Property:AWMoves

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'''A Friend of the Devil is a Friend of Mine''' - when you speak privately with a confessed or marked sinner you despise, roll+hard. On a hit, they reveal their most terrible misdeeds to you, no matter how secret; if they have nothing to tell you, they say what they think of you instead. On a 10+, also take +1forward against them. On a miss, it's your soul laid bare, your intentions toward them plain as day.<br/><br/> '''Hex''' - when you fork the sign of the evil eye at someone, roll+Weird. On a 10+ hold 2, on a 7-9, hold 1. Against an NPC, you may spend your hold 1-for-1 at any time to have calamity befall them - inflict 1-harm (ap). Against a PC you may spend your hold 1-for-1 at any time to interfere with that PC as though you had rolled a 10+ on interfere. In either case, the effects occur regardless of time, space, or distance between you. On a miss, they hold 2 against you against you under the same conditions.<br/><br/> '''Kiss of Death''' - when you go aggro or seize by force with your bloodthirsty mouth (3-harm hand loud messy), roll+weird instead of roll+hard. <br/><br/> '''You Think Evil Can Be Killed with Bullets?''' - when you go into battle, roll+weird. On a 10+, hold 3. On a 7-9, hold 1. You can spend your hold 1-for-1 to: * heal one segment of harm to yourself * ignore the effects of an attack upon you On a miss, everyone present identifies you as the foremost threat and responds accordingly�  +
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'''Acquisitive eye''' when you see, hear about, or otherwise come to know of a thing you want, roll+weird. On a hit, you can ask the MC questions. On a 10+, ask 3. On a 7–9, ask 2: * How can I make this mine? * Who will stand in my way? * Will my hoard accept it? * Who will try to take it from me once it’s mine? * What is this truly worth? On a miss, your face and body language betray your interest in the thing to anyone who’s paying attention.<br> '''Appraising eye:''' when you read a situation, on a hit, in addition to your other questions, you may ask this: * What’s the most beautiful, the rarest, or the most valuable thing here? When you read a person, on a hit, in addition to your other questions, you may ask this: * What’s the best thing your character owns, or the best thing your character’s carrying? '''Greed''': when you're defending your hoard, your greed makes you unstoppable.Being in the presence of the hoard counts as 2-armo- if your hoard is under attack. (If someone's just trying to kill you and it happens to be around your hoard, not so much.)  +
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'''Battle-hardened''' - when you act under fire, or when you stand overwatch, roll+hard instead of roll+cool. '''Fuck this shit''' - name your escape route and roll+hard. On a 10+, sweet, you’re gone. On a 7–9, you can go or stay, but if you go it costs you: leave something behind, or take something with you, the MC will tell you what. On a miss, you’re caught vulnerable, half in and half out. '''Battlefield instincts''' - when you open your brain to the world's psychic maelstrom, roll+hard instead of roll+weird, but only in battle. '''NOT TO BE FUCKED WITH''' - in battle, you count as a small gang, with harm and armor according to your gear. '''Insano like Drano''' - you get +1hard (hard +3). '''Oh Yeah''' - (from Faceless) Roll+hard to smash your way through scenery to get to or away from something. 10+, the scenery moved or smashed and you get what you want. On a 7–9 you get what you want and smash or move the scenery, but take 1-harm (ap), and are disoriented and under fire in follow-up actions, leave something behind, or take something with you. Think smashing through walls or pushing through burned out husks of cars.  +
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'''Battlefield instincts''': when you open your brain to the world’s psychic maelstrom, roll+hard instead of roll+weird, but only in battle. '''Insano like Drano''': you get +1hard (hard+3). '''Prepared for the inevitable''': you have a well-stocked and high-quality first aid kit. It counts as an angel kit (cf ) with a capacity of 2-stock. '''Wealth''': If your hold is secure and your rule unchallenged, at the beginning of the session, roll+hard. On a 10+, you have surplus at hand and available for the needs of the session. On a 7–9, you have surplus, but choose 1 want. On a miss, or if your hold is compromised or your rule contested, your hold is in want. e precise values of your surplus and want depend on your holding, as follows. '''Leadership''': when you have to order your gang to advance, regroup, hold position, hold discipline, or put their damn backs into it, roll+hard. On a hit, they do it. On a 10+, they snap to; take +1forward. On a miss, they do it, but you’ll hear about it later.  +
