Blorbs Tabletop Game
Currently: INVITE ONLY
5/6 CONFIRMED
Grace; Your ability to draw others to you, to work with the various friendly creatures of the world, and to subtly do tricks of your trade.
Heart; Your courage, earnestness; how brash you are. Your ability to be spunky, to confront challenges, and to plan for battles and survive danger.
Might; Your strength and stamina, how much harm you can dish out and take. Your capacity for violence, and how threatening you are when you intimidate.
Spark; Your intelligence, cleverness, and quick thinking; your ability to create tools, and use what’s on hand without hurting yourself in the process.
Unity; Your ability to enhance the natural ability of Blorbs to work better when they work together. Greater bonus when you’re the one dictating the action.
Make a Character
Pick a class
Pick a name
Accessorize
Assign Stats
+2, +1, +0, +0, -1
Grace:
Heart:
Might:
Spark:
Unity:
Pick 2 moves of the 5 from your class (unless otherwise instructed)
Pick your gear; start with Adventure Gear and Rations, then can get 5 barter worth of stuff, none of it worth more than 2 barter.
Introduce characters and do Bonds
Think of history, relations with generic entities and organizations (e.g. Traveling Musicians / Blacksmithing Family / Some nobles)
Yeah
Focus on: Grace and Heart
You get the following:
Soother: When you encounter a Mundane Creature that isn’t docile, roll+Grace. On 10+, it’s docile, take +1 forward to Charm Creature. On 7-9, it’s just docile.
Plus, choose one:
Best Friend: Take an extra option on Charm Creature, even on a miss.
Diplomacy: When you encounter a Magical Creature that isn’t docile, roll+Heart. On 10+, it’s docile and you don’t take much harm. On 7-9, it’s docile but you take great harm.
Once More: When you call out to the winds for a Mundane Creature you’ve used Charm Creature on recently (and know is still in the area), roll+Grace. On 10+, they hear you and are on their way. On a 7-9, they will take some time to get to you.
Pack Mentality: You are able to use Charm Creature on groups of Mundane Creatures at once, instead of one Mundane Creature at a time.
You get the following:
Soother: When you encounter a Mundane Creature that isn’t docile, roll+Grace. On 10+, it’s docile, take +1 forward to Charm Creature. On 7-9, it’s just docile.
Plus, choose one:
Best Friend: Take an extra option on Charm Creature, even on a miss.
Diplomacy: When you encounter a Magical Creature that isn’t docile, roll+Heart. On 10+, it’s docile and you don’t take much harm. On 7-9, it’s docile but you take great harm.
Once More: When you call out to the winds for a Mundane Creature you’ve used Charm Creature on recently (and know is still in the area), roll+Grace. On 10+, they hear you and are on their way. On a 7-9, they will take some time to get to you.
Pack Mentality: You are able to use Charm Creature on groups of Mundane Creatures at once, instead of one Mundane Creature at a time.
Focus on: Grace and Might
Backstab: When you attack a foe without being detected in the process, roll+Might. On 10+, choose 2. On 7-9, choose 1:
Larceny: When you pick pockets or locks, cheat, or tamper with traps, roll+Grace. On 10+, you do it without issue. On 7-9, you do it, but the GM will offer you a choice between suspicion, danger, or cost.
Underdog: When you are facing overwhelming odds, gain +1 to armour.
Backstab: When you attack a foe without being detected in the process, roll+Might. On 10+, choose 2. On 7-9, choose 1:
- You’re able to continue avoiding being detected.
- You cause significant harm instead of minor harm.
- You damage their defenses, all harm done to them afterwards does +1 harm.
- Is there a trap here, and if so what activates it?
- What does the trap do when activated?
- What else is hidden here?
Larceny: When you pick pockets or locks, cheat, or tamper with traps, roll+Grace. On 10+, you do it without issue. On 7-9, you do it, but the GM will offer you a choice between suspicion, danger, or cost.
Underdog: When you are facing overwhelming odds, gain +1 to armour.
Focus on: Grace and Spark
You get the following:
Cantrips: When you perform a very minor bit of magic, roll+Grace. On 10+, the little magic trick works as intended. On a 7-9, it has a drawback.
