Trace: statless_moves

statless_moves

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Personal Deity

You serve and worship some deity or power which speaks to you and through you. Give your god a name. When you petition your deity according to the precepts of your religion, you are granted some useful knowledge or boon related to your deity’s domain. The GM will tell you what.

Choose a domain for your deity, here are examples:
Bloody conquest. Civilization. Healing and restoration. Knowledge and hidden things. Mercy for the downtrodden. Those lost and forgotten. Time and the passing seasons. What lies beneath.

Choose one precept of your god:
Your god believes in trial by combat, and is petitioned through personal victory.
Your god desires sacrificial rites, and is petitioned through offerings of such.
Your god is secretive and insular, and is petitioned through the gaining of secrets.
Your god preaches the sanctity of suffering, and is petitioned by such.
Your god is vain, greedy, or desires perfection, and is petitioned by crafting treasures in its image.
Your god is natural, and is petitioned by tending to the health of the natural world around you.
Your god is a horny SOB, and is petitioned by grand, decadent orgies in its name.
Your god desires its worship to be spread across the land, and is petitioned by expanding its church.
Your god teaches that only through deprivation can enlightenment be had, and is petitioned by asceticism.
Your god communes with you through ecstatic visions, and is petitioned by your bouts of madness.
Your god is evangelical, and is petitioned through the conversion of others.

Perk

Divine Intervention
When you commune with or petition your deity, you get one hold and lose any hold you already had from this move. Spend that hold when you or an ally take damage to call on your deity, who intervenes with an appropriate manifestation and negates the damage.

Defender of the Faith
When you petition your deity, you are also told who poses the greatest threat to you or your faith, and why. Take +1 forward the next time you meet this threat.

Orison for Guidance
When you sacrifice something of value to your deity and pray for guidance, your deity tells you what it would have you do. If you do it, mark experience.

Suffering Prometheus
When you have suffered while helping or protecting others, you may recover 1d4 HP when you have a little time to recover.

Apotheosis
The first time you spend time in prayer as appropriate to your god after taking this move, work with your GM to choose a feature associated with your deity (rending claws, wings of sapphire feathers, an all-seeing third eye, etc). When you emerge from prayer, you permanently gain that physical feature.

Haruspex
When you petition your deity according to the precepts of your religion, you may also ask the GM any one question. The GM will answer truthfully. You or your allies take +1 forward when acting on the answer.

Keeper of Curios

You keep a collection of curios, which follow some sort of theme. Your collection does not take up a gear slot, and contains a variety of useful things collected throughout your travels.
When you take a few moments to dig through your collection for something useful, describe what you're looking for and what you want it to do. Your selection is vast, but the GM will tell you one to four of the following:

  • It is either consumable or faulty, and will only work once
  • It was not intended to be used for this
  • It will take a lot of time and effort to use properly
  • It won't work unless you _
  • The curio's effects are incredibly specific
  • You get something close to what you want, but not quite
  • You'll need help from _ to use it safely

Items from collection cannot be traded off to others (why would you just give away your precious!?) and cannot be sold.

Perks

Wealth and Taste
When you make a show of flashing around a valuable possession, choose an NPC present. They will do anything they can to obtain your item or one like it.

Amenities
Choose one type of resource: adventuring gear, weapons, ammo, bandages, or rations. When you spend a minute looking through your collection, restock 1-use of the chosen resource.

Always Bring a Spare
Once per session, when you use a healing consumable, you may ignore spending one of the charges.

Identify
When you spend some time and safety testing and analyzing something, the GM will tell you what it does and how you use it.

Connoisseur
When you determine that something recently found is particularly valuable, describe what about it makes it valuable. You can add or remove any one tag from it, or you can describe some specific function it has that other things like it do not have.

Quality Goods
When you use Keeper of Curios, after the GM gives you the curio's conditions, you may veto one of them.

Experiment

When you wish to perform an experiment to change someone or something, tell the GM what you're trying to achieve. These experiments are always possible, but the GM will give you one to four conditions, such as:

  • It requires the fluids of a…
  • …will know or hear about it
  • You'll need to travel to…
  • It will require a lot of money
  • You'll need a rare component
  • The best you can do is a lesser or limited version
  • It will take a while before the potion takes effect

Perks

Reattach
You are able to reattach body parts, such as severed limbs or appendages. It takes you an hour and you’ll need the original body part or one that is similar to the original. The body part is as good as new.

Attachment Disorder
You can use Reattach to add entirely new or strange parts to yourself or others. New fingers, eyes, or even whole limbs. Additionally, the replacement parts don't have to be similar. But beware, the stranger and riskier the part, the worse the side effect or complications could be…

I Am Evolution
When you are afflicted by transformative magics or chemicals, take +1 forward.

Alteration
When you have a few moments with an object, you may perform a cosmetic alteration. Choose one aspect:
• Clean it, Soil it, Cool it, Warm it, Wet it, Dry it, Flavor it, Scent it, Color it

Lab Assistant
When you perform an experiment with the help of a partner, ignore one of the stated conditions.