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'''Beast Of War''' - When you are in your suit, roll +Sharp instead of +Hard to seize by force or go aggro. Additionally, you count as a small gang when in battle, as long as you are in your suit.<br/><br/> '''All Tuned Up''' - When you get the chance to spend some time tinkering and tuning before an op, roll +Sharp: On a 10+ hold 3, on 7-9 hold 1. You can spend your hold one for one to take +1 on a roll during that op. On a miss, something’s gonna break down, the MC decides what and when.<br/><br/> '''Perfect instincts''' - when you’ve read a charged situation and you’re acting on the MC’s answers, take +2 instead of +1.<br/><br/> '''I See It All''' - improve your Sharp from +2 to +3.  +
'''Bonefeel''' - at the beginning of the session, roll+weird. On a 10+, hold 1+1. On a 7–9, hold 1. At any time, either you or the MC can spend your hold to have you already be there, with the proper tools and knowledge, with or without any clear explanation why. If your hold was 1+1, take +1forward now. On a miss, the MC holds 1, and can spend it to have you be there already, but somehow pinned, caught or trapped. '''Deep Insights''' - you get +1weird (weird+3) '''Oftener right''' - when a character comes to you for advice, tell them what you honestly think the best course is. If they do it, they take +1 to any rolls they make in the doing, and you mark experience. '''Reality’s fraying edge''' - some component of your workspace, or some arrangement of components, is uniquely receptive to the world’s psychic maelstrom (+augury). Choose and name it, or else leave it for the MC to reveal during play. '''Seeing souls''' - when you help or interfere with someone, roll+weird instead of roll+Hx.  +
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'''Breathtaking:''' you get +1hot (hot+3).<br>'''Artful & gracious:''' when you perform your chosen art — any act of expression or culture — or when you put its product before an audience, roll+hot. On a 10+, spend 3. On a 7–9, spend 1. Spend 1 to name an NPC member of your audience and choose one. (this person must meet me, this person musy have my services, this person loves me, this person must give me a gift, this person admires my patron) On a miss, you gain no benefit, but suffer no harm or lost opportunity. You simply perform very well.<br>  +
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'''Casual brain receptivity:''' when you read someone, roll+weird instead of roll+sharp. Your victim has to be able to see you, but you don’t have to interact.<br>'''Preternatural at-will brain attunement:''' you get +1weird (weird+3).<br>  +
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'''Direct-brain whisper projection''' - you can roll+weird to get the effects of going aggro, without going aggro. Your victim has to be able to see you, but you don’t have to interact. If your victim forces your hand, your mind counts as a weapon (1-harm ap close loud-optional). <br> '''In-brain puppet strings''' - when you have time and physical intimacy with someone—again, mutual or 1-sided—you can plant a command inside their mind. Roll+weird. On a 10+, hold 3. On a 7–9, hold 1. At your will, no matter the circumstances, you can spend your hold 1 for 1: <ul> <li>inflict 1-harm (ap)</li> <li>they take -1 right now</li> </ul> If they fulfill your command, that counts for all your remaining hold. On a miss, you inflict 1-harm (ap) upon your subject, to no benefit. <br> '''Deep brain scan''' - when you have time and physical intimacy with someone—mutual intimacy like holding them in your arms, or 1-sided intimacy like they’re restrained to a table—you can read them more deeply than normal. Roll+weird. On a 10+, hold 3. On a 7–9, hold 1. While you’re reading them, spend your hold to ask their player questions, 1 for 1: • What was your character’s lowest moment? • For what does your character crave forgiveness, and of whom? • What are your character’s secret pains? • In what ways are your character’s mind and soul vulnerable? On a miss, you infiict 1-harm (ap) upon your subject, to no benefit. '''Healing Touch''' - when you put your hands skin-to-skin on a wounded person and open your brain to them, roll+weird. On a 10+, heal 1 segment. On a 7–9, heal 1 segment, but you’re also opening your brain, so roll that move next. On a miss: First, you don’t heal them. Second, you’ve opened both your brain and theirs to the world’s psychic maelstrom, without protection or preparation. For you, and for your patient if your patient’s a fellow player’s character, treat it as though you’ve made that move and missed the roll. For patients belonging to the MC, their experience and fate are up to the MC. '''Lost''' - when you whisper someone’s name to the world’s psychic maelstrom, roll+weird. On a hit, they come to you, with or without any clear explanation why. On a 10+, take +1forward against them. On a miss, the MC will ask you 3 questions; answer them truthfully.  