Plus, choose one:
Blood Magic: When you perform a major sacrifice of life, in an effort to create a Magical Creature, describe the thing you wish to create and roll+Nothing. On 10+, choose 1, and the GM chooses 1. On 7-9, choose 2, and the GM chooses 1:
You get the following:
Cantrips: When you perform a very minor bit of magic, roll+Grace. On 10+, the little magic trick works as intended. On a 7-9, it has a drawback.
Plus, choose one:
Blood Magic: When you perform a major sacrifice of life, in an effort to create a Magical Creature, describe the thing you wish to create and roll+Nothing. On 10+, choose 1, and the GM chooses 1. On 7-9, choose 2, and the GM chooses 1:
- Your sacrifice was not sufficient.
- Your creature is born with an overt flaw.
- Your creature isn’t loyal nor obedient for you.
- Your creature is only a Mundane Creature.
- You aren’t hurt by your spell casting in the process.
- Your desired effect comes to pass to the best of your ability.
- You don’t accidentally hurt an ally while casting the spell.
- You don’t draw the attention to yourself in the process.
- You aren’t hurt by your spell casting in the process.
- Your desired effect comes to pass to the best of your ability.
- You don’t accidentally hurt an ally while casting the spell.
- You don’t draw the attention to yourself in the process.
- You aren’t hurt by your spell casting in the process.
- Your desired effect comes to pass to the best of your ability.
- You don’t accidentally hurt an ally while casting the spell.
- You don’t draw the attention to yourself in the process.
Focus on:Grace and Unity
Bardic Lore: When you recount an epic story, song, or poem related to your current predicament, roll+Grace. On 10+, you recall something useful and helpful from the epic. On 7-9, you only recall something interesting, but not obviously helpful.
Carouse: When you return to civilization after a successful mission, spend 1 barter, and roll+Grace. On 10+, choose 3. On 7-9, choose 2:
Shout: When you unleash the full power of your voice in order to strike at a foe, roll+Grace. On 10+, choose 3. On 7-9, choose 2:
Bardic Lore: When you recount an epic story, song, or poem related to your current predicament, roll+Grace. On 10+, you recall something useful and helpful from the epic. On 7-9, you only recall something interesting, but not obviously helpful.
Carouse: When you return to civilization after a successful mission, spend 1 barter, and roll+Grace. On 10+, choose 3. On 7-9, choose 2:
- You befriend a useful NPC.
- You learn of an opportunity.
- You gain useful information.
- You do not get into trouble.
Shout: When you unleash the full power of your voice in order to strike at a foe, roll+Grace. On 10+, choose 3. On 7-9, choose 2:
- You knock the target backwards.
- You knock the target off their feet.
- You cause some harm to the target.
- You don’t collapse parts of the environment around you.
Focus on: Heart and Might
You get the following:
Customized: You start off with a finely crafted weapon. First, choose a base. All are 2-harm:
Sword, Spear, Axe, Hammer, Flail, Staff, Bows&Arrows
Choose the appropriate range:
Breath, Touch, Close, Reach, Near, Far
Choose two enhancements:
Ancient, Unblemished, Ornate, Blood-Stained, Sinister
Plus, choose one:
Merciless: When you inflict harm, inflict +1 harm.
Press the Advantage: When you more aggressively Follow Up with NPCs or PCs, roll +Might instead of +Unity.
Rampage: When you use your pure strength to destroy inanimate objects, roll+Might. On 10+, choose 3. On 7-9, choose 2:
You get the following:
Customized: You start off with a finely crafted weapon. First, choose a base. All are 2-harm:
Sword, Spear, Axe, Hammer, Flail, Staff, Bows&Arrows
Choose the appropriate range:
Breath, Touch, Close, Reach, Near, Far
Choose two enhancements:
- Sharp. Armour Piercing.
- Serrated edges. +1 harm.
- Hooks and Spikes. Add messy.
- Huge. Add forceful.
- Versatile. Choose another range.
Ancient, Unblemished, Ornate, Blood-Stained, Sinister
Plus, choose one:
Merciless: When you inflict harm, inflict +1 harm.
Press the Advantage: When you more aggressively Follow Up with NPCs or PCs, roll +Might instead of +Unity.
Rampage: When you use your pure strength to destroy inanimate objects, roll+Might. On 10+, choose 3. On 7-9, choose 2:
- It doesn’t take very long.
- Nothing of value is damaged.
- It doesn’t make an inordinate amount of noise.
- You can fix the thing again without a lot of effort.
