OOC:
THE HARM MOVE
When you suffer harm, roll minus the harm you’ve suffered. On a 10+, the MC chooses 1:
• The harm you take stands as is, with no additional effect.
• You take -1harm, but the MC chooses 1 from the 7–9 list below.
On a 7–9, the MC chooses 1:
• 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.
On a miss, the MC chooses 1:
• You’re out of action: unconscious, trapped, incoherent or panicked.
• It’s worse than it seemed. Take an additional 1-harm.
• Choose 2 from the 7–9 list above.
The MC can forget or otherwise choose to forgo the harm move, case by case.
The MC can call for the harm move whenever you suffer harm, even if your armor reduces the harm you’ve suffered to 0 or negative.