Wits Moves
Absorb Magic
You can attempt to absorb a a magical effect or attack. Roll+Wits.
10+: Choose 2.
7-9: Choose 2. Absorb magic is restricted 2 turns.
- You take halved damage from the spell.
- You take no debility or effect besides damage from the spell.
- You disrupt the enemy's concentration and expose them to a counterattack.
Perks
Greater Absorb
Absorb Magic: You can forfeit your next turn to draw in area-of-effect magic that includes you.
Makarakarn
Absorb Magic: 10+: Additional option: Ignore damage and reflect the spell back to the caster at half strength.
Mimicry
Absorb Magic: 7+: On your next turn, you can Roll+Wits to attempt to use the enemy's last spell against them.
Sublimation
When a spell causes you harm but no damage, recover 1d3 HP.
Sacrificial Anode
Absorb Magic: Roll with -1 to redirect the target of a spell from another to yourself.
Tinfoil Hat
Absorb Magic: 7+: Ignore any mind control or psychological effects of a spell without having to choose the option.
Alchemy
Create drinkable concoctions with magic. Choose a desired effect. Roll+Wits.
- Flashback: Allows the user to re-roll a damage roll.
- Alter: Change the color, scent, taste, or sound of the drinker, describe how.
- Shrink: +1 Speed, -1 Might (non-stacking)
- Grow: +1 Might, -1 Speed (non-stacking)
- Wisener: +1 Wisdom, -1 Charm (non-stacking)
- Brightener: +1 Charm, -1 Wisdom (non-stacking)
- Limb: Alter one of the drinker's body parts to your liking, or make them grow a new one.
10+: You make a potion, and may use another move immediately.
7+: You make a potion, but may not use another move immediately.
Potions do not require a roll to drink, and does not take up gear slots. In order to mix up a new potion, your old one(s) must be discarded, consumed, or given to someone. Potion effects last about an hour, and are cancelled if a different potion is used, or until a non-basic move is affected by their use.
Perks
Efficient Formulator
Alchemist: 10+: Instead of one potion, you make 1 + 1d2!
Secret Sauce
Alchemist: You may propose any non-combat or stat-related effect for a potion to a GM, and make it if they find it reasonable.
Bottled Elements
Alchemist: You can bottle up the effects of any basic element (wind, fire, earth, water, ice or electricity). When thrown at a target within Near range, these potions affect all things in Melee range of them.
Pharmacology
Alchemist: Additional Options
- Healer: Recover 1d4+2 HP
- Fixer: Recover from a debility.
Chemical Warfare
Alchemist: Additional options. When thrown at a target within Near range, these potions affect all things in Melee range of them:
- Vitriol: -2 Armor or +2 damage per strike against an enemy.
- Muter: Silences for at least 1 turn.
- Sedative: -2 Attacking damage.
Love Potions
Alchemist: Additional Options: When thrown at a target within Near range, these potions affect all things in Melee range of them:
- Arouser: Makes the target more likely to use a sexual move, and gives +1 when using a sexual move against them.
- Suppressant: Makes the target less likely to use a sexual move, and halves damage from sexual moves used against them.
Blink
Teleport somewhere within Near range you can see. roll+Wits.
10+: You're at your target. You teleport safely and without issue.
7-9: You make it but the GM chooses one:
- (Damage/Debility) You don't quite stick the landing and take a bit of of non-fatal damage or a debility.
- (Peril) You're close to where you aimed, but face another, less severe peril now.
- (Restricted) You cannot use blink again for 3 turns, or until combat ends.
Blink is not subtle, and will not allow players to sneak up on an unsuspecting enemy.
Perks:
Fuck Physics
Blink: You may target somewhere in mid air and levitate as long as you don't move from it, or places you cannot see, such as past a wall.
Farsighted
Blink: Your target can be in Long range.
Don't Blink
Blink: 12+: Optionally land with a flash, and someone close to your target area is blinded.
Nightmare
Blink: 10+ Blink is silent, and does not break Sneak. Using it undetected leaves you undetected.
Flicker
Blink: 7-9: Blink can only be restricted 1 turn.
Anticipator
Blink: 7+: Take 1 Hold (maximum). Spend hold to take +1 Forward against Defy Danger.
Conjuration
Bring forth things from another plane or this one into melee range, by science, magic, or psychic power, choose one effect from this list and roll+Wits.
- Summon strong light or darkness that follows you about. Can be dismissed at will.
- Summon a dog-sized cloud of gas. Specify the gas.
- Summon a dog-sized pool of liquid. Specify the liquid.
- Summon a dog-sized block of solid. Specify the solid.
- Summon a head-sized and cheap man-made item. Specify the item.
10+: You create the effect without issue, and it takes effect.
7-9: You create the effect, but choose one consequence:
- You summon something almost identical as opposed to what you specified.