Focus on: Heart and Spark
Detect Monsters: When a Night or Under Creature is in close proximity to you, you will be informed and then can ask one of the following:
Field Medic: You do not need First Aid to Mend Wounds.
Hold the Line: When you dedicate yourself to protecting all of your group instead of engaging in combat, roll+Heart. On 10+, hold 5. On 7-9, hold 3. So long as you dedicate yourself to this act, you may spend your hold, 1 for 1, to choose an option:
Detect Monsters: When a Night or Under Creature is in close proximity to you, you will be informed and then can ask one of the following:
- How close to me is it?
- Where relative to me is it?
- How powerful compared to my group is it?
Field Medic: You do not need First Aid to Mend Wounds.
Hold the Line: When you dedicate yourself to protecting all of your group instead of engaging in combat, roll+Heart. On 10+, hold 5. On 7-9, hold 3. So long as you dedicate yourself to this act, you may spend your hold, 1 for 1, to choose an option:
- Redirect an attack from your target to yourself.
- Halve the harm and effect of the attack.
- Give any ally a +1 forward to Exchange Blows against the attacker.
Focus on: Heart and Unity
You get the following:
Wanderer: You start with 0 barter worth of stuff, except for the clothes on your back and a walking stick (and adventure gear and rations!). When you stay in a friendly settlement, shelter is provided for free.
Plus, choose one:
Adventure: When you and some allies go on a grand journey, roll+Unity. On 10+, choose 3. On 7-9, choose 2:
You get the following:
Wanderer: You start with 0 barter worth of stuff, except for the clothes on your back and a walking stick (and adventure gear and rations!). When you stay in a friendly settlement, shelter is provided for free.
Plus, choose one:
Adventure: When you and some allies go on a grand journey, roll+Unity. On 10+, choose 3. On 7-9, choose 2:
- You get there quickly.
- You get there safely.
- You get there unnoticed.
- You get there without wasting supplies.
- You don’t endanger your allies.
- You don’t risk your own life.
- You cause it to go away for now.
- You cause significant harm.
- You take minimal harm.
- You scare it away for now.
- You don’t endanger your allies.
Focus on: Might and Spark
Blacksmith: When you sit down with other items, you may turn them into simple armours or weapons.
Blueprints: When you sit down to design a larger project, to either be later built or sold, roll+Spark. On 10+, choose 3. On 7-9, choose 2:
Salvage: When you remove parts from a larger whole to take with you, roll+Might. On 10+, you remove it without damaging the part. On 7-9, you get the part, but they’re not in good shape. GM fiat for what’s exactly wrong with them.
Blacksmith: When you sit down with other items, you may turn them into simple armours or weapons.
Blueprints: When you sit down to design a larger project, to either be later built or sold, roll+Spark. On 10+, choose 3. On 7-9, choose 2:
- It’s sellable, worth 1 Barter.
- It’s detailed, +1 to Build.
- The project is cheap.
- The project’s a vehicle.
- It doesn’t take long to build.
- It is well put together.
- It will be easy to repair.
- It can be made secretly.
Salvage: When you remove parts from a larger whole to take with you, roll+Might. On 10+, you remove it without damaging the part. On 7-9, you get the part, but they’re not in good shape. GM fiat for what’s exactly wrong with them.
Focus on: Might and Unity
Challenge: When you challenge the leader of an enemy force to a duel to settle differences without excess bloodshed, roll+Might. On 10+, you win the duel and suffer little harm, and the enemy forces either leave in failure, or try to fight and break into infighting as well. On 7-9, choose 1:
Strategist: When you spend some time with your allies before a dangerous mission, roll +Unity instead of +Heart for Epic Battle.
Tactical Retreat: When you and your allies are in over your head in a battle, and need to leave battle, roll+Unity. On 10+, choose one thing to leave behind or lose. On 7-9, choose two things:
Challenge: When you challenge the leader of an enemy force to a duel to settle differences without excess bloodshed, roll+Might. On 10+, you win the duel and suffer little harm, and the enemy forces either leave in failure, or try to fight and break into infighting as well. On 7-9, choose 1:
- You’re nearly killed, but win.
- The duel doesn’t matter to them.
Strategist: When you spend some time with your allies before a dangerous mission, roll +Unity instead of +Heart for Epic Battle.
