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[img]https://i.imgur.com/VLLptaK.jpg[/img]
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[table="HT"][size="120"][b]Character Info[/b][/size][/table]
[b]Archetype[/b]: [_arch=]
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[b]Occupation[/b]: [_=]
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[color="white;background-color:#000000;display: block;padding: 0.5rem;"][b][size="110"]Attribute Passive - (+2, +1, 0)[/size][/b][/color]
[table="rolls"][b]Attribute[/b]|Roll
[b]Fortitude[/b] [i](Endure injury)[/i]: [_fort=]|2d10+[_$=fort]
[b]Reflexes[/b] [i](Avoid Harm)[/i]: [_refx=]|2d10+[_$=refx]
[b]Willpower[/b] [i](Keep it Together)[/i]: [_wilp=]|2d10+[_$=wilp]
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[color="white;background-color:#000000;display: block;padding: 0.5rem;"][b][size="110"]Attribute Active - (+3, +2, +1, +1, 0, -1, -2)[/size][/b][/color]
[table="rolls"][b]Attribute[/b]|Roll
[b]Reason[/b] [i](Investigate)[/i]: [_rea=]|2d10+[_$=rea]
[b]Intuition[/b] [i](Read a Person)[/i]: [_intu=]|2d10+[_$=intu]
[b]Perception[/b] [i](Observe a Situation)[/i]: [_perc=]|2d10+[_$=perc]
[b]Coolness[/b] [i](Act Under Pressure)[/i]: [_cool=]|2d10+[_$=cool]
[b]Violence[/b] [i](Engage in Combat)[/i]: [_viol=]|2d10+[_$=viol]
[b]Charisma[/b] [i](Influence Other)[/i]: [_char=]|2d10+[_$=char]
[b]Soul[/b] [i](See Through the Illusion)[/i]: [_soul=]|2d10+[_$=soul]
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[table="ht"][size="120"][b]Serious Wounds[/b][/size] [size="80"](−1 ongoing)[/size]| [b]Stabilized[/b]
[_=]|[_p=0/1]
[_=]|[_p=0/1]
[_=]|[_p=0/1]
[_=]|[_p=0/1]
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[table="ht"][size="120"][b]Critical Wound[/b][/size] [size='80"](−1 ongoing)[/size]|[b]Stabilized[/b]
[_=]|[_p=0/1]
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[table="ht"][size="120"][b]Stability[/b][/size]|
[_p=0/1] Composed|.
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[_p=0/1] Uneasy|[b]Moderate stress:[/b]
[_p=0/1] Unfocused|−1 to Disadvantage rolls
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[_p=0/1] Shaken|[b]Serious stress:[/b]
[_p=0/1] Distressed|−1 Keep it Together
[_p=0/1]] Neurotic|−2 to Disadvantage rolls
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[_p=0/1] Anxious|[b]Critical stress:[/b]
[_p=0/1] Irrational|−2 Keep it Together
[_p=0/1] Unhinged|−3 to Disadvantage rolls
|+1 See Through
|the Illusion
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[_p=0/1] Broken|[b]The GM makes a Move[/b]
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[size="70"]
[b]AVOID HARM[/b]
Notes[table="rolls"]Ability|Roll
Avoid Harm|2d10+[_$=refx][/table]
When you dodge, parry, or block Harm, roll+Reflexes:
-(15+) You emerge completely unharmed.
-(10–14) You avoid the worst of it, but the GM decides if you end up in a bad spot, lose something, or partially sustain Harm.
-(–9) You were too slow to react or you made a bad judgment call. Perhaps you didn’t avoid any Harm at all, or you ended up in an even worse spot than before.
[table="rolls"]Ability|Roll
Avoid Harm|2d10+[_$=refx][/table]
When you dodge, parry, or block Harm, roll+Reflexes:
-(15+) You emerge completely unharmed.
-(10–14) You avoid the worst of it, but the GM decides if you end up in a bad spot, lose something, or partially sustain Harm.
-(–9) You were too slow to react or you made a bad judgment call. Perhaps you didn’t avoid any Harm at all, or you ended up in an even worse spot than before.
[b]ENDURE INJURY[/b]
Notes[table="rolls"]Ability|Roll
Endure Injury|2d10+[_$=fort][/table]
When enduring an injury, roll+Fortitude −Harm. If you are wearing armor, add its rating to the roll:
-(15+) You ride out the pain and keep going.