- You summon what belonged to someone else, and draw their attention.
- Your spell has some unusual or unwanted effect, the GM will explain.
Conjured objects are inorganic and non-magical. Valuable objects can be summoned, but only in petty amounts. Things can't be conjured onto an occupied space.
Perks
Elemental Conjuration
Conjuration: 7-9: Roll+Wits (7+, no penalty) after conjuration to apply an elemental effect to your material. 10+: You don't need to roll.
Expert Conjuration
Conjuration: You can create an environmental advantage, explain how and take +1 forward when taking advantage of it.
Greater Conjuration
Conjuration: The sizes of objects you can summon are doubled.
Instant Summons
You can take a minute to mark a head-sized or smaller inanimate object with an invisible, magical seal. At any point you may recall this object into your possession. Only one item can be marked at a time.
Organic Conjuration
Conjuration: Additional Option: Summon an organic object, such as grease, blood, or food. It should be dog-sized at most, and not alive. Specify what.
Ranged Conjuration
Conjuration: You can summon materials into Near range.
Control Obscura
Take control of magical or machine-like items or willing lifeform. Roll+Wits.
On an unwilling targets, Roll+Wits-3. Control lasts 1d3+1 turns.
10+: You gain direct control of it's force or actions.
7-9: you direct its effects or empower it, but choose one:
- The control will fade quickly, subtracting 1 from controlled turns.
- It slips out of your control, creating additional, unwanted effects.
- You cannot use Control Obscura again until end of combat or you recover.
Perks
Wizard Eyes
When you have time and safety with a magic item you may ask the GM what it does, the GM will answer you truthfully.
Dispeller
Control Obscura: You can use Control Obscura to remove a magical effect from an area or object entirely.
Magistri Obscura
Control Obscura: +1 to control duration.
Enchanter’s Soul
When you have time and safety with a magic item, you can empower that item so that its effects are amplified the next time you use it. The GM will tell you exactly how.
Rewriter
Control Obscura: Against unwilling targets: Roll+Wits-2.
Transference
Control Obscura: With time and Safety, you may use Control Obscura to move the magical properties of one item to another.
Ethereal Weaponry
Manifest a weapon made entirely of magical force. Roll+Wits
7-9: Hold 5.
10+: Hold 7.
The magic takes a form you describe, it's damage is 1d6+Wits, it's speed is Medium and is used like a normal weapon. Hold is used when the weapon is successfully used in an attack or damages an object. When you're out of hold, the weapon vanishes. The weapon may be thrown or dropped, but cannot normally be picked up by another person.
At any point you may spend 1 hold to:
- Cleave through any non-magical and non-living material.
- Cause your Attack to ignore armor.
- Apply an additional elemental effect to the weapon.
- Strike first, regardless of enemy speed.
- Recall the weapon to your hand.
- Change the weapon's form.
Perks
Abyssal Weaponry
Ethereal Weaponry: The act of manifesting your weapon does not break stealth.
Ethereal Catalyst
Ethereal Weaponry: You may manifest a catalyst instead. It has 2 spell slots and 1d4+Wits damage. Casting with it spends 1 hold.
Ethereal Mastery
Ethereal Weaponry: +1 hold.
Force Back
Ethereal Weaponry: Additional hold option: Stun the enemy.
Intangential Awareness
Ethereal Weaponry: The weapon speed is always considered Fast.
Tangential Realization
Ethereal Weaponry: Additional hold option: Allow the weapon to be used by another person. Holds transfer to that person.
First Aid
Perform first aid, name the ailment you intend to treat on whom. Roll+Wits.
10+: Choose 2:
7-9: Choose 1:
- Remove an ailment.
- Remove a debility.
- Restore a quarter of their health.
Perks:
Careful Examination
First Aid: Outside of Combat: Options improve; Restore a Third of Their Health, Remove Two Debilities/Ailments.
Combat Medic
First Aid: 7+: Damage taken while using First Aid is halved. 10+: It is evaded. Effects may still apply.
Ephedrine
First Aid: Additional Option: Revive someone from Unconsciousness and heal them for 1d4.
Playing God
First Aid: Outside of Combat: Roll First Aid to revive a dead, in-tact target, once per target per session. They revive with 1 HP. The consequences of Death are still applied once the session ends.
Pills Here
First Aid: Additional Option: Target ignores all debilities until combat ends. After which, their HP is reduced to 1 and the effects return.
Triage
First Aid: Outside of Combat: You can apply your option to two people instead of one.
Possessor
Take control of another mortal, sentient creature of similar intellect within near range and act as them. Roll+Wits.
10+: Choose 3:
7-9: Choose 2:
- Your movements and mannerisms are a perfect imitation of their own.
- You speak just like them, using their inflections and tone.