Tactical Retreat: When you and your allies are in over your head in a battle, and need to leave battle, roll+Unity. On 10+, choose one thing to leave behind or lose. On 7-9, choose two things:
- Your allies.
- A mission objective.
- At least half of your gear.
- A means to be followed.
- You suffer great harm.
- Your allies suffer some harm.
- You’re now in great danger.
Focus on: Spark and Unity
You get the following:
Detect Magic: When a magic spell is cast around you, roll+Spark. On 10+, you know what type of magic and a useful bit of information as to what the spell is meant to do. On 7-9, you only know what type of magic it is.
Plus, choose one:
Anti-Magic: When you attempt to call upon your faith to battle the dark forces of magic, say the type of magic you’re combatting and roll+Spark. On 10+, choose 2. On 7-9, choose 1:
Guidance: Once per scene, when you ask the divine for guidance, you are given some useful knowledge related to your situation. The GM will tell you what.
You get the following:
Detect Magic: When a magic spell is cast around you, roll+Spark. On 10+, you know what type of magic and a useful bit of information as to what the spell is meant to do. On 7-9, you only know what type of magic it is.
Plus, choose one:
Anti-Magic: When you attempt to call upon your faith to battle the dark forces of magic, say the type of magic you’re combatting and roll+Spark. On 10+, choose 2. On 7-9, choose 1:
- You mitigate the effects of the spell towards others.
- You more powerfully mitigate the effects of the spell towards you.
- You don’t draw unwanted attention to yourself in the process.
- They take an ongoing +1 to a single stat’s roll.
- When they inflict harm, they inflict +1 harm.
- You do not take a -1 ongoing to all Cleric Moves for the duration of the battle.
- You do not draw unwanted attention to yourself in the process.
Guidance: Once per scene, when you ask the divine for guidance, you are given some useful knowledge related to your situation. The GM will tell you what.
Stuffs
Walking Stick; 1-harm, discrete, close; 2 barter
Small Weapon; 1-harm, discrete, (breath or touch); 1 barter
Simple Weapon; 2-harm, (touch or close); 2 barter
Large Weapon; 2-harm, (close or reach), (messy or forceful); 3 barter
Thrown Weapon; 1-harm, discrete, (reach or near); 1 barter
Bow&Arrows; 2-harm, (near or far); 2 barter
Clothes; 0 armour, discrete, worn; 1 barter
Shield; +1 armour, worn / 1-harm, (breath or touch); 3 barter
Cloth Armour; 0 armour, discrete, worn, -1 to Take Harm; 1 barter
Leather Armour; 1 armour, worn; 2 barter
Hard Armour; 2 armour, worn; 3 barter
First Aid; 3 uses; 2 barter
Adventure Gear; 5 uses, special; 3 barter; use it to pull out a oneshot useful item
Rations; 5 uses, food; 1 barter
Scrolls; 3 uses, special; 2 barter; use it to gain a useful fact about your situation
Restore; 3 use, special; 5 barter; use it when someone dies to allow them to use the Respawn move at your current location.
Holy Relic; 1 barter
Fine Meal; 1 use, food; 1 barter
Basic Bribe; 3 barter
Pretty Gift; 1 barter
Scrap; 1 barter
City Map; 1 barter
Region Map; 2 barter
Simple Blueprint; 1 barter
Class:
Saved Level: 1
Current Level: 1
XP: 0
Name:
Outfit:
Stats
Grace:
Heart:
Might:
Spark:
Unity:
Armour:
Health
Lightly Injured 3/3
Heavily Injured 3/3
Bonds:
Gear:
Moves:
Relations:
Saved Level: 1
Current Level: 1
XP: 0
Name:
Outfit:
Stats
Grace:
Heart:
Might:
Spark:
Unity:
Armour:
Health
Lightly Injured 3/3
Heavily Injured 3/3
Bonds:
Gear:
Moves:
Relations:
These are moves that everyone has access to.
Charm Creature
When you convince a docile Mundane Creature that you’re a friend, roll+Grace. On 10+, choose 2. On 7-9, choose 1. On a miss, you’ve done something to anger the Mundane Creature and it turns against you.
Empathy
When you read a person in some charged interaction with them, roll+Unity. On 10+, hold 3. On 7-9, hold 1. While you’re interacting with them, spend your hold to ask the character’s player these questions, 1 for 1. They have to answer truthfully.
