Showing posts with label Moves. Show all posts
Showing posts with label Moves. Show all posts

Tuesday, 22 March 2016

Stat Moves - Spirit - Wield Magic

When you draw on forces of magical power, seeking to bend them to your will then you must Wield Magic. This Move is considerably safer if the wielder has taken magical Trait as part of their background.

Characters have a Magical Power track equal to their Spirit. A character with magical training may have Power equal to double +Spirit. Every attempt at manipulating magic will initiate this Move and draw on this power.

WIELD MAGIC (+Spirit)
When you draw on the power of magic then Roll +Spirit

On a 10+, the magic works fully as intended and Choose two.
On a 7-9, the magic works and Choose one. The GM can also make a Move in which you may suffer harm, unpredictable consequences of the magic, create a complication or a hard choice


  • A mighty power that inflicts +1 Harm, if a damaging effect
  • A mighty power that reduces the effectiveness of the target’s armour by 1 if a damaging effect
  • The awe inspiring power of your magic unnerves your opponent. You are at an Advantage(+1) going forward
  • Your spell has an area of effect that affects a group of opponents within Close range.
  • The perfect casting costs you no Power
  • In the face of power beyond realms you see the beauty of this life. Recover 1 Resolve.
  • You can keep your opponents at range if you wish and they are not able to engage you with any sort of immediate attack


On a 6-, you are ineffective and can only watch, slack jawed, as the GM makes a magical backlash Move. Lose two Power

Stat Moves - Armour - Take the Hit!

The world of Kalland is full of danger. Despite all precautions and puissant skill, charaters will be faced with having to Take the Hit! Any time the GM makes a Move that could cause Harm to a character then use this Move.


Damage is typically rated as a number of ‘Harms’. This determines the severity of the wound and places where it should fall on the Wound Track. So, a Harm 2 blow would be a Major wound. If the character already has a Major Wound then damage rolls up to the next level becoming Severe. If Severe is already taken then it bumps up again to Critical.


  1. Minor
  2. Major
  3. Severe
  4. Critical
  5. Fatal


This Move encompass dodging, parrying or moving to best absorb the hit. The Stat used is +Armour. A greater success success (13+) will reduce Harm by three. A success (10-12) reduces by two and a Partial success reduces Harm by 1.


If multiple small sources of harm would happen all at once (hail of arrows, a horde of goblins, etc..), they should be considered as one source and given an appropriate severity. Refer to the severity guidelines below.


The GM may call for an armour reduction or, for weapons with the ‘Piercing’ tag, ignore a character’s armour altogether. If a character is hit by an armour piercing weapon, they Take the Hit! without adding their armour value to the roll.


Large beast damage: Large Beasts automatically reduce the severity of incoming harm
by one, unless the weapon is rated as 'Felling’


Minor Injury
Brawling, short falls, debris.
Bruises, cuts.


Major Injury
Melee weapons, claws/fangs
Lacerations, broken bones, burns. etc, fire.


Severe Injury
Large claws, huge weapons, long falls,
Weapon wounds, broken limbs, organ damage.


Critical Injury Very Large Beasts, magical explosive epicenter.
Dismemberment, organ failure, disfigurement.


Death, disintegration, gory chunks, red mist, dog food.


TAKE THE HIT (+Armour)
When you would suffer harm, the GM will tell you the Severity (1. Minor, 2. Major, 3. Severe, 4. Critical or 5. Fatal). Roll+Armour.


On a 13+, the severity is reduced by three levels.
On a 10-12, the severity is reduced by two levels.
On a 7-9, the severity is reduced by one level
On a 6-, you also suffer debilities, incur costs/troubles, or suffer an injury of a greater severity, at the GM’s discretion.

Stat Moves - Influence - Persuade

Smooth velvety tongues, stirring rhetoric, dazzling charisma, a quiet confident presence, the Persuade Move is used to get others to do what you want. Persuade will be effective with NPCs who can follow your suggestions without going against their own beliefs or greatly endangering them. This Move can also be used when influencing your own followers or those that are indebted to you.

As the NPCs carry out the necessary actions to fulfil your wish, they will initiate other Moves through you. If you have requested them to Make a Difference then they will do so, but be the ones that suffer any consequences. If they are fighting on your behalf then they may be wounded or suffer other deprivations.

Persuade is also used to direct long-term schemes and large-scale tasks that require significant manpower.

