an ally +1 forward against your target once per target. **Master Cutthroat**\\ Assassin: Restrict assassin two turns to pick one additional option. ===== Cat Burglar ===== Use feats of agility, stealth, and deception to achieve the otherwise impossible. Roll+Speed. \\ **10 :** Hold 3.\\ **7-9:** Hold 2.\\ **6-:** Hold 1. Cat Burglar is restricted for 3 turns and you face a GM consequence. Spend this hold to perform one of the following feats of agility without needing a roll or breaking Cover: * Move past an alarm or trap without activating it. * Slip past a guard without getting their attention. * Cross a slippery, unstable or flimsy surface without issue. * Climb to a difficult to reach place. * Fit through a tight space that would otherwise be too small. * Make a difficult jump or stick a tough landing. __**Perks**__ **Dodgy** \\ Using Cat Burglar: 1/Combat you may drop all remaining holds to avoid an attack. **Smooth Moves** \\ Using Cat Burglar: Use 1 hold from that roll to take 1 to another non-combat Speed roll. **Masked** \\ Using Cat Burglar: Use 1 hold to disguise your appearance as a different gender or person of a similar race. The mask might fail when you do. **Perfect Poise** \\ You never lose your balance, even on a high wire, or fall without being pushed. If you are pushed, as long as there is something to break your fall, you can saving throw to use it and take no damage. **Antisocial Behavior**\\ Using Defy Danger with Speed: **7-9:** You can choose not to suffer consequences. Someone else suffers them for you. **Baton Pass**\\ At the end of your turn, spend 1 hold to give the next player's turn a 50% damage increase if they use Attack. Cannot be used on self. ===== Called Shot ===== Name a target and take a shot!\\ **Against an unsuspecting target:** Roll+Speed+1\\ **Against an aware target:** Roll+Speed.\\ **10+:** Choose 3 and roll damage.\\ **7-9:** Choose 2 and roll damage. * Deal 50% of your damage (stacking) * Knock them down. * Make them drop something. * Take their attention. * Silence them for one turn, or interrupt a spell they're casting. **__Perks__ ** **Assist Shot** \\ Called Shot: Additional Option: The next ally who's not you takes +1 forward against the opponent. **Elemental Shot** \\ Called Shot: Additional Option: Add an elemental effect to your shot. **Master Marksman**\\ Called Shot: 10+: Pick an additional option. **Multi Shot**\\ Called Shot: You can split your options amongst multiple targets. **Quick Shot**\\ Called Shot: Additional Option: Your weapon is considered Fast for that shot. **Quiet Shot**\\ Called Shot: Additional Option: Maintain your Cover. ===== Deflector ===== Catch, block or even even deflect projectiles, magical and physical. Roll+Speed. \\ **10+:** You're unharmed. Choose to catch or deflect the projectile to a target of your choice. If deflected, it hits for half damage or potency.\\ **7-9:** Choose one. * The projectile is deflected, leaving you unharmed, but the GM determines where it goes. * The projectile is struck down, rendering you unharmed, but cannot be deflected. * The projectile is deflected to a target of your choice, but you take its halved damage or potency. __**Perks**__ **Elemental Deflection** \\ Deflector: 10+: You can apply a basic elemental effect to the projectile. (Non-combinable) **Split Arrow** \\ Deflector: 7-9: You can deflect the projectile at two targets, and the damage is split between them. 10+: Full damage. **Impeccable Aim** \\ Deflector: 10+: You can deflect a projectile at the source enemy's weapon, causing them to drop it. (Non-combinable.) **Counter-Fire** \\ Deflector: 10+: You can immediately use Volley. (Non-combinable) **Perfect Deflection** \\ Deflector: 10+: Your deflected projectiles hit their intended targets for full force. **Redirection** \\ Deflector: 7-9: Additional Choice: Avoid taking damage, but deflect the projectile at an ally for half it's potency. ===== Doppelganger Rush ===== Combine speed and magical forces to create copies of yourself. Roll+Speed.\\ **10+:** 1d2 clones of you appear.