Hybrid Moves
Hybrid moves are named such because they let you choose a stat when assigning the move to your character sheet.
Take Flight
Choose a single stat for your roll when taking this move.
When not in danger and in an area where possible, you can fly without rolling, but may not use any moves mid-flight.
Otherwise, to use your natural, magical, otherworldly or mechanical propulsion to defy gravity, Roll+<Might/Speed/Wits/Charm>.
7-9: You're airborne, but must land if you want to use another move.
10+: You're airborne, and may use the following without landing:
- Basic Moves: Attack, Volley, Block, Defy Danger, Flee
- All Magic Disciplines.
Perks
Eye in the Sky
Take Flight: 7+: You may use Discern Realities while flying.
Harpy
Take Flight: 7+: You may use Attack and Volley without landing.
Dive Bomb
Take Flight: When using Attack mid flight, you may choose to do +%25 damage and land if you otherwise wouldn't need to.
Stealth Pilot
Take Flight: You can use Take Flight without breaking cover, and can use Cover mid-flight.
Cargo Flight
Take Flight: You can take someone with you! They risk sharing your consequences.
Winged Terror
Take Flight: 7+: You can use a magic Discipline without landing.
Sunder Defenses
When you pinpoint a physical or magical attack against an enemy's armaments or defenses, choose two and roll+Might or +Wits.
- Chip: Break the target's physical or natural protection in a specific spot. Any attack that targets this spot ignores armor, if it hits.
- Fracture: Create an opening in the target's magical defenses, barriers, or bubble. Attacks during this time ignore magical, but not physical armor.
- Disarm: Shatter, compromise, or damage the target's weapon. If it cannot be destroyed, the weapon is flung far away, left useless, say how.
- Dispell: You break one of the target's positive ongoing magical effects. Weaker magic is completely dispelled, stronger magic is weakened.
- Cut: Deal half of your weapon's damage, rounded down. If in Melee range, you may expose yourself to the enemy's attack to deal full damage instead.
10+: The effects apply. The effect lasts until the target takes time to resolve the problem.
7-9: GM chooses one:
- Only one of your effects is applied.
- The sundering is only temporary (their protection recovers after several moments)
- The vulnerable spot is difficult to target (-1 to rolls that take advantage of it).
Perks
Collateral Damage
Once per battle, when you use Sunder Defenses, the force and any shrapnel cause additional harm: They take damage equal to the armor they lost (ignores armor), or take damage equal to their destroyed weapon's damage. Add this to any other damage inflicted by the sundering, and treat it as a single instance of damage dealt.
Perfect Sunder
When you Sunder Defenses, on a 12+, choose an additional option, or deal full damage instead of halved damage if you chose the damage option.
Crushing Blow
When you deal damage to a foe, you can disarm their weapon, if they have one, or if they have armor, reduce their armor by 1.
Slayer of Giants
When you Defy Danger or Saving Throw against a Large or Huge enemy, take +1.
All About Giants
When you first face a Large or Huge enemy, you can ask the GM “how can I level the playing field?” and get an honest answer. Take +1 forward to act on the answer.
Eye for Armor
When you look over an enemy’s armor, ask the GM how many armor points they have. The GM will also tell you of any magical protection.
Sadomasochism (DRAFT EDIT)
When you take damage, and get a sick thrill out of it. Roll+Might or +Charm.
10+: Hold 2.
7-9: Hold 1.
You may hold +1 but also gain 1d2 stacks of Lust.
You can channel your pain (holds) on yourself or someone else, healing 1d4 for each point of pain spent.
Once per battle, you may savor the pain: gain 3 HP for the first pain point, +2 for the second, and +1 for each thereafter, but lose all pain in the process.
Any time you recover HP or your pain is soothed, you lose 1 pain. You cannot hold more than 3 pain at a time.
Perks
Really Twisted
When you use Sadomasochism, on a 12+, hold an additional pain.
Blood Red
In combat, you can spend your pain, 1-for-1 to:
- Disarm or stun a foe.