-(10–14) You are still standing, but the GM picks one condition:
◊ The injury throws you off balance.
◊ You lose something.
◊ You receive a Serious Wound.
-(–9) The injury is overwhelming. You choose if you:
◊ Are knocked out (the GM may also choose to inflict a Serious Wound).
◊ Receive a Critical Wound, but may continue to act (if you already have a Critical Wound, you may not choose this option again).
◊ Die.
[table="rolls"]Ability|Roll
Endure Injury|2d10+[_$=fort][/table]
When enduring an injury, roll+Fortitude −Harm. If you are wearing armor, add its rating to the roll:
-(15+) You ride out the pain and keep going.
-(10–14) You are still standing, but the GM picks one condition:
◊ The injury throws you off balance.
◊ You lose something.
◊ You receive a Serious Wound.
-(–9) The injury is overwhelming. You choose if you:
◊ Are knocked out (the GM may also choose to inflict a Serious Wound).
◊ Receive a Critical Wound, but may continue to act (if you already have a Critical Wound, you may not choose this option again).
◊ Die.
[b]KEEP IT TOGETHER[/b]
Notes[table="rolls"]Ability|Roll
Keep it Together|2d10+[_$=wilp][/table]
When you exercise self-control to keep from succumbing to stress, traumatic experiences, psychic influence, or supernatural forces, roll+Willpower:
-(15+) You grit your teeth and stay the course.
-(10–14) The effort to resist instills a condition, which remains with you until you have had time to recuperate. You get −1 in situations where this condition would be a hindrance to you.
Choose one:
◊ You become angry (−1 Stability).
◊ You become sad (−1 Stability).
◊ You become scared (−1 Stability).
◊ You become guilt-ridden (−1 Stability).
◊ You become obsessed (+1 Relation to whatever caused the condition).
◊ You become distracted (−2 in situations where the condition limits you).
◊ You will be haunted by the experience at a later time.
-(–9) The strain is too much for your mind to handle. The GM chooses your reaction: cower powerless in the threat’s
presence, panic with no control of your actions, suffer emotional trauma (−2 Stability), or suffer life-changing
trauma (−4 Stability).
[table="rolls"]Ability|Roll
Keep it Together|2d10+[_$=wilp][/table]
When you exercise self-control to keep from succumbing to stress, traumatic experiences, psychic influence, or supernatural forces, roll+Willpower:
-(15+) You grit your teeth and stay the course.
-(10–14) The effort to resist instills a condition, which remains with you until you have had time to recuperate. You get −1 in situations where this condition would be a hindrance to you.
Choose one:
◊ You become angry (−1 Stability).
◊ You become sad (−1 Stability).
◊ You become scared (−1 Stability).
◊ You become guilt-ridden (−1 Stability).
◊ You become obsessed (+1 Relation to whatever caused the condition).
◊ You become distracted (−2 in situations where the condition limits you).
◊ You will be haunted by the experience at a later time.
-(–9) The strain is too much for your mind to handle. The GM chooses your reaction: cower powerless in the threat’s
presence, panic with no control of your actions, suffer emotional trauma (−2 Stability), or suffer life-changing
trauma (−4 Stability).
[b]ACT UNDER PRESSURE[/b]
Notes[table="rolls"]Ability|Roll
Act Under Pressure|2d10+[_$=cool][/table]
When you do something risky, under time pressure, or try to avoid danger, the GM will explain what the consequence for failure is and you roll+Coolness:
-(15+) You do what you intended.
-(10–14) You do it, but hesitate, are delayed, or must deal with a complication – the GM reveals an unexpected outcome, a high price, or a difficult choice.
-(–9) There are serious consequences, you make a mistake, or you’re exposed to the danger. The GM makes a Move.
[table="rolls"]Ability|Roll
Act Under Pressure|2d10+[_$=cool][/table]
When you do something risky, under time pressure, or try to avoid danger, the GM will explain what the consequence for failure is and you roll+Coolness:
-(15+) You do what you intended.
-(10–14) You do it, but hesitate, are delayed, or must deal with a complication – the GM reveals an unexpected outcome, a high price, or a difficult choice.
-(–9) There are serious consequences, you make a mistake, or you’re exposed to the danger. The GM makes a Move.