\\ **7-9:** 1d2 clones appear and choose one: * **(Limited)** You only get one clone instead of your roll. * **(Slowed)** Take -1 to Speed while you have clones. * **(Fragile)** If you fail a roll your clones are immediately dismissed. Remember the following about clones: * You share effects with them, good and bad. * Clones must stay in Near range of each other or you. * Clones may use all the same moves and spell schools. * Clones vanish when they fail a move, in addition to other consequences. If a clone takes damage choose to either dismiss it, or dismiss all of them and put yourself at the position of the clone. Doppelganger Rush may only be used outside of combat or 1/combat. __**Perks**__ **Silent Partners** \\ Doppelganger Rush: You can call forth your clones without breaking Sneak. **Plus One** \\ Doppelganger Rush: You can call 1d2+1 clones. **Broad Audience** \\ Doppelganger Rush: Your clones may be further apart, up to Long range instead of Near. **Stunt Double** \\ Doppelganger Rush: You may sacrifice your clones to dismiss an effect, debility, or other consequence directed at you. **Self-Centered** \\ Doppelganger Rush: Your clones are considered allies for the purposes of other moves. **Deadly Double** \\ Doppelganger Rush: 10+: Your clones cause small explosions upon taking damage, doing 1d5 damage to enemies in Melee range. ===== Escape Artist ===== Escape (or try to) from, or dodge, a grapple, restraint, or other movement hindering attack, or use your abilities to free someone else who's bound. Roll+Speed.\\ **7-9:** Choose 2:\\ **10+:** Choose 3: * Escape from, or completely avoid, the movement impairment. You aren't grappled, caught, or whatever else. * Avoid taking any other kind of harm in the process, be it from an attack, your struggling, even damage. * Escape with subtlety, without anyone immediately realizing that you've freed yourself from bondage. **__Perks__ ** **Scaly Assistant**\\ Escape Artist: 7+: Additional option: Free another a person in melee range in addition to yourself. **Serpent's Tongue**\\ Escape Artist: 10+: Additional option: You tell a lie to your captor that distracts them during your escape. **Shedding Skin** \\ Escape Artist: 10+: Additional option: You leave a illusory image of yourself behind that makes it seem like you've never left unless it's investigated. **Slither Away**\\ Escape Artist: 10+: Additional option: After your escape, you enter Cover. **Snakebite**\\ Escape Artist: 7+: Additional option: Roll your damage and deal it to an attacker after an escape. **Snakeskin**\\ Escape Artist: 7+: Additional option: The enemy or hazard cannot bind you the same way again for two turns. ===== Leaf on the Wind ===== To dance away from an opponent's attack while wearing Light or Airy armor. Roll+Speed.\\ **10+:** You take no damage from an incoming attack. Choose 2:\\ **7-9:** Incoming (pre-armor) damage from an attack is halved. Choose 1:\\ * You change the distance between you and the enemy by one level. * Deal your damage to the attacker. * You suffer no debility from the attack or magic. **Like A Tree** \\ Leaf on the Wind: 10+: Instead of options: Go into Cover as if you had used Sneak. **Blowback** \\ Leaf on the Wind: 10+: Additional option: Take 1 forward against your attacker on the next turn. **Razor Wind** \\ Leaf on the Wind: Additional Option when dealing damage: Deal +50% more damage. **Fluid Dynamics** \\ Leaf on the Wind: 7+: Additional option while in Melee range: Redirect your attacker's movements and put them somewhere within Near range. **Stunning Beauty** \\ Leaf on the Wind: 10+: Additional option: Stun your attacker. **Impossible Grace** \\ Leaf on the Wind: Restrict Leaf on the Wind for 1 turn to choose an additional option. ===== Poisoner ===== To apply a poison to a weapon or inject someone in Melee range, choose one from the list and roll Speed. * **Bloodweed:** The target's body is weakened, and they deal -1d4 damage. * **Wicked Honey:** Take +1 forward against the target when using a sexual move. * **Black Sap:** The target loses all inhibitions, until they act upon their deepest and darkest desire. * **Anesthetic:** The target's affected area loses sensation for a while. * **Oil of Tagit:** The target falls into a light sleep or becomes drowsy. * **Goldenroot:** The target treats the next creature they see as an intimate lover, until proven otherwise. * **Maiden's Kiss:** The target has an immediate orgasm, and adds 1 Lust stack. * **Serpent’s Tears:** The target's sensitivity is heightened. Anyone dealing damage to it rolls twice and takes the better result. **10+:** If injected: The poison lasts 3 turns. If applied: It will last 2 turns and applies to 3 strikes or targets. \\ **7-9:** If injected: The poison lasts 2 turns. If applied: It will last 1 turns per contact and applies to 2 strikes or targets. __**Perks**__ **Black Widow**\\ Poisoner: You can use poisoner on the same turn as sexual move. No other perks will apply if you do. **Combo**\\ Poisoner: For -1 duration, you can apply two effects instead of one. **Poison Immunity**\\ You're immune to poisons or venomous attacks both mundane and magical. You can detect poisons by taste or smell. **Poison Master**\\ Poisoner: +1 to poison durations. **Sticky**\\ Poisoner: Poisons don't wear from a weapon unless you make contact. **Two Fangs**\\ Poisoner: You can inject poison into to two targets in Melee range ===== Riposte ===== When you are attacked in melee and raise a Fast or Medium weapon or shield to counter. Roll+Speed.