- Increase the damage of one attack by +2.
- Block a blow meant for someone else. You take the damage instead.
Rain of Pain
When you hack and slash or volley, you may spend pain before rolling. For each pain you spend choose an extra target. Roll once and apply damage to all targets, but gain no pain for this attack. Treat it as one instance of dealing damage.
Misery Loves Company
When you heal someone with your accumulated pain, instead of healing for 1d4+pain damage, you heal 1d4 damage per point of pain spent, and spend your pain points individually instead of all at once.
Painslut
When you Give It or Take It, reduce your amount of Lust by 2 if you took damage. Apply the reduction after the damage is taken.
Pain to Pleasure
When you take more than 5 damage, take +1 forward.
Righteous Smite
Strike an extra-planar or unnatural creature. Roll+Might or +Charm.
10+: Deal your damage and choose 1:
7+: You are exposed to harm or attention (GM's choice). Deal your damage and choose 1:
- Increase your damage by 1d8
- Ignore its armor or other protections
- Suppress one of its unnatural powers or defenses
- Force it from its host, or force it to reveal itself or true form
Related Skills:
Holy Smite
When you strike with a Righteous Smite, on a 12+, deal +50% damage and choose an additional option.
Corruption's Foul Stench
You can always ask the GM “What here is extraplanar or unnatural, and how?” and get an honest answer.
Undiminished
When you Defy Danger or Saving Throw against dark, corrupt, or chaotic magic, treat a miss as a 7-9.
Closing the Gateway
When you attack a spirit, ghost, or extra-planar entity, you deal +1d4 damage, and your foe can choose to return from whence it came instead of taking damage. When you reduce a spirit, ghost, or extra-planar creature to zero HP, its soul is henceforth barred from appearing on the material plane in any form. It can still be encountered in astral visions and on other planes, just not your world.
Spiritual Purification
When you slay or destroy a creature with Righteous Smite, you soak up their spiritual energies: Heal yourself for the amount of HP they had remaining before the ending blow.
Charge!
When you lead the charge into combat, those you lead take +1 forward.
Rallying Banner
When you wave your banner about to inspire your allies, choose an effect and roll+Might or +Charm.
On a hit, a few targets of your choice, such as yourself, allies, and those who pledge to your banner, each gain the chosen effect until they turn away from your cause, run away from the encounter, or the struggle is over. The same effect does not stack, additional gains from a banner effect simply overwrite old gains.
- Grant a few targets 3 HP.
- Give a few targets +1 damage forward to their next attack.
- Make a few targets shake off all fear and doubt, becoming brave in an instant.
On a 7-9, you draw unwanted attention or allow the enemy to take advantage of the situation and distraction, GM's choice.
Perks:
El Torero
When you use your Rallying Banner, you may choose one of your targets: They draw unwanted attention (and would do so in your place on a 7-9) but benefit from a second Rallying Banner option.
Black Flag
You may alter your banner's design to be intimidating instead of rallying. It requires a bit of time, and can be altered back to being rallying, but while intimidating, your banner grants these effects instead:
- Cause a few targets to hesitate with fear, and any weak-willed targets are put to rout altogether.
- Inflict a few targets with 1 stack of Lust each.
- Make a few targets immediately recognize you, and know of your reputation.
The Brave and the Craven
When you use your Rallying Banner, on a 12+, you may grant a second effect from either of your banner lists, onto a few targets of your choice.
Raising the Flag
On a 10+, you may plant the banner into the ground. While it’s planted, it becomes a beacon of hope or perhaps one of despair, depending on the flag. All chosen effects are doubled, and psychological effects are an ongoing effect, but it cannot be used again until the conflict is over. However, it can be destroyed or defiled, and thus the effects will be removed or perhaps reversed.
Tactics and Strategy
When you are outnumbered or facing a vastly larger foe, so as long as your banner can be seen: you and all of your allies take +1 forward to hide, escape, flank, or liaise against your opponents.
