Beruflich Dokumente
Kultur Dokumente
Sturgill
your damage. On a 79, choose one (whichever On a 79, the GM will only tell you something Add the ignores armor tag if the source of the
. BROAD STROKES . CHOOSING A MOVE 164
you choose you deal your damage): interestingits on you to make it useful. The GM damage is particularly large or if the damage comes
Start by looking at the obvious consequences of the
AGENDA 159 action that triggered it. If you already have an idea,
You have to move to get the shot placing you might ask you How do you know this? Tell them from magic or poison.
in danger as described by the GM the truth, now.
Portray a fantastic world think on it for a second to make sure it fits your
You have to take what you can get: -1d6 STAT SCORES AND MODIFIERS 49
Fill the characters lives with adventure agenda and principles and then do it. Let your
damage DISCERN REALITIES 66 Score Modifier
Play to find out what happens moves snowball. Build on the success or failure of
You have to take several shots, reducing your When you closely study a situation or person,
PRINCIPLES 160 the characters moves and on your own previous
ammo by one roll+WIS. On a 10+, ask the GM 3 questions from 1-3 -3
Draw maps, leave blanks moves. the list below. On a 79, ask 1.
4-5 -2
Address the characters, not the players Dealing damage is almost always a hard move. DEFY DANGER 60 Either way, take +1 forward when acting on the
When you act despite an imminent threat or 6-8 -1
Embrace the fantastic MAKING YOUR MOVE 165 answers.
Make a move that follows suffer a calamity, say how you deal with it and What happened here recently? 9-12 0
Keep principles in mind
Never speak the name of your move roll. If you do it What is about to happen?
Never speak the name of your move 13-15 +1
Give every monster life by powering through, +STR What should I be on the lookout for?
Address the characters, not the players
Name every person by getting out of the way or acting fast, What here is useful or valuable to me? 16-17 +2
Moves are not mechanical actions at the table;
Ask questions and use the answers +DEX Whos really in control here?
they are concrete fictional events happening to 18 +3
Be a fan of the characters by enduring, +CON What here is not what it appears to be?
the characters
Think dangerous with quick thinking, +INT
68 COMMON WEAPONS LIST 324
Begin and end with the fiction DUNGEON MOVES 168 through mental fortitude, +WIS PARLEY
Think offscreen, too using charm and social grace, +CHA When you have leverage on a GM Character and Ragged Bow near, 15 coins, 2 weight
These are particularly well-suited for when the
Fine Bow near, far, 60 coins, 2 weight
characters enter a new room or hallway and want to On a 10+, you do what you set out to, the threat manipulate them, roll+CHA. Leverage is something
. GM MOVES . know what they find there. doesnt come to bear. On a 79, you stumble, they need or want. On a 10+, they do what you Hunters Bow near, far, 100 coins, 1 weight
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