\\ **10+:** Deal half your damage and choose 3.\\ **7-9:** Deal half your damage and choose 2. * Take halved damage. * Disarm or disrobe your attacker. * Trip, hamper, or embarrass your attacker. * Change up the distance by one level (Melee to Near, Near to Far.) * Deal full damage instead of halved damage. __**Perks**__ **Deflect** \\ Riposte: 10+: Additional Option: Damage reduced by Reposte can be redirected to a target in Near range of your choice. **Down Boy** \\ Reposte: 10+: Choosing to trip or humiliate your opponent does both, knocking down your opponent. **Dueling Block**\\ Having a Fast weapon as your Secondary Weapon gives you 1 Armor. **One Handed**\\ When using any Fast weapon without a Secondary Weapon, it's considered Dual Weilded with itself. **Perfect Riposte**\\ Riposte: 10+: Additional Option: Incoming damage is reduced to 1/4th. **Reposition**\\ Riposte: 7+: Additional Option: Take 1 on your next Attack or Riposte. ===== Rush Attack ===== Unleash a flurry of attacks. Name multiple targets in Near range and Roll+Speed. \\ **10:** Roll Damage, double it, and apply it across your targets at will. Restricted 2 turns. \\ **7-9:** Roll Damage twice, double the worse of the two and distribute it to your targets at will. Restricted 3 turns. \\ **6-:** Rush Attack is restricted 5 turns or until combat ends, plus another consequence comparable to a failed Attack against a single opponent. __**Perks**__ **First Strike**\\ Rush Attack: You can use rush attack from Long range 1/combat. **Perfect Combination**\\ Rush Attack: Restricted 2 to triple the damage instead of doubling it. **Vicious Drive** \\ Rush Attack: Restricted 1 to ignore armor. **Lightning Attack** \\ Rush Attack: Restricted-1. **Surprise Attack** \\ Rush Attack: If hidden; Add 50% to your weapon base. **Power Tackle** \\ Rush Attack: Restricted 1 to knock down your last target. ===== Sniper ===== Move into position in order to get a better shot, Roll+Speed \\ **10+:** You're in position and may use Volley or Called Shot immediately.\\ **7-9:** You're in a better position, but it took a little while getting there. When using ranged weapons or related moves while in this stance, roll your damage twice and take the better result. \\ Failing a move, moving to another position, or taking significant damage disrupts your positioning. __**Perks**__ **Ghillie** \\ Sniper: Moving into position does not break cover. 10+: Your first shot doesn't, either. **Ranger** \\ Sniper: Your weapon can be used at one range tier higher than usual, the same applies to an ally brought with you. **Resilient** \\ Sniper: Failing a move does not compromise your position, once per use of Sniper. **Steady** \\ Sniper: Taking damage does not compromise your position, once per use of Sniper. **Spotter** \\ Sniper: You may take someone into position with you. They may use ranged moves or cast magic without compromising your stance, and receive the benefit of Sniper. **Timing** \\ Sniper: You can leave your position and do +50% damage, but you won't be able to re-use Sniper until combat ends. ===== Swift Technique ===== Choose one or more enemies in your weapon's range and an effect. \\ If using a fast or medium melee weapon, you may choose two effects. * You disarm the enemy or force them to drop what they're holding for a brief time. * You leave the enemy stunned or dazed, distracting them for moments. * You destroy the enemy's clothing. This does not affect armor but is probably humiliating. * You disrupt the enemy's magic, significantly weakening or interrupting their cast. * You damage/injure the enemy's armaments, reducing their damage by 2 until mended. Then Roll+Speed. \\ **10+:** Apply your weapon's damage and apply the effects. Swift Technique is Restricted 2 turns. \\ **7-9:** Apply half of your weapon's damage and the effects. Swift Technique is Restricted 3 turns. __**Perks **__ **A Setup** \\ Swift Technique: Restrict an additional turn and name a partner. They take +1 forward if they use Attack, Forceful Technique or Swift Technique. **Precision Moves** \\ Swift Technique: 7+: Restrict an additional turn to deal full damage. **Stop That** \\ Swift Technique: Restrict an additional turn to prevent the enemy from casting on the next turn. **Swifter Technique** \\ Swift Technique: Restricted -1 turn. **Two Shot** \\ Swift Technique: On a weapon with Near or Long range, you may select a single target and name two effects. **Hey, Catch!