Lead by Example
When you charge in with your banner raised and make your first move, the first, second, and third person to follow your lead and use the same stat as you will take +1 to their roll.
Hunt and Track (DRAFT EDIT)
Follow a person, creature, or their trail. Roll+Wits or +Speed.
7-9: On a hit, you keep up with them and get an impression of their doings without arousing suspicion. If it's their trail, you follow it until there’s a significant change in its direction or mode of travel.
10+: As above, but also choose one:
- Find out exactly what they're doing, or figure out where they could be.
- Gain useful and interesting information about your quarry.
- Take +1 forward against your quarry.
Perks
Hellhound
Hunt and Track: If you've shed your target's blood or they have shed yours, take +2 when using Hunt and Track against them.
Sharp Hearing
Hunt and Track: You may roll with +1 to determine if you yourself are being hunted, followed, watched, or tracked, with no penalty for failure. 10+: The GM will also tell you how close they are.
Bestiary
Hunt and Track: 7+: Learn three simple facts about the target, such as their size, weight, age, species, etc. (Ask the GM.) 10+: Learn a weakness such as an element, material or other flaw.
Taste for the Hunt
Hunt and Track: Once per creature, if you've tasted something it has behind, such as its blood, hair, or fluids, the GM will tell you the species of the creature. Hold +1 forward against the creature.
Stalker
Hunt and Track: 7+: Take +1 forward when using Cover upon catching up to them. 10+: You may automatically take Cover when you catch up with them.
Mental Map
You don't need to roll to navigate or avoid traps in a place you've been through before. You can always ask the GM if something has changed in a place since the last time you were there, and they will tell you.
No Trespassing
Defend a particular area against entry. Roll+Speed or +Wits.
10+: Hold 2.
7-9: Hold 2. GM holds 2.
6-: Hold 1. GM holds 2.
When someone else moves through the prepared area, you or the GM may spend 1-hold to do one of the following:
- A trap stops their movement, pinning them in place momentarily
- Deal your damage with a deadly trap or surprise attack
- Suddenly appear anywhere in the area
Perks
Thrill of Danger
When an enemy gets the drop on you or you enact an excessively reckless plan, take +1 to Defy Danger.
Readied Action
When you declare how you’ll react to a particular event, take +1 to execute your reaction. You can only have one readied action at a time.
Guard Dogs
When you use hold from No Trespassing, you can make an ally suddenly appear anywhere in the area, or let an ally deal their damage with a surprise attack, instead of using that hold on yourself.
I Like These Odds\\When you fight by yourself, with no backup or allies, you deal +2 damage.
Carefully Stacked
When you use No Trespassing, on a 12+, you get 3 hold instead of 2.
Snake in the Grass
When you attack a Surprised or defenseless target, deal +1d4 damage.
Elemental Effluence
When taking this move, choose one element or material and one base stat.
- Elements: Wind, Fire, Earth, Water, Ice or Electricity
- Materials: Stone, Metal, Wood or Artificial
You wield control over «ELEMENT OR MATERIAL». Name the source of your chosen element and Roll+ «BASE STAT».
10+: Hold 3.
7-9: Hold 2.
So long as you continue to focus on it, you may spend hold to:
- Move it somewhere.
- Halve or double its volume.
- Stir, shift, or shape it at your whim.
- Evaporate, pulverize, or otherwise destroy it.
- Enhance an Attack with the element.
You may manipulate matter you can see, and maintain control over it so long as you can see it. You may wield several small objects or one large object, but the total volume cannot exceed the size of a person. Shaping matter this way makes it keep the shape even after you stop concentrating.
Perks
Master Manipulator
Elemental Effluence: Take +1 hold or manipulate a roughly cart-sized equivalent.
Novice Manipulator
Elemental Effluence: You may attempt to manipulate other elements, but must roll 2d6-1. Aid or other +1 forward effects may still apply.
Magical Matters
Elemental Effluence: If you have chosen a material, you may name an element as well, or vice-versa.
Natural Disaster
Elemental Effluence: Additional option: Consume all holds to deal your weapon damage +hold count in Near range to a single target.
