Property:TWMoves
From AAFNRPWiki
Jump to navigationJump to search
This is a property of type Text.
R
'''Contained Wrath''': When you Surrender to Weariness, do not add your Weary to the roll. When you Blow Off Steam by physically exerting yourself, roll with Training instead of Luck.<br><br>
'''Sensible Leadership''': When you give someone a direct order and they follow it, they mark Experience. When someone gives you good advice and you take it, you mark Experience.<br><br>
'''Elite Veteran''': When you Rely On Your Training, mark jaded to treat your roll as 10+, even after rolling.<br> +
'''Divine Agent:''' You worship a deity that embodies one of the following: war, hunting, law, hearth and home, commerce, travel, secrets, seas and rivers, art, building, love and sex, celebration, '''death and dreams'''. When you encounter something related to your deity’s focus, ask the MC a question about it, and they will answer you honestly: take +1 forward when acting on the answer. <br>
'''Healthy Discourse:''' When you engage someone in philosophical,
moral, or ethical debate, roll with Valour. On a 10+, choose 2. On a
7-9, choose 1:<br>
► They must mark Weary or Jaded, their choice<br>
► You gain Camaraderie with them<br>
► You remove a point of Weary<br>
► If they concede the point to you, they mark Experience<br>
On a miss, you lose esteem with those around you; mark Weary or
Jaded.<br>
'''Final Blessing:''' (Jaded move) Mark Jaded when a comrade dies in your presence to heal 1 harm, take +1 forward, and mark Experience. If you had a hand in their death (MC’s call), mark Jaded again. +
L
'''FOX MOVES'''<br>
'''Spirit Walk''': When you have time, safety, and the chance to retreat into nature, you may slip free of this world to walk with the spirits. Choose 2:<br>
►► You temporarily sever the Shadow’s control over a person or place<br>
►► You reappear in a different place than where you started<br>
►► You can take a few willing souls with you<br>
►► You can ask the spirits a question, and they will answer it honestly<br>
►► You leave something behind for safekeeping<br><br>
'''Eyes in the Sky''': You may mark an animal’s forehead (with dirt, mud, or blood) to see through their eyes no matter the distance between you. When you Look Beyond this way, roll with Luck instead of Cunning, and treat a miss as a 7-9 instead.<br><br>
'''JADED MOVES'''<br>
'''Evil Eye''': When you have access to a piece of someone’s personal belongings, mark Jaded to ask the MC their location, their mood, and their health; she will answer you honestly.<br><br>
'''Supernatural Alertness''': When you are caught off-guard, mark Jaded to act before anyone else does and take +1 ongoing for the scene.<br><br>
'''Protecting Spirits''': When you suffer harm, you may mark Jaded instead.<br><br> +
R
'''Mender''': When you heal another character’s wounds, roll with Cunning. (If they are a PC, they don’t roll to Lick Their Wounds.) On a hit, they recover harm. On a 10+, choose 2. On a 7-9 choose 1:<br>
- You do it quickly and cleanly<br>
- They don’t need significant bedrest to recover<br>
- You gain Camaraderie with them<br>
- One of you lowers their Weary by 1 (your choice)<br>
If you spend 1 Camaraderie with them, add +2 to your roll (choose after rolling). On a miss, they still recover harm, but something unrelated goes wrong.<br><br>
'''Step Into My Parlour''': When someone comes to you with threats, demands or to ask a favour, choose one:<br>
- They lose 1 Camaraderie with you and you gain 1 Camaraderie with them<br>
- Take +1 ongoing against them for the scene<br>
- Look Beyond them as if you rolled a 10+<br> +
Y
'''Quick and Quiet''': When on Recon and Lookout, treat a miss as a 7-9 and a 7-9 as a 10+.<br>
'''Told Ya So''': When you give someone advice and they ignore you, they take -2 forward. Later, when you remind someone of past advice you gave them that they ignored, choose one:<br>
- Gain Camaraderie with them<br>
- Lower your Weary by 1<br>
'''Sharp-Eyed''' When you Look Beyond, take +2 instead of +1 to rolls when acting on the answers; on a hit, ask an additional question
'''That Looks Fun''' Mark Jaded to use a move from another playbook, excluding
Jaded moves.
'''Between the Cracks''' Mark Jaded to gain entry someplace you have no business
being. Mark a second Jaded to bring others with you.
'''Snoop Mark''' Jaded to appear in a scene. You were actually hidden there all along
and heard everything that was said.
'''This Can’t End Well''' Mark Jaded to ask the MC if a current course of action is wise
or foolish. If it’s wise and you continue, mark Experience; if it’s foolish and you
continue, mark Jaded. +
T
* '''Tough Ol’ Bear''': When you Suffer Great Harm or Lick Your Wounds, you may roll with Training instead.
* '''Sensible Leadership''': When you give someone a direct order and they follow it, they mark Experience. When someone gives you good advice and you take it, you mark Experience.
* '''Contained Wrath''': When you Surrender to Weariness, do not add your Weary to the roll. When you Blow Off Steam by physically exerting yourself, roll with Training instead of Luck.
* '''Your Own Woman''': During the Start of Session, you choose the two moves you will be highlighting. At the End of Session, you also choose someone you think benefited from your skills and gain Camaraderie with them.
* '''Mama Bear''': When someone important to you feels threatened or is in danger, roll with Valour. On a hit, you show up right there and then with or without explanation. On a 10+, you take +1 ongoing for the scene. On a miss, the MC will tell you when you show up, and you’re not going to like it.
* '''Strength in Numbers''': When you Need a Hand and get it, you can spend a Camaraderie to increase a miss to a 7-9 instead of the usual +1.
+