Epic Battle
When you and others are organized to prepare yourselves for battle (that you don’t intend to do a lot of rolling in), pick one player and have them roll+Heart. On 10+, choose 3. On 7-9, choose 2:
Exchange Blows
When you engage an enemy in combat attacking them at range or in melee, with or without the intent to kill them, roll+Might. On 10+, choose 3. On 7-9, choose 2.
Familiar Faces
When you meet someone you’ve met before, describe them, name them, and roll+Unity. On 10+, they’re a good friend and are willing to work with you with reasonable terms. On 7-9, they’re a friend and may be willing to work with you, but at some cost. On a miss, they owe you a favour, yes, but there’s something making it a bit hard to get them to do it. Tell the GM why they hate you, now.
Follow Up
When in combat, you continue in a reasonable way from someone else’s action, roll+Bond. If it’s one of the GM’s characters, roll+Unity. On 10+, the GM chooses one of the following for you, as appropriate:
Go Shopping
When you go into a marketplace, looking for something in particular thing to buy, and it’s not obvious whether the marketplace would contain it, roll+Grace. On 10+, yes, you can find that thing that you’re looking for, and for a reasonable price. On 7-9, the GM chooses one of the following:
Hard Words
When you threaten violence without bluffing with the intent to manipulate someone, roll+Might. On 10+, they either do what you want, or must deal with the coming storm. On 7-9, they instead choose 1:
Hold On
When you hold onto life while dying, roll+Might. On 10+, you survive until you can be healed. On 7-9, you can hold out for a bit longer before you begin to die again; take an ongoing -1 forward to Hold On until healed. On a miss, you die.
Live Dangerously
When you do something while in immediate danger, or while under duress, roll+Heart. On 10+, you do it. On 7-9, you flinch, hesitate, or stall: the GM can offer you a worse outcome, a hard bargain, or an ugly choice.
Mend Wounds
When you treat the wounds of someone with first aid, roll+Spark. If they are only Lightly Injured: On 10+, they are fully healed, and ready to continue fighting. On 7-9, they’re back on their feet and don’t feel the pain, but it’s only masked not gone, and can return at GM fiat. If they are Heavily Injured: On 10+, they are stabilized and treated as Lightly Injured. On 7-9, they are seemingly stabilized and treated as Lightly Injured for some time, but the harm will return at GM fiat. In either case, a miss permits a GM move.
Pluck Heartstrings
When you convince someone through promises, lies, or other manipulations, say what you want and roll+Grace. For NPCs: on a hit, they ask you to promise something first (their pick), and will do it for you if you agree to the promise. On 10+, whether you keep your promise is up to you, later. On 7-9, they need some concrete assurance right now. For PCs: On 10+, both. On 7-9, choose 1:
Protect Target
When you stand in defense or a person, place, or thing that is under attack, roll+Heart. On 10+, hold 3. On 7-9, hold 1. So long as you dedicate yourself to the defense of your target, you may spend your hold, 1 for 1, to choose an option:
Take Cover
When you stay low and away from danger, roll+Spark. On 10+, you get to a safe spot to avoid the danger almost entirely. On 7-9, you get to a relatively safe spot, you’re only in danger of incidental harm from the threat. On a miss, you have to move now, or suffer harm.
What’s Going On
When you investigate a situation, roll+Spark. On a hit, you may ask the GM questions from the list below. Whenever you act on one of the GM’s answers, take +1 forward. On 10+, ask 3. On 7-9, ask 1:
Harm Move
When you suffer harm, roll+Harm suffered (after armour, if you’re wearing any). On a 10+, you can choose 1:
Help or Hinder
When you help or hinder someone you have a bond with, roll+Bond with them. On 10+ they take +1 or -2, your choice. On 7–9 you also expose yourself to danger, retribution, or cost.
Rest and Relaxation
When you do nothing but rest in comfort and safety, after a day of rest you recover all your HP. After three days of rest you remove one debility of your choice. If you’re under the care of a healer (magical or otherwise) you heal a debility for every two days of rest instead.
End of Session
When you reach the end of a session, choose one your bonds that you feel is resolved (completely explored, no longer relevant, or otherwise). Ask the player of the character you have the bond with if they agree. If they do, mark XP and write a new bond with whomever you wish.