- You may use Basic Moves as them, using their Might/Speed/Wits/Charm.
When in control of someone's body, your physical body is right where you left it and is vulnerable. You may take your target out of Near range once you have established control. You cannot take actions that would cause your possessed target imminent harm, or use their body to harm others in a way the target does not desire; attempting to do so breaks your control before it can happen. If you fail a move, you will also be driven out. Your target will know you are there. Once expelled, you cannot retake a target for that session or one in-game day.
Perks
Chainsnatcher
Possessor: You may use Possessor while in control of one target to jump to another. Take +1 forward if the next target trusts the first.
Downgrade
Possessor: Additional Option: Take control of a creature of lower intelligence.
Abyssal Tendrils
Possessor: You may use Possessor without breaking cover.
Evanescence
Possessor: Additional Option: Your target will know they were possessed, but will not know it was you that did it.
Somnapectist
Possessor: Additional Option: You can attack a target once while possessing someone, but they will drive you out after.
Unwaking Nightmare
Possessor: Additional Option: Your target can take non-fatal harm once, and you can still retain control of them.
Shapeshifter
To call upon the spirits and change your shape into that of an animal, roll+Wits.
10+: You change with no ill consequences.
7-9: Nature demands a heavy price for her favors, (GM choice).
- You may suffer a severe side effect, such as an immediate heat or disorder.
- You may find yourself unable to take certain kinds of actions, speech, loss of use of moves.
- You may be stuck in this form until you meet some session-achievable criteria.
- Something else the GM decides.
You may take the form of any animal, with the following guidelines:
- Your attack is now your unarmed attack, your defense is your unarmed defense.
- You gain all of it's movement and social advantages and disadvantages.
- You may still use moves and magic schools that do not require handling items or weapons.
- Your physical attributes adjust as follows:
- Large animals (no larger than a cow) take -1 Speed/+1 Might and +25% Damage, attacks are considered Slow.
- Medium animals (no larger than a goat) take no change to stats, attacks are Medium
- Small animals (no larger than a cat) take +1 Speed/-1 Might, -25% Damage, attacks are Fast
Perks
Adaptability
When you are in animal form and Saving Throw against a danger or harm that your form's adapted to, treat a miss as a 7-9.
Formcrafter
Shapeshifter: Choose a stat: Take +1 forward to the first use of that stat in animal form.
Formshaper
Shapeshifter: Add 3 HP or deal +1d4 damage while in an animal form. Choose which when you shapeshift.
Opposable Nothing
Shapeshifter: You can use a weapon or items in animal form if you can justify it.
Revert
Shapeshifter: When you take damage while transformed you may choose to revert to negate the damage.
Uncanny
Shapeshifter: 10+: Ignore the stat penalty for Large/Small forms, or take +1 on either Might or Speed for Meidum form
Spell Weaver
Weave primitive magical forces together to attack a target within Near range, Roll+Wits.
10+: Choose 3.
7-9: Choose 2.
6-: Spell Weaver is restricted for 3 turns, plus consequences.
- Enhance: Add +1d4 damage (stacks twice.)
- Quicken: The magic's casting time becomes considered 'Fast'.
- Attune: Add an element (stacks twice.)
- Extend: Range is increased to Long.
Base damage of the magic is 1d4. It is limited to Near range and is considered a Medium speed attack.
Perks
Attuned
Spell Weaver: Roll 1d5 where 1d4 is specified.
Broadened
Spell Weaver: Additional Option: Broaden: Name an additional target.
Impact
Spell Weaver: Additional Option: Impact: Knock the target back one range.
Titillate
Spell Weaver: Additional Option: Inflict 1d3 lust as a side-effect (stacks).
Overcharge
Spell Weaver: 1/Combat you can double the damage of Spell Weaver, at a cost of -2 Wits until combat ends.
Environmentalist
Spell Weaver: If applying an that matches the weather or general energy of the environment, add +1d4 damage. The GM will always tell you what element will qualify if any.
Summon Monster
Summon or create a monstrous companion, roll+Wits.
On a hit, a monster appears and aids you as best it can. It has only basic moves, a +0 modifier for all stats, 5 HP, and deals 1d6 damage.
10+: Add three of the following bonuses.
7-9: Add two of the following bonuses:
- +1 to a stat of your choice. (Stacking)
- It uses your main weapon's damage.
- It can use one of your skills (Stacking)
- It's very obedient.
- It has +5HP (Stacking)
The GM will tell you the type of monster you get based on the traits you select.
The monster's turn immediately follows your own.
The creature remains on this plane until it's reduced to 0 HP or you dismiss it.
Perks
Bisummonual
Summon Monster: You may summon two smaller monsters instead of one. Their HP and damage are halved. Other bonuses apply to both normally.
Greater Monstrosity
Summon a Monster: +1 bonus.
