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Willow
User
Posts: 58
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« on: June 23, 2010, 03:24:35 AM » |
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The Basic Moves:
When you bargain, threaten, seduce or cajole another character, roll + Charm: Tell them what you want, and offer them something (or offer them not doing something). For NPCs, on a hit, they'll ask you for something (maybe what you offered, maybe not), and do it if you promise. On a 10+, you're pretty much free to do whatever you want. On a 7-9, you need to take some action right now. For PCs, on a 7-9 choose one of the following. On a 10+, it's both of them: *The earn experience if they do it. *They take -1 forward if they don't do it.
When you do something physically risky, roll + Solid: On a 10+, you do it, no problem. On a 7-9, choose 2: *You do it. *You don't hurt yourself. *You don't get in trouble.
When you listen for rumors, roll + Cool: On a hit, the MC will tell you something new and interesting. On a 10+, the MC will tell you something specific and useful.
When you read a person, roll + Savvy: On a 10+, hold 3. On a 7-9, hold 1. Spend them during the conversation to ask questions: *Are you telling the truth? *What are you really feeling? *What do you want from me? *What do you want to do? *What will it take to get you to ____?
When you read a difficult situation, roll + Savvy: On a hit, you can ask the MC questions. If you act on the MC's answer, take +1 forward. On a 7-9, ask 1, on a 10+, ask 3. *What is the biggest threat to me? *What is most vulnerable to me? *What should I be on the lookout for? *Where are my threat's really located? *Who is in control here? *What is my best way in/out of this situation?
When you try to get another character in trouble, roll + Status: On a hit, they get in trouble. On a 7-9, pick one, on a 10+, pick three. *They suffer great trouble. *They don't know it was you. *They know it was you, but blame someone else (MC's call who.) *You don't catch any trouble yourself.
When you help or interfere with another character, roll + Hx: On a hit, they take +1 (help) or -2 (interference.) On a 7-9, you expose yourself to one of the following: Trouble, Drama, Cost, Harm, or Exertion
Special Moves
At the end of each session, choose a character who knows you better than they used to. That character adds +1 Hx with you. (And if it resets, earns experience.)
When you suffer harm, you take -1 ongoing until the harm heals.
When you suffer trouble, roll + Trouble taken: On a 10+, the MC chooses 2. On a 7-9, the MC chooses 1. On a miss, the MC may choose 1, but you take 1 fewer trouble. *You're flustered, confused, and irritated. *You lose track of something important. *You take -1 ongoing for the rest of the day. *You take -2 forward. *You miss noticing something important. *The next person to roll to interfere with you marks experience.
Trouble: For NPC employees: 1 trouble means a verbal warning with management. 2 trouble means a written warning with management. We're watching you. 3 trouble means you're fired.
For NPC customers: 1 trouble means no one likes you. 2 trouble means we're kicking you out of the store. 3 trouble means you're banned from the store forever.
For PCs employees: 1 trouble is no big deal. 2 trouble is a meeting with your supervisor to discuss what's going on, and how can we help you improve your behavior? 3 trouble is a verbal warning with management. 4 trouble is a written warning with management. We're watching you. 5 trouble is your final warning before termination. 6 trouble is immediate termination.
For PC customers: 1 trouble is no big deal. 2 trouble is a refusal to provide service. 3 trouble is please leave the store, sir. 4 trouble is I'm calling the cops, right now. 5 trouble is you're banned from the store. 6 trouble is you're banned from the store, forever, and if I ever see you again, we're calling the cops to take you out of here in handcuffs, mister.
Trouble goes away over time- at the start of each session, everyone loses a point of trouble.
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