[b]ENGAGE IN COMBAT[/b]
Notes[table="rolls"]Ability|Roll
Engage in Combat|2d10+[_$=viol][/table]
When you engage an able opponent in combat, explain how and roll+Violence:
-(15+) You inflict damage to your opponent and avoid counterattacks.
-(10–14) You inflict damage, but at a cost. The GM chooses one:
◊ You’re subjected to a counterattack.
◊ You do less damage than intended.
◊ You lose something important.
◊ You expend all your ammo.
◊ You’re beset by a new threat.
◊ You’ll be in trouble later on.
-(–9) Your attack doesn’t go as anticipated. You might be subjected to bad luck, miss your target, or pay a high price for your assault. The GM makes a Move.
[table="rolls"]Ability|Roll
Engage in Combat|2d10+[_$=viol][/table]
When you engage an able opponent in combat, explain how and roll+Violence:
-(15+) You inflict damage to your opponent and avoid counterattacks.
-(10–14) You inflict damage, but at a cost. The GM chooses one:
◊ You’re subjected to a counterattack.
◊ You do less damage than intended.
◊ You lose something important.
◊ You expend all your ammo.
◊ You’re beset by a new threat.
◊ You’ll be in trouble later on.
-(–9) Your attack doesn’t go as anticipated. You might be subjected to bad luck, miss your target, or pay a high price for your assault. The GM makes a Move.
[b]INFLUENCE OTHER[/b]
Notes[table="rolls"]Ability|Roll
Influence Other|2d10+[_$=char][/table]
When you influence an NPC through negotiation, argument, or from a position of power, roll+Charisma:
-(15+) She does what you ask
-(10–14) She does what you ask, but the GM chooses one:
◊ She demands better compensation.
◊ Complications will arise at a future time.
◊ She gives in for the moment, but will change her mind and regret it later.
-(–9) Your attempt has unintended repercussions. The GM makes a Move.
When you influence another PC, roll+Charisma:
-(15+) Both options below.
-(10–14) Choose one option below.
-(–9) The character gets +1 on her next roll against you. The GM makes a Move.
[table="rolls"]Ability|Roll
Influence Other|2d10+[_$=char][/table]
When you influence an NPC through negotiation, argument, or from a position of power, roll+Charisma:
-(15+) She does what you ask
-(10–14) She does what you ask, but the GM chooses one:
◊ She demands better compensation.
◊ Complications will arise at a future time.
◊ She gives in for the moment, but will change her mind and regret it later.
-(–9) Your attempt has unintended repercussions. The GM makes a Move.
When you influence another PC, roll+Charisma:
-(15+) Both options below.
-(10–14) Choose one option below.
-(–9) The character gets +1 on her next roll against you. The GM makes a Move.
[b]READ A PERSON[/b]
Notes[table="rolls"]Ability|Roll
Read a Person|2d10+[_$=intu][/table]
When you read a person, roll+Intuition.
On a success, you can ask the GM/player questions about their character any time during this scene, while in conversation with their character:
-(15+) You may ask two questions.
-(10–14) You may ask one question.
-(–9) You accidentally reveal your own intentions to the person you’re trying to read. Tell the GM/player what these intentions are. The GM makes a Move.
Questions:
◊ Are you lying?
◊ How do you feel right now?
◊ What are you about to do?
◊ What do you wish I would do?
◊ How could I get you to […]?
[table="rolls"]Ability|Roll
Read a Person|2d10+[_$=intu][/table]
When you read a person, roll+Intuition.
On a success, you can ask the GM/player questions about their character any time during this scene, while in conversation with their character:
-(15+) You may ask two questions.
-(10–14) You may ask one question.
-(–9) You accidentally reveal your own intentions to the person you’re trying to read. Tell the GM/player what these intentions are. The GM makes a Move.
Questions:
◊ Are you lying?
◊ How do you feel right now?
◊ What are you about to do?
◊ What do you wish I would do?
◊ How could I get you to […]?
[b]OBSERVE A SITUATION[/b]
Notes[table="rolls"]Ability|Roll
Observe a Situation|2d10+[_$=perc][/table]
When you observe a situation, roll+Perception.
On a success you may ask the GM questions about the current situation. When you act on these answers, gain +1 to your rolls:
-(15+) Ask two questions.
-(10–14) Ask one question.
