The moves happen when certain conditions are met and it should be easy for the DM to see what you are trying to do.
These are not the only moves that exist. Some will be revealed in play. Some are only available in particular environments. Some might only happen once.
Bargain
or Manipulate: When you have leverage over someone tell them what you want and roll +Charisma.
On a 10+
|
They'll do it for
a fair price or reasonable promise, it's up to you whether you pay up.
|
On a 7 - 9
|
They'll do it but
demand a high price and some concrete assurance right now.
-or-
The DM will tell
you what it will take to make them do what you want. Do it and they will.
|
The existence of this move should NOT be interpreted as an invitation to try talking your way into discount supplies or gear. Your DM did not create a fantasy world for you so they could haggle over the price of torches. Don't be a bad person.
There are moves to help you get more information about a situation. If you succeed, the DM will give you the most useful, truthful answer that makes sense. These can be really helpful when you don't know what to do.
Read a Person: When you watch someone closely in a tense situation, roll +Alert
On a 10+
|
You can ask and
get an honest answer to three questions:
|
On a 7 - 9
|
Ask one question
from the list above.
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Read
a Sitch: When you stand back from the action to
read a tense situation, roll +Alert.
On a 10+
|
You get an honest
answer to three questions:
|
On a 7 - 9
|
Ask one question
from the list above.
|
Very Optional:
Turn
Someone On: When you use your
wiles to get something from someone roll +Charisma
On a 10+
|
They want you.
Choose one:
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On a 7 - 9
|
You made an
impression. They choose one from above but it will get complicated.
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