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'''Fingers in every pie:''' put out the word that you want a thing — could be a person, could be somethin somethin, could even be just a thing — and roll+hot. On a 10+, it shows up in your establishment for you, like magic. On a 7-9, well, your people make an effort and everybody wants to please you and close is close, right? On a miss, it shows up in your establishment for you with strings wicked attached. <br><br> '''Everbody eats, even that guy:''' when you want to know something about someone important (your call), roll+hot. On a hit, you can ask the MC questions. On a 10+, ask 3. On a 7-9, ask 1: • how are they doing? what’s up with them? • what or who do they love best? • who do they know, like and/or trust? • when next should I expect to see them? • how could I get to them, physically or emotionally?<br><br> '''Dashiell Hammet ain't got nothing:''' when you take harm, make this move instead of the normal move. Roll+harm taken. On a 10+, choose 2. On a 7-9, choose 1:<br> • It's not so bad. Take -1harm.<br> • Take +1forward against your attacker.<br> Treat a miss on this move as a 7-9 hit on the normal harm move.<br><br> '''A devil with a blade''' - when you use a blade to go aggro or seize something by force, roll+hot instead of roll+hard.  +
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'''Fortunes''': fortune, surplus and want all depend on your followers. At the beginning of the session, roll+fortune. On a 10+, your followers have surplus. On a 7–9, they have surplus, but choose 1 want. On a miss, they are in want. If their surplus lists barter, like 1-barter or 2-barter, that’s your personal share, to spend for your lifestyle or for what you will. '''Charismatic''': when you try to manipulate someone, roll+weird instead of roll+hot. '''Fucking wacknut''': you get +1weird (weird+3). '''Unnatural lust transfixion''': when you try to seduce someone, roll+weird instead of roll+hot. '''Frenzy''': When you speak the truth to a mob, roll+weird. On a 10+, hold 3. On a 7–9, hold 1. Spend your hold 1 for 1 to make the mob: • Bring people forward and deliver them. • Bring forward all their precious things. • Unite and fight for you as a gang (2-harm 0-armor size appropriate). • Fall into an orgy of uninhibited emotion: fucking, lamenting, fighting, sharing, celebrating, as you choose. • Go quietly back to their lives. On a miss, the mob turns on you. '''Spooky intense''': when you do something under re, stand overwatch, or bait a trap, roll+weird instead of roll+cool.  +
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'''Fortunes:''' At the beginning of the session, roll+fortune.<br>On a 10+, your followers have surplus.<br> On a 7–9, they have surplus, but choose 1 want. On a miss, they are in want. If their surplus lists barter, like 1-barter or 2-barter, that’s your personal share, to spend for your lifestyle or for what you will.<br><br> '''Fucking wacknut:''' you get +1weird (weird+3).<br><br> '''Seeing souls:''' when you help or interfere with someone, roll+weird instead of roll+Hx.  +
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'''Fuck the Laws of Robotics''' - in your analysis, people are the problem. You dish out +1harm when fighting humans.<br><br> '''Not Very Good with People''' - when you attempt to '''''seduce or manipulate''''' and fail the roll, mark experience.<br><br> '''Preternatural at-will brain attunement''' - you get +1weird (weird+3)<br><br> '''Direct-brain whisper projection''' - you can roll+weird to get the effects of going aggro, without going aggro. Your victim has to be able to see you, but you don't have to interact. If your victim forces your hand, your mind counts as a weapon (1-harm ap close loud-optional).<br><br> '''In-brain puppet strings''' - when you have time and physical intimacy with someone - again, mutual or 1-sided - you can plant a command inside their mind. Roll+weird. On a 10+, hold 3. On a 7-9, hold 1. At your will, no matter the circumstances, you can spend your hold 1 for 1:<br> - inflict 1-harm (ap)<br> - they take -1 right now<br> If they fulfill your command, that counts for all your remaining hold. On a miss, you inflict 1-harm (a) upon your subject, to no benefit.  +