Once bonds have been updated, answer these three questions as a group:
Level Up
When you have downtime in game (hours or days) and XP equal to (or greater than) your Current Level + 7, subtract your Current Level +7 from your XP, increase your Current Level by 1, and choose one advancement from the following. Mark the advancement off after you get it, you may not get it again. Mark it with the level you were when you got it as well, this is also important.
Save Legacy
When you have leveled up and are in town, go to a Scribe and secure your Level at your Current Level. Modify your Saved Level to your Current Level.
Respawn
When you die and respawn at the last town you were safe at, decrease your Current Level to your Saved Level, remove the markings from Level Up and with it lose what you gained from your advancements, and set your XP to 0.
Charm Creature
When you convince a docile Mundane Creature that you’re a friend, roll+Grace. On 10+, choose 2. On 7-9, choose 1. On a miss, you’ve done something to anger the Mundane Creature and it turns against you.
- It will let you, or someone of your choice, ride on it.
- It will return to you after it does a simple task.
- It will engage in combat on your side.
- It will reveal to you a secret of the area.
Empathy
When you read a person in some charged interaction with them, roll+Unity. On 10+, hold 3. On 7-9, hold 1. While you’re interacting with them, spend your hold to ask the character’s player these questions, 1 for 1. They have to answer truthfully.
- Is your character telling the truth?
- What’s your character really feeling?
- What does your character intend to do?
- What does your character wish I’d do?
- How could I get your character to do ______?
Epic Battle
When you and others are organized to prepare yourselves for battle (that you don’t intend to do a lot of rolling in), pick one player and have them roll+Heart. On 10+, choose 3. On 7-9, choose 2:
- You achieve your objective as well as possible.
- You and your allies suffer little harm.
- You and your allies inflict terrible harm.
- You impress, dismay, or frighten your enemy.
Exchange Blows
When you engage an enemy in combat attacking them at range or in melee, with or without the intent to kill them, roll+Might. On 10+, choose 3. On 7-9, choose 2.
- You achieve your objective.
- You suffer little harm.
- You inflict terrible harm.
- You attract little attention.
Familiar Faces
When you meet someone you’ve met before, describe them, name them, and roll+Unity. On 10+, they’re a good friend and are willing to work with you with reasonable terms. On 7-9, they’re a friend and may be willing to work with you, but at some cost. On a miss, they owe you a favour, yes, but there’s something making it a bit hard to get them to do it. Tell the GM why they hate you, now.
Follow Up
When in combat, you continue in a reasonable way from someone else’s action, roll+Bond. If it’s one of the GM’s characters, roll+Unity. On 10+, the GM chooses one of the following for you, as appropriate:
- You inflict +1 harm.
- You dominate someone’s position.
- You make a region of the battle or course of action secure.
- You avoid all harm.
- You create an opportunity to continue the Follow Up for greater rewards.
Go Shopping
When you go into a marketplace, looking for something in particular thing to buy, and it’s not obvious whether the marketplace would contain it, roll+Grace. On 10+, yes, you can find that thing that you’re looking for, and for a reasonable price. On 7-9, the GM chooses one of the following:
- It costs more than you’d like or expect.
- It’s available if you’re willing to go through some contacts.
- It was just sold to someone else, you’ll have to get it from them.
- It was never here, but a similar but inferior thing.
Hard Words
When you threaten violence without bluffing with the intent to manipulate someone, roll+Might. On 10+, they either do what you want, or must deal with the coming storm. On 7-9, they instead choose 1:
- They simply get the hell out of your way.
- They get themselves into a secure position.
- They give you something close to what you want.
- They back away slowly, in a nonthreatening way.
- They tell you what you want to know, or want to hear.
Hold On
When you hold onto life while dying, roll+Might. On 10+, you survive until you can be healed. On 7-9, you can hold out for a bit longer before you begin to die again; take an ongoing -1 forward to Hold On until healed. On a miss, you die.
Live Dangerously
When you do something while in immediate danger, or while under duress, roll+Heart. On 10+, you do it. On 7-9, you flinch, hesitate, or stall: the GM can offer you a worse outcome, a hard bargain, or an ugly choice.
Mend Wounds
When you treat the wounds of someone with first aid, roll+Spark. If they are only Lightly Injured: On 10+, they are fully healed, and ready to continue fighting. On 7-9, they’re back on their feet and don’t feel the pain, but it’s only masked not gone, and can return at GM fiat. If they are Heavily Injured: On 10+, they are stabilized and treated as Lightly Injured. On 7-9, they are seemingly stabilized and treated as Lightly Injured for some time, but the harm will return at GM fiat. In either case, a miss permits a GM move.