On a (7-9) partial success, the NPC’s willingness to carry out actions is reduced so that they may only carry out part of the task. Depending on the nature of the request NPCs might be disgruntled, wounded, intoxicated, diseased, in a jail or socially ridiculed. Whatever the issue, it will follow from the nature of the request and needs ot be described so that a further attempt can be made to complete the task.


PERSUADE (+Influence)
When you seek to persuade an individual or group that is inclined to follow your orders, Roll+Influence.

On a 10+, they follow those orders to the best of their ability, though there may be costs in time, resources or personnel.

On a 7-9, as above, but their disposition or effectiveness has been significantly impacted in some way. These followers will not accept a new Persuade until those issues have been dealt with.

Stat Moves - Bright - Heal

In the heat of battle or in the stillness of a lonely village, the healer will bring comfort and save lives. This Move treats injuries caused in battle and, with appropriate Traits, other ailments, diseases and more complicated problems can be treated.

On a partial success, further Heal attempts prove futile until the character can be At an Advantage thanks to access to better facilities or a place of magical healing.

When attempting to Heal, the character needs to have access to herbs, bandages, twine, needle, splints and a hot sharp knife.

Treat a single minor, major or severe injury. This heals a single injury of the chosen severity. Rub out the cross in that wound box.

Treat a minor debility. This treats a variety of minor afflictions, such as intoxication, dizziness, unconsciousness, nausea, agony, etc.

Stabilize a major debility. This temporarily stops the exacerbation of a major affliction, such as a wasting sickness or massive haemorrhaging, until proper Healing Arts can be performed.

Treat a major debility. With the Healing Arts Trait a character can treats a major affliction, such as a wasting sickness or massive haemorrhaging.


HEAL (+Bright)
When using appropriate medical supplies/tools to repair harm to people or machinery, Roll+Bright

On a 10+, choose 1 from the list below.
On a 7-9, choose 1, but you've reached the limit of what you can do; you cannot re-attempt to Heal the subject for now.


  • Treat a single minor, major or severe injury
  • Treat a minor debility
  • Stabilize a major debility


With the Healing Arts Trait add the following option:


  • Treat a major debility


On a 6-, your attempt is ineffective and may create a further complication.

Stat Moves - Agility - Shoot and Skirmish

Draw your bow, ready the javelin, take down the first wave, silently kill from the dark recesses of the adjoining chamber, this Move is for ranged combat where the sudden or surprised look of fear is the shared last memory you will both have. Keep your distance and deal death from afar. Your opportunity may be brief if enemies are all around you and the last resort may need to be Blood and Steel, but only if the enemy are still standing.

This Move provides the raw outcome of an incisive shot or volley of arrows. Further details on how to be At an Advantage or Disadvantage are found in the combat section on p.XXX.

SHOOT AND SKIRMISH (+Agility)
When you shoot an arrow or launch a missile weapon outside of Close Range then Roll +Agility

(On a 13+, inflict your Harm and Choose three)??
On a 10+, inflict your Harm and Choose two
On a 7-9, inflict your Harm and Choose one. The GM can also make a Move in which you may suffer harm, inflict lesser harm, create a complication or a hard choice

• A powerful shot that inflicts +1 Harm
• A piercing arrow that reduces the effectiveness of the target’s armour by 1
• The unerring cold skill of your shot unnerves or misdirects your opponent. You are at an Advantage(+1) going forward
• The tempo of your shots pushes your opponent back, forcing them to another position in the battle.
• Your shots are a whirlwind as you cause death all around you. Divide your Harm between multiple opponents that are close to each other.
• The perfect balance of attack and defence grants you +1 Armour going forward
• In the face of death you see the beauty of life. Recover 1 Resolve.
• You can remain safely disengaged without opening yourself to be closed by the enemy

On a 6-, you are ineffective and can only watch, slack jawed, as the GM makes a Move

Monday, 21 March 2016

Stat Moves - Might - Blood and Steel

Here is the first Stat Move and it is a big one. Here is where your character will face life and death with Blood and Steel...

Heart pounding, visceral close quarter fighting. Cold steel and spurting warm blood amidst the cacophony of fear pumped challenges, cries of vengeance and final screams. Here you will lose innocence, hope, friends and possibly your own life.

Describe your actions and the GM will describe the responses. Neither of you should show weakness or fear, for it will be exploited. This Move provides the raw outcome of an incisive strike or a series of grim blows from a weapon. Further details on how to be At an Advantage or Disadvantage are found in the combat section on p.XXX.