Elemental Defense
Elemental Effluence: You can roll Elemental Shift to avoid damage from your chosen element(s), and gain hold if successful.
Elemental Progenitor
Elemental Effluence: Your desired element is always available to you in some amount, either mechanically or magically.
Bondage Bunny
Tie or untie someone or something in bondage. Roll+Speed or +Wits.
10+: Hold 4.
7-9: Hold 2d2.
You may assign these holds towards one of the following options:
- Unbind: Release one of the target's appendages from bondage.
- Bind: Bind one of the target's appendages. It cannot be used until freed.
- Tighten: Reinforce an existing bind, adding 1 more hold against that particular appendage.
- Tiedown: Bind it to something else, anything that pulls one pulls the other, or you simply let it dangle.
When a binding is tested, it remains but you lose 1 hold assigned to that particular appendage and option. If this leaves 0 hold over a particular appendage, it is freed the next time they test the binding.
Perks
Bondage Party
You may spend an appropriate item or consumable, once per Bondage Bunny roll, to gain an additional hold regardless of the result.
Perfect Bondage
When you use Bondage Bunny, on a 12+, your first three options are modified as follows: • Release the target entirely from bondage. • Bind one of the target's appendages, it's useless while bound and can only be freed by someone else. • Reinforce an existing bind, adding 2 more hold against that particular appendage.
Interrogate
When you grill a target for answers, the captive (the GM) will tell you three statements: two are true, but one is a lie. If you choose to press the captive further, pick a statement that you guess to be the lie. Your methods cause significant emotional or physical scars, but if you picked the lie correctly, the captive will break and truthfully answer any questions you ask while you have them in custody. If you don't, you can never Interrogate them again.
Bolas Bunny
You may use Bondage Bunny at range, be it with a net, bolas, rope, a machine, or whatever else.
Caught
When you successfully attack someone, you can roll a d6. If you roll your foe’s HP or higher, after they take your damage, you may pick a Bondage Bunny option from the list and use it against them.
We Have Ways
When you have someone right where you want them, you may use pain or torture to get what you want. When you do, flip a coin: On heads, whatever you're rolling against them is enhanced: Treat a miss as a 7-9 or a 7-9 as a 10+. On tails, they won’t break, or they hold back, or something went very, very wrong. Oops.
Play Tricks
Name a trick to play on a target. Some Examples:
- Plant something on them.
- Take something unsecured.
- Create a distant or nearby distraction.
- Force them to drop something.
- A simple act of prestidigitation (a magic trick).
- Anything else if the GM will allow it.
On an unsuspecting target: Roll+Speed or +Charm + 1.
On a suspicious target: Roll+Speed or +Charm
7-9: You perform your trick successfully, and cannot fool the same target again.
10+: Also choose one:
- Create a perfect distraction that takes their full attention either away or towards you.
- You either slip away before they can react, or let an ally engage them.
- You inspire awe, witnesses are left feeling an emotion of your choosing.
- You have exact control over who witnesses your sleight, name them.
- You may fool the target again.
Perks
Tricky Bastard
Play Tricks: You can bind a target in a way they won't notice until they try to move. It might debilitate or slow them in some significant way if they try to pursue you.
Charismatic
Play Tricks: 7+: If the GM agrees the approach you're using complements the trick you just played on them, you or an ally may take +1 forward if using Parley or Negotiate or some other similar skill.
Holdout
You may conceal up to 1 sword-sized or 3 potion-sized objects on your person. Indicate which by putting an “H” before the item in your sheet, or telling the GM when you do so. No one can find or steal it unless you are bound, stripped, and thoroughly searched (all three).
Light Fingers
Play Tricks: 7+: Choose 1 option. 10+: Choose 2.
Risky Fingers
Defy Danger: 10+ While in Combat: You also grab something unsecured or make the enemy drop their weapon.
Calling Card
Flee: 7+: If leaving something behind, you may name what thing from your inventory you leave behind.