Pluck Heartstrings
When you convince someone through promises, lies, or other manipulations, say what you want and roll+Grace. For NPCs: on a hit, they ask you to promise something first (their pick), and will do it for you if you agree to the promise. On 10+, whether you keep your promise is up to you, later. On 7-9, they need some concrete assurance right now. For PCs: On 10+, both. On 7-9, choose 1:
- If they do it, they mark experience.
- They have to Live Dangerously to refuse.
Protect Target
When you stand in defense or a person, place, or thing that is under attack, roll+Heart. On 10+, hold 3. On 7-9, hold 1. So long as you dedicate yourself to the defense of your target, you may spend your hold, 1 for 1, to choose an option:
- Redirect an attack from your target to yourself.
- Halve the harm and effect of the attack.
- Give any ally a +1 forward to Exchange Blows against the attacker.
Take Cover
When you stay low and away from danger, roll+Spark. On 10+, you get to a safe spot to avoid the danger almost entirely. On 7-9, you get to a relatively safe spot, you’re only in danger of incidental harm from the threat. On a miss, you have to move now, or suffer harm.
What’s Going On
When you investigate a situation, roll+Spark. On a hit, you may ask the GM questions from the list below. Whenever you act on one of the GM’s answers, take +1 forward. On 10+, ask 3. On 7-9, ask 1:
- What happened here recently?
- What is about to happen?
- What should I be on the lookout for?
- What here is useful or valuable to me?
- Who’s really in control here?
- What here is not what it appears to be?
- What does ________ want?
- How is ________ vulnerable to me?
- What is my best way in/out/past ________?
- Who or what here is the biggest threat to myself/my team/people in general?
Harm Move
When you suffer harm, roll+Harm suffered (after armour, if you’re wearing any). On a 10+, you can choose 1:
- You’re out of action: unconscious, trapped, incoherent or panicked.
- It’s worse than it seemed. Take an additional 1-harm.
- You’ve severely injured yourself, describe a debility.
- Choose 2 from the 7–9 list below.
- You lose your footing.
- You lose your grip on whatever you’re holding.
- You lose track of someone or something you’re attending to.
- You miss noticing something important.
Help or Hinder
When you help or hinder someone you have a bond with, roll+Bond with them. On 10+ they take +1 or -2, your choice. On 7–9 you also expose yourself to danger, retribution, or cost.
Rest and Relaxation
When you do nothing but rest in comfort and safety, after a day of rest you recover all your HP. After three days of rest you remove one debility of your choice. If you’re under the care of a healer (magical or otherwise) you heal a debility for every two days of rest instead.
End of Session
When you reach the end of a session, choose one your bonds that you feel is resolved (completely explored, no longer relevant, or otherwise). Ask the player of the character you have the bond with if they agree. If they do, mark XP and write a new bond with whomever you wish.
Once bonds have been updated, answer these three questions as a group:
- Did we learn something new and important about the world?
- Did we overcome a notable monster or enemy?
- Did we loot a memorable treasure?
Level Up
When you have downtime in game (hours or days) and XP equal to (or greater than) your Current Level + 7, subtract your Current Level +7 from your XP, increase your Current Level by 1, and choose one advancement from the following. Mark the advancement off after you get it, you may not get it again. Mark it with the level you were when you got it as well, this is also important.
- __ choose another move from your class.
- __ choose another move from your class.
- __ choose a move from another class.
- __ choose a move from another class.
- __ +1 to any stat (Max +2)
- __ +1 to any stat (Max +2)
- __ +1 to any stat (Max +2)
- __ +1 to any stat (Max +2)
- __ +1 to any stat (Max +2)
- __ +1 to any stat (Max +3)
- __ buy off an obligation.
- __ acquire a nice homestead.
- __ acquire a nice Magical Creature ally.
- __ keep current stats and gear, remove all moves, restart as a different class.
- __ retire your character to safety, make a new character.
Save Legacy
When you have leveled up and are in town, go to a Scribe and secure your Level at your Current Level. Modify your Saved Level to your Current Level.
Respawn
When you die and respawn at the last town you were safe at, decrease your Current Level to your Saved Level, remove the markings from Level Up and with it lose what you gained from your advancements, and set your XP to 0.