Property:USMoves
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This is a property of type Text.
G
'''Faerie Magic:''' Whenever you use a Faerie power, choose 1:
*Mark corruption
*You owe your monarch a Debt
*Suffer 1-harm (ap)
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'''Draw Back the Curtain:''' When you Escape, add this option to the list:
*You escape to your homeland, for better or worse.
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''''In Our Blood: '''' When you trick someone, roll with Heart instead of Mind.
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'''Words Are Wind:''' When someone breaks a promise to you or lies to you and you ind out, they owe you a Debt and you take +1 forward against them. +
M
'''Foretellings:''' At the beginning of the session, roll with Spirit. On a 10+, hold 2. On a 7-9, hold 1. During the session, you can spend your hold to declare that something terrible is about to happen. You (and your allies) take +1 ongoing to avoid the impending disaster. On a miss, you foresee the death of someone important to you and take -1 to all rolls to prevent it.
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'''Psychometry:''' Whenever you study and examine an interesting object, oll with Spirit. On a 10+, ask 3. On a 7-9, ask 1:
*What is the history of this object?
*What bans, wards, or limits are attached to this object?
*Where does this object belong?
*What secrets or mysteries has this object been privy to?
*What strong emotions have most recently been near this object?
On a miss, the emotion of the object overwhelms you and you take -1 ongoing for the scene.
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'''Skim the Surface:''' When you touch someone, you can read their surface thoughts. Roll with Spirit. On a 10+, ask 3. On a 7–9, ask 1:
*What is your character thinking about right now?
*Who are you protecting?
*Why are you keeping secrets?
*What is your character’s hidden pain?
On a miss, you inlict 1-harm (ap) on them and yourself. +
J
'''Manifest:''' Regular people can’t sense or interact with you unless you manifest. You manifest by spending a few quiet moments concentrating and choosing 2:
* You can be heard.
* You can be seen.
* You can touch and be touched by the physical world.
You may mark corruption to instead choose 1 or all 3.
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'''Phantasm:''' Take +1 Spirit (max +3).
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'''Won’t be Ignored:''' When you Get in the Way of someone, treat your roll as a 10+ without rolling. If you Distract an NPC, roll with Spirit instead of Mind.
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'''“Wall? What wall?”:''' You always have an opening to Escape. You can choose an additional option off the list to bring someone with you. On a miss, you attract the attention of dangerous spirits and ghosts in the area. +
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'''Snoop:''' When you keep an eye out for trouble, roll with Mind. On a 10+, hold 3. On a 7-9, hold 1. While you’re there, spend your hold to ask the MC questions, 1 for 1:
*What’s my best way in/out?
*Who or what here is not what they seem?
*What happened here recently?
*What here is the greatest danger to me?
*Whose turf is this?
On a miss, you find yourself in over your head. The MC will tell you why this is a bad spot.
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'''Book Learnin’:''' When you encounter a new type of supernatural creature,
roll with Mind. On a hit, the MC will tell you a bit about it and how it can
be killed. On a 10+, ask the MC a follow-up question; they will answer it honestly. On a miss, you misread the creature; the MC tells you how.
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'''Sharpshooter:''' When you Unleash with a firearm, roll with Mind instead of Blood.
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'''Did Your Homework:''' When you Put a Face to a Name with someone politically important (your call), roll with Mind instead of Faction. On a hit, you know a dangerous secret about them or their political machinations. On a 10+, you know how to leverage that information; take a Debt on them as well. On a miss, your snooping has already landed you in hot water with your target; they know you’ve been looking into their business.
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O
* '''The Devil Inside:''' When you assume your demon form, roll with Blood. On a 10+, choose 2. On a 7-9, choose 1. On a miss, choose 1 and you owe your patron a Debt.
** Gain armor+1
** Heal 2-harm
** Inflict +1 harm
** +demonic weapon (3-harm hand or 2-harm close)
** +demonic movement (flight, flaming motorcycle, etc.)
If you’re working a job for your patron, choose 1 more. If you mark
corruption, choose 1 more.
* '''Don’t Look at Me:''' When you Mislead someone, roll with Heart instead of Mind.
* '''Invocation:''' You may Cash in a Debt with someone to appear in their presence. Others may Cash in a Debt with you to have you appear as well.
* '''Deadly:''' When you inflict harm, increase the harm by 1.
* '''Tough as Nails:''' You get 1-armor. Blessed or holy sources ignore your armor. Weapons designed to stun or impair you have no effect.
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