BLOOD AND STEEL (+Might)
When you fight toe to toe with an enemy then Roll +Might

(On a 13+, inflict your Harm and Choose three)??
On a 10+, inflict your Harm and Choose two
On a 7-9, inflict your Harm and Choose one. The GM can also make a Move in which you may also suffer harm, lose resolve, only inflict lesser harm, create a complication or face a sudden hard choice.


  • A mighty blow that inflicts +1 Harm
  • A piercing blow that reduces the effectiveness of the target’s armour by 1
  • The unerring cold skill of your blows unnerves or outmanoeuvre your opponent. You are at an Advantage(+1) going forward
  • The tempo of your blows pushes your opponent back, moving them to another position in the battle.
  • Your blows are a flurry as you cleave death all around you. Divide your Harm between multiple opponents within Close range.
  • The perfect balance of attack and defence grants you +1 Armour going forward
  • In the face of death you see the beauty of life. Recover 1 Resolve.
  • You create room in the melee to safely disengage without opening yourself to any sort of immediate attack


On a 6-, you are ineffective and can only watch, slack jawed, as the GM makes a Move



I am considering a second wound track for ‘Resolve’ that will be affected by sorrow, horrors and defeats, affected through the Face Danger Move and defended by +Spirit.

Not sure about the 13+ and may have packed too much in this Move? I have a similar 13+ for the Take a Hit! Move, Roll +Armour. I wanted to bring some tactical options into the choices on a success. I could have 10+ give a Choose three and ditch the 13+. I'm not sure.

Core Moves - Make a Difference

Here's the last of the Core Moves. As per Uncharted Worlds I will follow up with a Move for each Stat and one for Armour.

When a character wishes to support an ally or disrupt an enemy they can Make a Difference. The supporting character needs to be engaged and involved in the scene and their actions make narrative sense in the unfolding drama. You Make a Difference immediately after a Move has been rolled for. The character describes their actions to either help or hinder and how they can influence the outcome of the previous Move. On a Success the previous Move is either upgraded or downgraded one level, depending on intent, turning a failure failure or success into a partial success, or turning a partial success into either a failure or a success.

On a failure this Move either has the tragic or comedic opposite effect as intended, or the character shares the effect of any soft or hard Moves that the GM might have initiated as a result of the initial Move by the character's ally.


MAKE A DIFFERENCE (+Stat)
When an ally makes a Move and you affect the result using…

…protecting with your body, brute strength or strenuous activity, Roll+Might
…stealth, balance or quick movement, Roll+Agility
…deduction, spotting an escape or methodical experimentation, Roll+Bright
…intuition, empathy, reading runes, or consulting the ancestors, Roll+Spirit
…stirring exhortations, distracting taunting, gossip and intrigue, Roll+Influence

On a 10+ Choose 1
• Turn a failure(6-) into a partial success (7-9).
• Turn a partial success(7-9) into a full success (10+).
• Turn a full success(10+) into a partial success(7-9).
• Turn a partial success(7-9) into a failure(6-).

On a 7-9, as above, but you incur a cost, complication or hard choice in order to Make a Difference.

On a 6-, have the opposite effect than intended or become affected by negative consequences suffered by the ally

Sunday, 20 March 2016

Core Moves - Gain Understanding

As part of the conversation around the table, characters will continuously ask for information about their surroundings. Usually the GM will simply convey information as part of this conversation, without any need to initiate a Move.

Gain Understanding is used when the subject is more difficult to assess, physically hidden, lost in Byzantine ancient texts in dusty temples, atop alabaster towers, or simply important to to the narrative. On a successful Move, the better framed the character question, the more constructive and useful the GM reply. A general question will only gain a similarly broad reply. In addition to asking the right questions the player should be clear as to how the character is seeking to Gain Understanding, as this will determine which Stat is used (see below).

As we play to find out what will happen, characters will ask questions about their surroundings and GMs will prompt players for facts about the world. Either way, the information from the Gain Understanding Move will be true and become a part of the narrative. Truth is a slippery thing though. Realities can shift over time.

On a Success (10+), the character also earns a point of Lore about the subject. Lore is a fragment of knowledge about a subject that provides an advantage in the ensuing action. If any Lore can subsequently be applied, then it provides Advantage for a +1 bonus to a roll. Only one Lore can be applied to any one roll, even if the character has several fragments of Lore that could apply.

Fragments of Lore can be collected into tomes that preserve the knowledge for future generations. However, knowledge fades, and tomes are frequently lost or destroyed in tumultuous conflicts. Only in the great empires and the rich centres of the city states will you find libraries of Lore, jealously guarded as treasures greater than gold. Scholars, who collect and codify this Lore, may also provide this information to those who seek it, for a fair price. Typically a fragment of +1 Lore will cost Grade 1 in goods. Rarer information will cost more.

