Trace: statless_moves

statless_moves

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Armor Mastery

When you let your armor take the brunt of the hit, stake at least 1 point of armor (but no more than 3) and roll+armor staked.
On a 10+, you only lose one point of armor, from your gear, shield, or whatever else is your armor source. Any other harm is nullified.
On a 7-9, you lose the points of armor staked, from your armor source(s). Only damage is ignored, any other type of harm still happens.
You can regain these armor points by spending an hour or so mending your armor. If Armor Mastery leaves an armor-granting item with 0 armor, it's irreparably destroyed.

Perks

Armorer
When you Recover, you can repair a damaged armor for 1 point of armor. If you have access to a forge, you can restore any suit of broken armor to its original condition.

Blacksmith
When you Recover, you can polish all of your weapons for +1 damage forward or +2 piercing forward each. If you have access to a forge, you can restore any broken weapon to its original condition.

Blowback
If your armor completely negates the damage from an attack, you may roll your damage twice and deal the worse result to your attacker, using a fast weapon.

Looking Fab
You have two extra slots, available for articles of armor or clothing.

Armored Perfection
When you make your armor take the brunt of the harm, on a 12+, you can deal your damage to your attacker with a melee or ranged weapon.

Hand Me Down
Reducing your armor thanks to Armor Mastery doesn't leave it irreparably destroyed, even if it's at 0 armor. Armor cannot be reduced below 0. When you use Armor Mastery, you may reduce the armor values of your accessories instead of your armor or shield, if your accessory grants enough armor.

Arcane Moves

When you draw on a place of power to create a magical effect, tell the GM what you’re trying to achieve. Ritual effects are always possible, but the GM will give you one to four of the following conditions:
It’s going to take a long time.
First you must .
You’ll need help from
_.
It will require a lot of money.
The best you can do is a lesser version, unreliable and limited.
You and your allies will risk danger from _.
You’ll have to disenchant
to do it.

Perks

Better Ritual
The GM can only give you up to three conditions, rather than four max.

Ritualist
Remove the following from the list of possible conditions for Arcane Ritual:
• It will require a lot of money

Self-Powered
When you have time, arcane materials, and a safe space, you can create your own place of power. Describe to the GM what kind of power it is and how you’re binding it to this place, the GM will tell you one kind of creature that will have an interest in your workings.

Best Ritual
You choose one of the conditions, and specify the details. The GM chooses the other(s).

Instant Effects
Remove the following from the list of possible conditions for Arcane Ritual:
• It will take days/weeks/months before the ritual takes effect

Dowsing Rod
You may always ask the GM where the closest place of power is, and get an honest answer.

statless_moves.1525372396.txt.gz · Last modified: 2021/07/30 13:51
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