Evolution
Summon Monster: If a monster was recently destroyed, your next one gets +1 bonus.
Tender Care
Summon Monster: When not in combat, you may transfer an amount of your HP to your monster. No roll is required.
Sacrifice
Summon Monster: You may sacrifice your monster to recover 1d<It's current HP>.
Elemental
Summon Monster: You may summon an elemental, which absorbs damage from a basic element, but takes +25% against all other damage. It does +25% damage when using magic of that element.
Telekinesis
Manipulate an object, body of liquid, or creature of reasonable size and weight in Near range using only your mind or magic. Roll+Wits.
10+: Hold 3.
7-9: Hold 2.
Spend holds at any time to:
- Prevent the thing from being moved by another force.
- Make the thing move slowly in one direction to a location within sight.
- Launch the object in one direction toward a target destination at high speed.
- Manipulate it, such as jiggling, spinning, opening/closing, activating, etc.
You must concentrate while the object is in motion, otherwise that hold is lost.
For willing targets, objects smaller than a head, or with time and safety, rolling Telekinesis gets +1 hold.
You may attack a target with this move by rolling Volley with Wits.
Damage will be equivalent to having hit them with it up close, somewhere between 1d4 and 1d8.
Perks:
Upside-down
Telekinesis: Additional Option: Reverse gravity for an object, causing it to float until you run out of holds.
Nosebleed
Telekinesis: Sacrifice 5HP to take another hold when you've used your last.
Telefondle
Telekinesis: Additional Option: (2 Holds) Use a sexual move at a distance without rolling.
Bitchin'
Telekinesis: You can manipulate much, much larger, carriage-sized objects, You get one less hold and Telekinesis will be restricted three turns.
Hold It!
Telekinesis: Additional Option: Reduce the strength of someone's physical strike, reducing their damage by half.
Outreach
Telekinesis: Telekinesis can be used on objects in Long range.
Telepathy
Force yourself into the mind of a person you can see. Roll+Wits.
10+: Choose one.
7-9: Choose one. Telepathy cannot be re-used on the same target for that session.
- Implant: You implant a simple idea, belief, or “fact” in their mind. Until proven otherwise, they will believe it with every fiber of their being.
- Instruct: You give them a command that will not cause direct harm to themselves which they must obey immediately.
- Inspect: You glimpse a memory, desire, or secret. You can specify which exactly, if you have an idea of what.
- Forget: You force them to forget something important, but not life threatening or mission critical to them.
The target will know it was you who entered their mind, but will not know exactly what you did when you were there.
Perks
Defiler
Telepathy: Take +1 forward on sleeping, unconscious, or willing targets. They will startle awake immediately afterwords. 7-9 has no re-use drawback.
Infiltrator
Telepathy: Using telepathy doesn't break cover.
Messenger
Telepathy: You can message to someone you know, or someone you have met before regardless of the distance or sight. If they are willing, you can carry on a conversation.
Mindtaker
Telepathy: 10+: You may choose an additional option from the list.
Passenger
Telepathy: Additional option: You can observe their movements and read their intentions from their perspective as long as you continue using telepathy, even if they go out of range.
Whisperer
Telepathy: 7+: The target doesn't know it was you who entered their mind. 10+: The target doesn't know anyone entered their mind.
Transmutation
Twist a dog-sized, non-magical, inanimate mass to suit your ends, Choose an option and Roll+Wits.
- Alter: Change it from kind of material to another, with similar purity.
- Shape: Shapes a mass of earth, water, ice, metal, or similar to your liking.
- Resize: Double or halve the size.
- Repair: Repair it, restoring it to good condition.
- Break: Break it in half.
10: The object is changed immediately and without consequence.
7-9: The object is changed, but choose one:
- Your spell is only temporary, the affected object will return to its original state at some point.
- The effort takes an unusually long time, requiring you to continue the attempt while others might be able to act (at most 1 turn).
- Maintaining the effect requires all of your concentration, and you cannot take other actions besides moving without disrupting it.
Transmutations last indefinitely without the need to maintain them, they are now the new natural state of the object. Only physical properties are affected, magical properties or enchantments are not.
Perks
Animator
Transmutation: Additional Option: The object comes to life and has a will of it's own.
Fabricator
Transmutation: Additional Option: Convert raw materials into a finished object, instantly.
Decorator
Transmutation: Additional Option: Change the object's appearance, colours, smells or taste in a way of your liking.
Hacker
Transmutation: Transmutation can be used against magical objects, but their magical properties remain the same.
Modifier
Transmutation: You can modify objects as large as a bull.
Mutilator
Transmutation: These options can be used against a willing target, but cancelled by them at any time;
- Petrify: Turns them to stone making them invulnerable, but immobile.
- Wisp: Turns them into a mist. Incoming damage is halved, and they may move freely, but may not use moves.