Characters can own any number of fragments of Lore, though over time they will fade and no longer be useful. The GM and Players can remove one point of Lore per session. Lore can be re-acquired or refreshed.

On a Failure (6-), the character will still Gain Understanding, but the truths imparted by the GM will be unwelcome, frightening, or even threatening.

GAIN UNDERSTANDING (+Stat)

When you seek information about an important, dangerous or mysterious subject using…

…exploration, brute strength or strenuous activity, Roll+Might
…stealth, balance or quick movement, Roll+Agility
…deduction, scholarly research, or methodical experimentation, Roll+Bright
…intuition, empathy, reading runes, or consulting the ancestors, Roll+Spirit
…tapping contacts, questioning onlookers, gossip and intrigue, Roll+Influence

On a 10+, you acquire substantial information about the subject, and gain a fragment of Lore about it as well.
On a 7-9, the GM will reveal interesting, potentially useful information about the subject. Or will prompt you to do so.
On a 6-, the GM will reveal regrettable facts about the subject that may cause you problems in the future.

Core Moves - Face Danger

This game will have a relatively low count of Moves. This keeps complexity low and enable all Moves to appear on a single sheet of paper in play. Well, let's note that as a design aspiration and see how we fare?

In addition to a small number of Core Moves, I'll look to introduce a particular Move for each Stat in turn. Characters will also have Traits. Traits will be acquired through selection of Race, Profession and Origin. More Traits will be available through character advancement. Traits will allow characters to use the Moves in new ways, create advantages and encourage particular types of action.

We'll explore Traits when we get to character generation. For now the focus is on getting the Moves down and to think of some mechanical tricks we'll use in the game.

Let's start with our most frequent Core Move...

Face Danger

Face Danger is likely to be your most often used Move. Whenever a character faces some kind of challenge, trap or opposing force that complicates an otherwise straightforward action, then use this Move. Running across a courtyard in one of the Kestolian palaces is one thing, being shot at by archers is something quite different. The simple action becomes fraught with danger and initiates this Move.

Danger takes many guises: a dizzying leap from rooftop to rooftop, trying to avoid a swirling vortex in the sea, a gambling game where the stakes are way too high, tendrils from a spectral horror ripping at your resolve, or a sharp tongued advisor arguing for your banishment. The characters have lives beset with peril and Face Danger Move is a good catch-all if the GM feels that a Move is warranted, but unsure which should apply.

Any of the character’s Stats might apply in a Face Danger Move.

FACE DANGER (+Stat)
When you must overcome some threat or danger using…

…endurance, strength or health, Roll+Might
…athletics, stealth, accuracy or coordination, Roll+Agility
…lore, cleverness or healing, Roll+Bright
…force of will, soul searching or determination, Roll+Spirit
…charm, diplomacy, bargaining or lies, Roll+Influence

On a 10+ you overcome the opposition or danger, just as you described.
On a 7-9, the danger is overcome, but at a price; the GM will offer you a cost or a hard choice.


Encumbered
Being encumbered is one of the Dangers a character will have to Face on a regular basis. Unless well trained, a character becomes encumbered when they are carrying too much weight, heavy weapons, treasure boxes, or wearing heavy armour. Characters Face the Danger of encumbrance at the most awkward of moments using their +Might.

Stats

Here's where I have got to with the core Stats for characters:

Might - physical power, strength, endurance and fortitude
Agility - graceful dexterity, coordination and movement
Bright - intelligence, awareness, knowledge and cold understanding
Spirit - resolve, willpower, courage and connection with magical realms
Influence - charm, persuasiveness, command and social power

It will be interesting to see how these play out when the core Moves are constructed. I hope to put in place some core Moves and one Move for each of the Stats. There will then be a range of subsidiary Moves that may use different 'Stats' including Armour and Goods.

I might need to come back to these as I build the Moves. One area I wondered about was magic. Kalland is full of magic, wielded by those with a mystical connection to realms of power, cursed or blessed by the gods, keepers of ancient traditions or trained from potential to mastery in mighty schools of magecraft. So, I wondered about a 'Magic' Stat. For now I have linked this to Spirit, noting that many will have a strong Spirit, without necessarily a connection to the powers of magic.

I plan to allow the standard range for Stats in PbtA games: -1 through to a chunky +3.