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'''Infernal Steed:''' when atop my steed...<br/> ...if you act under fire, add your steed's sight to your roll.<br/> ...if you seize by force, add your steed's power to your roll.<br/> ...if you go aggro, add your steed's power to your roll.<br/> ...if you open your mind to the psychic maelstrom, add your steed's sight to your roll.<br/> ...if you help or interfere with someone, add your steed's power to your roll.<br/> ...if someone interferes with you, add your steed's weakness to their roll.<br/> <br/> '''Conquest:''' when you and your steed lead a gang into battle, it counts as one size larger than it is.<br/> <br/> '''Good in a Clinch''' when you do something under fire, roll+sharp instead of roll+cool.<br/> <br/> '''Daredevil''' if you go straight into danger without hedging your bets, you get +1armor. If you happen to be leading a gang or convoy, it gets +1armor too.  +
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'''Leadership''' When your gang fights for you, roll +hard. On a 10+, hold 3. On a 7-9, hold 1. Over the course of the fight, spend your hold 1 for 1 to make your gang: *make a hard advance *stand strong against a hard advance *make an organized retreat *show mercy to their defeated enemies *fight and die to the last On a miss, your gang turns on you or tries to hand you over to your enemy. '''Wealth''' If your hold is secure and your rule unchallenged, at the beginning of the session roll +hard. On a 10+, you have a surplus at hand and available for the needs of the session. On a 7-9, you have surplus but choose 1 want. On a miss, or if your hold is compromised or your rule contested, your hold is in want.  +
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'''Leadership''' - when your gang fights for you, roll+hard. On a 10+, hold 3. On a 7–9, hold 1. Over the course of the fight, spend your hold 1 for 1 to make your gang:<br/> • make a hard advance<br/> • stand strong against a hard advance<br/> • make an organized retreat<br/> • show mercy to their defeated enemies<br/> • fight and die to the last<br/> On a miss, your gang turns on you or tries to hand you over to your enemy. '''Wealth''' - If your hold is secure and your rule unchallenged, at the beginning of the session, roll+hard. On a 10+, you have surplus at hand and available for the needs of the session. On a 7–9, you have surplus, but choose 1 want. On a miss, or if your hold is compromised or your rule contested, your hold is in want. The precise values of your surplus and want depend on your holding, as follows. '''Easy to Trust''' - when you try to seduce or manipulate another player’s character, roll+Hx instead of roll+hot. An NPC, roll+cool instead of roll+hot. '''Hypnotic''' - when you have time and solitude with someone, they become fixated upon you. Roll+hot. On a 10+, hold 3. On a 7–9, hold 2. They can spend your hold, 1 for 1, by:<br/> • giving you something you want<br/> • acting as your eyes and ears<br/> • fighting to protect you<br/> • doing something you tell them to<br/> For NPCs, while you have hold over them they can’t act against you. For PCs, instead, any time you like you can spend your hold, 1 for 1:<br/> • they distract themselves with the thought of you. they’re acting under fire.<br/> • they inspire themselves with the thought of you. they take +1 right now.<br/> On a miss, they hold 2 over you, on the exact same terms '''Towering presence''' - when you give someone an order or a warning, roll+hard. On a hit, they choose:<br/> • they do it, following your order or heeding your warning.<br/> • they freeze.<br/> • they back away, hands where you can see them.<br/> • they attack you.<br/> On a 10+, take +1forward against them as well. On a miss, they do what they like and you take -1forward against them. '''Hold''' <li>Manufactory</li> <li>Sophisticated Armory</li> <li>Tall, deep, mighty compound</li> <li>Large population</li> <li><strike>Lazy and drug stupored</strike></li> <li>Pack of fucking hyenas</li> <li>Large gang instead of medium, 60 violent people or so</li>  
