Advanced Moves Flashcards

1
Q

Advanced Move - Last Breath

A

Trigger: your HP falls to zero
Roll: +nothing
10+: you’re alive
7-9: Death offers you a bargain - accept or die
6-: you will die shortly, the GM tells you when

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2
Q

Advanced Move - Encumbrance

A

Trigger: you make a move while carrying a heavy load
<= Load: no penalty
<= Load + 2: take -1 ongoing until you lighten your burden
> Load + 2: automatically fail

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3
Q

Advanced Move - Make camp

A

Trigger: when you settle in to rest

  • consume a ration
  • decide the watch order if needed
  • level up if you can
  • heal 50% max HP (must sleep for a few hours)
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4
Q

Advanced Move - Take watch

A

Trigger: you’re on watch & something approaches
Roll: +Wis
10+: everyone is awake & prepared & takes +1 forward
7-9: everyone is awake but barely ready
6: everyone still sleeps

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5
Q

Advanced Move - Undertake a perilous journey

A

Trigger: when you travel through hostile territory
Roll: +Wis (x3)
10+: rations needed reduced by one (quartermaster)
10+: time to destination reduced, GM choice (trailblazer)
10+: spot any trouble without being seen (scout)
7-9: normal rations, normal time, encounter trouble normally

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6
Q

Advanced Move - End of session

A

Trigger: when the session ends
- resolve bonds, mark XP for each, and replace them
- if you fulfilled your alignment at least once, mark XP
Answer these 3 questions as a group:
- did we learn something new and important?
- did we overcome a notable monster or enemy?
- did we loot a memorable treasure?
For each yes, everyone marks XP

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7
Q

Advanced Move - Level up

A

Trigger: when you have downtime (hours or days), and XP >= level + 7

  • subtract level + 7 from XP
  • increase level by 1
  • chose a new advanced move from your class
  • if you are a wizard, also add a new spell to your spellbook
  • increase one stat by 1 (Con updates HP), max 18
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8
Q

Advanced Move - Carouse

A
Trigger: return triumphant &amp; throw a party, spend 100 coins
Roll: +1 for every extra 100 coin spent
10+: choose 3
7-9: choose 1
6-: choose 1, but things get out of hand
  - you befriend a useful NPC
  - you hear rumors of an opportunity
  - you gain useful information
  - you are not entagled, ensorcelled, or tricked
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9
Q

Advanced Move - Supply

A

Trigger: when you buy something uncommon
Roll: +Cha
10+: you find what you’re looking for at a fair price
7-9: you pay extra or won’t get exactly what you want

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10
Q

Advanced Move - Recover

A

Trigger: you do nothing but rest for 1 day

You heal all HP. After 3 days (2 if healer present) you heal a debility.

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11
Q

Advanced Move - Recruit

A

Trigger: you look to hire help
Roll:
- +1 if the pay is generous
- +1 if the mission is announced
- +1 if you say that they get a share
- +1 if you have useful reputation
10+: you find skilled applicants
7-9: you get someone close to what you want
6-: someone influencial or ill-suited comes along
If you turn away applicants, take -1 forward to recruit

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12
Q

Advanced Move - Outstanding warrants

A
Trigger: when you return to a civilized place where you have cause trouble before.
Roll: +Cha
10+: everyone recognises you
7-9: a complication arises (GM choice)
   - warrant for your arrest
   - price on your head
   - someone is holding a grudge
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13
Q

Advanced Move - Bolster

A

Trigger: when you spend time in preparation or study
If a week or more: take 1 preparation
If a month or more: take 3 preparation
Spend preparation for +1 to any roll (max 1 per roll)

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