Test Subject
When the subject of your experiment is yourself, you may waive one of the stated conditions from the GM.

Charming and Open

When you speak frankly with someone, you can ask their player a question from the list below. They must answer it truthfully, then they may ask you a question from the list (which you must answer truthfully):

  • How can I get you to …?
  • What are you feeling right now?
  • What do you most desire?
  • What do you wish I’d do?
  • Whom do you serve?

You can lie, but then you can't use this move on them again. Perks Social Climber
When you set your heart on achieving a certain social position, the GM will sketch out a relationship map or diagram to help you plot your approach. Working together, make note of a number of useful circumstances equal to your level, and take +1 forward when you make use of them. You can only work towards one position at a time.

Unforgettable Face
When you meet someone you’ve met before (your call) after some time apart, you take +1 forward against them

Always a Warm Bed
When you first enter a civilized settlement, someone who respects the custom of hospitality to your kind will take you in as their guest.

Disarming and Open
When you use charming and open, you may also ask this:
• How are you vulnerable to me?
Your subject may not ask this question of you.

Wide Wanderer
You’ve traveled the wide world over. When you arrive someplace ask the GM about any important traditions, rituals, and so on, they’ll tell you what you need to know.

Seen That Before
When you return to a civilized settlement you’ve visited before, tell the GM when you were last here. They’ll tell you how it’s changed since then. Additionally, at your option, name a person you met here or something you left behind.

Hardened Resolve

When one of your hooks gets you into big trouble or causes you great suffering, hold 2 RESOLVE instead of any XP or other benefits, and consider what you must do next. When you act on your determination, spend 1 RESOLVE to pick 1:

  • - Inspire … (an NPC) to follow your lead.
  • - Set aside fear and doubt to do what must be done.
  • - Act suddenly, startling or catching them off-guard.
  • - Throw off the effects of being stunned, confused, or charmed.
  • - Add +2 damage to your attack and scar, mark, or diminish them in some way.
  • - Stand fast, keeping to your feet, your position, and/or your course despite what befalls you.

You may hold up to three RESOLVE at a time, and you lose all RESOLVE once you have done what must be done.

Perks

Full of Determination
When one of your hooks causes you to gain 2 RESOLVE, you gain an additional RESOLVE.

Big Damn Hero
When you leap into danger to rescue someone, hold 1 as if you’d rolled a hit to Defend. You can spend your hold as normal to Defend or to:
- Draw all attention from your ward to yourself .
- Give your ward an opportunity to escape.

Resourceful
When you Defy Danger and miss, ask the GM a question from Discern Realities after they describe what happens. Take +1 forward to act on the answer.

Something To Remember Me By
Once per battle, you may spend hold from Defend to deal half of your damage to the attacker and scar, mark, or diminish them in some way. The GM will say how.

I Get Knocked Down
When you take damage despite your best efforts to avoid it, you can choose to halve the damage but pick 1 of the following:
- You lose something: your footing, position, grip, etc.
- Something on your person breaks.
- You’re out of it for a moment.
Whatever your choice, the GM will describe the details.

Retribution
When you have engaged a foe in melee and they break off or make an attack that doesn’t include you, you may deal half of your damage to them.

Homemaker

You are the homemaker of a household, perhaps wealthy or influential, but definitely important. When you request an item from your household, as long as it is not unique, roll+nothing. On a 10+, your household has plenty to spare. On a 7-9, you are supplied with the item, but your household is exhausted until you put it back in order, by doing any one of the following:

  • Tend to the problems of a dissatisfied member of the household.
  • Spend some time helping out a new, different household.
  • Spend time in your quarters reorganizing your supplies.
  • Take a full tour of your household, correcting any errors you encounter.
  • Once you put your household back in order, you can once again use this move. On a miss, your household is in disarray.

Perks

Shop From Home
When you Hustle from your household or the lands it adjoins, treat any miss as if you had rolled a 7-9 instead. If you Hustle and you're looking for skilled or unskilled labor, you attract twice as many prospective recruits.

Cultured Host
When you provide hospitality to someone, take +1 forward to discern realities or spout lore about them, or parley with them.

A Long and Storied History
When you spout lore about your house, its lands, or the people of its lands, take +1. When you roll Homemaker, take +1 to the roll.

Head of Household
When you roll Homemaker, take +2 to the roll.

Collateral Loan
When you have to cover a huge expense, you may do so at the cost of exhausting your household's resources, until you put them back in order. Treat it as a 7-9 on Homemaker, but the GM chooses your option.

True Homebody
No matter where you are, you always know either a long and safe way or a shorter and more dangerous road home to your household. Your choice. When you stay at home and hear the problems of your household, the GM will tell you of at least one opportunity within your household or the areas surrounding it.

statless_moves.1526860307.txt.gz · Last modified: 2021/07/30 13:51
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