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'''Off the Leash''' - whenever you're about to do something you don't always do, turn to the person who holds your leash. Ask them:<br> <ul> <li>Do I think you'd be cool with this?</li> </ul> If you do think they'd be coole with it, then no problems. If you don't think they would, you can do it anyway you want, but first roll+hot. On a 10+, cool, carry on. On a 7-9, they can choose to erase one of your stat highlights, as though they'd hit you with '''seduce or manipulate''' and given you the stick. On a miss, they don't hold your leash anymore. Choose someone else to hold it (whether they want to or not).<br> '''Frenzy''' - When you speak the truth to a mob, roll+weird. On a 10+, hold 3. On a 7–9, hold 1. Spend your hold 1 for 1 to make the mob:<br> <ul> <li> Bring people forward and deliver them. <li> Bring forward all their precious things. <li> Unite and fight for you as a gang (2-harm 0-armor size appropriate). <li> Fall into an orgy of uninhibited emotion: fucking, lamenting, fighting, sharing, celebrating, as you choose. <li> Go quietly back to their lives. </ul> On a miss, the mob turns on you. '''Consummate performer''': when you’re in front of an audience (MC’s call), you get +1 to any rolls you make.  +
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'''Pack alpha''': when you try to impose your will on your gang, roll+hard. On a 10+, all 3. On a 7–9, choose 1: • they do what you want • they don’t fight back over it • you don’t have to make an example of one of them On a miss, someone in your gang makes a dedicated bid to replace you for alpha. '''Fucking thieves''': when you have your gang search their pockets and saddlebags for something, roll+hard. It has to be something small enough to fit. On a 10+, one of you happens to have just the thing, or close enough. On a 7–9, one of you happens to have something pretty close, unless what you’re looking for is hi-tech, in which case no dice. On a miss, one of you used to have just the thing, but it turns out that some asswipe stole it from you.  +
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'''Pack alpha:''' when you try to impose your will on your gang, roll+hard. On a 10+, all 3. On a 7–9, choose 1: • they do what you want (otherwise, they refuse) • they don’t fight back over it (otherwise, they do fight back) • you don’t have to make an example of one of them (otherwise, you must) On a miss, someone in your gang makes a dedicated bid, idle or serious, to replace you for alpha. <br/><br/> '''Fucking thieves:''' when you have your gang search their pockets and saddlebags for something, roll+hard. It has to be something small enough to fit. On a 10+, one of you happens to have just the thing, or close enough. On a 7–9, one of you happens to have something pretty close, unless what you’re looking for is hi-tech, in which case no dice. On a miss, one of you used to have just the thing, but it turns out that some asswipe stole it from you. <br/><br/> '''Merciless:''' when you inflict harm, inflict +1harm. <br/><br/> '''Deep brain scan:''' when you have time and physical intimacy with someone—mutual intimacy like holding them in your arms, or 1-sided intimacy like they’re restrained to a table —you can read them more deeply than normal. Roll+weird. On a 10+, hold 3. On a 7–9, hold 1. While you’re reading them, spend your hold to ask their player questions, 1 for 1: <br/> • What was your character’s lowest moment?<br/> • For what does your character crave forgiveness, and of whom?<br/> • What are your character’s secret pains?<br/> • In what ways are your character’s mind and soul vulnerable?<br/> On a miss, you inflict 1-harm (ap) upon your subject, to no benefit.  +
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'''Ravenous:''' in the presence of the moment of death, any action you undertake, other than to seek it directly and urgently and consume it in rapture, is under from the intensity of your contamination's craving.<br/><br/> '''Hive mind:''' you share thoughts and senses with others who share your contamination. At any time, you can ask the MC what they're seeing, hearing, feeling, and thinking about, and you can read them if you choose, even from afar. At any time, you can also ask the MC if there are others who share your contamination, and who, or who's new.<br/><br/> '''Degeneration:''' at the beginning of the session, roll+hot. On a 10+, rewrite your looks slightly for the better. On a 779, rewrite your looks slightly for the worse. On a miss, rewrite your looks significantly for the worse. Rewrite freely, not limited to choosing new looks options from your list.  +