** \\ Swift Technique: 10+: Causing an enemy to drop something lets you put it into the hands of an ally in their melee range, but not you. ===== Thievery ===== You have the skills of a skilled criminal. Capable with your hands you can; pick locks, crack safes, disable traps or alarms, pick pockets, plant, and take goods without causing a stir or breaking cover. When you do so, roll+Speed.\\ **10+:** Choose 2.\\ **7-9:** Choose 1. * You work quickly, without much time or effort * You work quietly, discreetly, drawing little notice * You work cleanly, without cost or leaving a trail __**Perks**__ **Misappropriation**\\ Thievery: You can take an unsuspecting target's weapon. 7-9: They notice. 10+: They notice when you're gone. 12+: They never notice. **Thug**\\ Thievery: 6-**:** Sloppy technique still yields results. You get something for your efforts, but there's still consequences. **Mugger**\\ Thievery: You can do your main weapon's damage while using thievery against someone. **Paydirt**\\ Thievery: 10+: When used on a container or person, find one gold. **Pockets**\\ Your inventory is doubled. **Wiles**\\ Thievery: 6-: When pick-pocketing or planting on a sentient, non-hostile enemy, you can immediately roll Wits or Charm to talk your way out of it. Success avoids consequences, but you cannot target them again without them becoming hostile. ===== Utility Belt ===== You have a variety of trinkets stashed onto your person, where they're easily accessible and obvious.\\ To reach into your bag of tricks, Roll+Speed.\\ **10 :** Take 2, and use or discard one immediately.\\ **7-9:** Take 1. You can pull out any of the following: * **Pocket Sand (Melee):** Briefly blinds an enemy, making their attacks aim at random within that attack's range. * **Dozecloth (Melee):** Makes an enemy drowsy, slowing their attacks or miss them entirely. * **Stimulant (Self):** Gives +1 forward a roll. * **Corrosive Fluid (Near):** Reduces an enemy's armor by 2. * **Explosive (Near):** Knocks an enemy back and stuns them. __**Perks**__ **Ace Up the Sleeve** \\ Utility Belt: 10+: Additional Options: * **Flash (Near):** Move yourself somewhere in Near range before anyone can react to it. * **Gas (Near):** Silence the enemy for two turns. * **Accela (Self):** Re-roll a damage roll. **Smoke Bombs**\\ Utility Belt: Additional Options: * **Flashbang (Melee):** Briefly blinds enemies, securing an escape or creating another advantage. * **Cloak (Melee):** Covers you and anyone else in melee range in shadow, making it possible to enter cover. * **Noisemaker (Near):** Creates so much noise that it becomes impossible to communicate or hear. **Throwing Knives** \\ Utility Belt: Additional Option: 2x Throwing Knives (1d4+1/Fast/Near): A small knife that can be thrown to do a bit of damage. Can be used without rolling Volley. Can be used to break modest-sized objects as well as attack. Consumed on use. **Grappling Hook**\\ Utility Belt: Additional Options: * **Hook-Shot (Near):** A device that pulls you up or over to a place. * **Lasso-Shot (Near):** A device that pulls someone to you. **Belt Pockets**\\ Carry Capacity +3 **Silent Release** \\ Utility Belt: You can pull items from your belt without breaking cover. ===== Whip Driver ===== Special techniques can be used when using a whip or rope-like weapon. Roll+Speed.\\ **10+:** Choose one and optionally do your damage.\\ **7+:** Choose one and optionally do half your damage. * Entangle one of their limbs, preventing them from using it as long as you keep your whip wrapped around it. * Move them or yourself to somewhere within Near range. * Knock them prone, off-balance, or otherwise hamper them. * Make them drop an object they are holding. __**Perks**__ **Whip Mastery** \\ Whip Driver: You may choose two options instead of doing damage. **Terror Whip** \\ Add these to your list of Whip Driver options: * You terrify the enemy: lesser enemies are sent running, while other foes are shaken; the next to act against them takes 1 forward * You cause an ally to snap back to their senses, shaking off a mental effect like hypnosis or charm * You snatch a small object they held or were guarding: now it’s yours! **Snap Back** \\ Whip Driver: You may target two enemies. **Whip Tricks** \\ Without rolling, you may always use a whip-like weapon to: * Swing upon it like a grappling hook * Grab small, unattended objects within reach range * Pole vault or swing like a vine, allowing you to cross gaps easily. **Whip Play** \\ Whip Driver: Additional Option: The next person who uses a sexual move on a stricken enemy takes +1 forward. **Rope Play** \\ Whip Driver: Additional Option: Completely bind a knocked-down enemy of reasonable size.