Advanced Moves Flashcards
Advanced Move - Last Breath
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
Advanced Move - Encumbrance
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
Advanced Move - Make camp
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)
Advanced Move - Take watch
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
Advanced Move - Undertake a perilous journey
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
Advanced Move - End of session
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
Advanced Move - Level up
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
Advanced Move - Carouse
Trigger: return triumphant & 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
Advanced Move - Supply
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
Advanced Move - Recover
Trigger: you do nothing but rest for 1 day
You heal all HP. After 3 days (2 if healer present) you heal a debility.
Advanced Move - Recruit
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
Advanced Move - Outstanding warrants
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
Advanced Move - Bolster
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)