-(–9) You get to ask a question anyway, but you get no bonus for it and miss something, attract unwanted attention or expose yourself to danger. The GM makes a Move.
Questions:
◊ What is my best way through this?
◊ What currently poses the biggest threat?
◊ What can I use to my advantage?
◊ What should I be on the lookout for?
◊ What is being hidden from me?
◊ What seems strange about this?
[table="rolls"]Ability|Roll
Observe a Situation|2d10+[_$=perc][/table]
When you observe a situation, roll+Perception.
On a success you may ask the GM questions about the current situation. When you act on these answers, gain +1 to your rolls:
-(15+) Ask two questions.
-(10–14) Ask one question.
-(–9) You get to ask a question anyway, but you get no bonus for it and miss something, attract unwanted attention or expose yourself to danger. The GM makes a Move.
Questions:
◊ What is my best way through this?
◊ What currently poses the biggest threat?
◊ What can I use to my advantage?
◊ What should I be on the lookout for?
◊ What is being hidden from me?
◊ What seems strange about this?
[b]INVESTIGATE[/b]
Notes[table="rolls"]Ability|Roll
Investigate|2d10+[_$=rea][/table]
When you investigate something, roll+Reason.
On a success, you uncover all direct leads and may ask questions to get additional information:
-(15+) You may ask two questions.
-(10–14) You may ask one question. The information comes at a cost, determined by the GM, such as requiring someone or something for the answer, exposing yourself to danger, or needing to expend extra time or resources. Will you do what it takes?
-(–9) You may get some information anyway, but you pay a price for it. You may expose yourself to dangers or costs. The GM makes a Move.
Questions:
◊ How can I find out more about what I’m investigating?
◊ What is my gut feel about what I’m investigating?
◊ Is there anything weird about what I’m investigating?
[table="rolls"]Ability|Roll
Investigate|2d10+[_$=rea][/table]
When you investigate something, roll+Reason.
On a success, you uncover all direct leads and may ask questions to get additional information:
-(15+) You may ask two questions.
-(10–14) You may ask one question. The information comes at a cost, determined by the GM, such as requiring someone or something for the answer, exposing yourself to danger, or needing to expend extra time or resources. Will you do what it takes?
-(–9) You may get some information anyway, but you pay a price for it. You may expose yourself to dangers or costs. The GM makes a Move.
Questions:
◊ How can I find out more about what I’m investigating?
◊ What is my gut feel about what I’m investigating?
◊ Is there anything weird about what I’m investigating?
[b]HELPING OR HINDERING[/b]
Notes[table="rolls"]Ability|Roll
Help or Hinder|2d10[/table]
When you help or hinder another player character’s Move, explain how before their roll and *roll+Attribute*, where the Attribute is the same as the other player is rolling:
-(15+) You may modify the subsequent roll by +2/−2.
-(10–14) You may modify the subsequent roll by +1/−1.
-(–9) Your interference has unintended consequences. The GM makes a Move.
[table="rolls"]Ability|Roll
Help or Hinder|2d10[/table]
When you help or hinder another player character’s Move, explain how before their roll and *roll+Attribute*, where the Attribute is the same as the other player is rolling:
-(15+) You may modify the subsequent roll by +2/−2.
-(10–14) You may modify the subsequent roll by +1/−1.
-(–9) Your interference has unintended consequences. The GM makes a Move.
[b]SEE THROUGH THE ILLUSION[/b]
Notes[table="rolls"]Ability|Roll
See Through the Illusion|2d10+[_$=soul][/table]
When you suffer shock, injuries, or distort your perception through drugs or rituals, roll+Soul to See Through the Illusion:
-(15+) You perceive things as they truly are.
(-10–14) You see Reality, but you also affect the Illusion. The GM chooses one:
◊ Something senses you.
◊ The Illusions tears around you.
-(–9) The GM explains what you see and makes a Move.
[table="rolls"]Ability|Roll
See Through the Illusion|2d10+[_$=soul][/table]
When you suffer shock, injuries, or distort your perception through drugs or rituals, roll+Soul to See Through the Illusion:
-(15+) You perceive things as they truly are.
(-10–14) You see Reality, but you also affect the Illusion. The GM chooses one:
◊ Something senses you.
◊ The Illusions tears around you.
-(–9) The GM explains what you see and makes a Move.