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« on: January 07, 2014, 02:20:28 AM »
We played so much that I needed to make some advanced moves. Here they are, along with a few basic moves that I "Finned." In the Winter War, everyone got the Ghost Soldier move (basically the same as the sniper's camouflage move). I took it away when we moved to the Continuation War because it seemed appropriate; much of the interesting fighting was not in winter and it seems camouflage was not as big a differentiating factor. As a consolation, I came up with the Finnish Moves.
Also, it seems appropriate that we're using a version of The Regiment that's as outdated today as most of the Finnish army was back then.
The Finnish Regiment: The Continuation War
In the transition from the Winter War (1939-1940) to the Continuation War (1941-1944), Finnish soldiers replace the Ghost Soldier Move with a Finnish Move of their choice. Also, the following additional advanced improvements are available:
Advanced Improvements
• Get a move from the Special Training List that isn’t in your playbook
• Get a move from the Special Training List that isn’t in your playbook
• Get +1 to a stat you have not already improved (max +3)
• Get +1 to a stat you have not already improved (max +3)
• Get a promotion and a unit (i.e., a squad, platoon or company, as appropriate)
• Change your character to a new type (exchange some of your moves accordingly)
• Create a second character to play
• Advance 4 moves from the Advanced Moves List
• Advance another 4 moves from the Advanced Moves List
The Special Training List:
• Soldier Moves: Comrade in arms, Spray & pray, Section 8
• Officer Moves: Fire Support, Tactical support
• Medic Moves: In Their Time of Need, Medic, Inopportune Target
• Sergeant Moves: Inspiring, Battlefield awareness, Lead the way, Look out!, Not as bad as it looked, Veteran instincts, Form Up On Me
• Commando Moves: Close quarters battle, Improvise. Adapt. Overcome, Explosives expert
• Sniper Moves: Deadly Aim, Advanced Marksmanship, Forward Observer
• Finnish Moves: Vittu Tata Paaska, Freedom to Roam, Talking is Silver, Vittu Siella Helvetin, Jaeger Training, Karelian Spellsinging
Finnish Moves
Vittu Tata Paskaa (F*ck this Sh!t)
Name your escape route and roll +battle. On a 10+, kippis (cheers), you’re gone. On a 7–9, you can go or stay, but if you go it costs you: leave something behind, or take something with you, the GM will tell you what. On a miss, you’re caught vulnerable, half in and half out.
Jokamiehenoikeus (freedom to roam)
Roll +guts to reach somewhere nearly inaccessible to get to or away from something. On a 10+, you made it. On a 7–9, you get there, but take 1 stress (ignoring sisu) and are under fire in follow up actions, leave something behind or take something with you. This move is about brazenly surmounting dangerous obstacles like cliffs or mine fields.
Talking is Silver, Being Silent is Gold
At the beginning of a session, roll +tactics. On a hit, hold 1. On a 10+, take +1 Forward when you spend your hold. Spend 1 hold to appear at the scene of a battle or an important event, with all your gear, as long as your presence there can be rationalized. You may have been there for a while, but have had nothing important to say about it until now. On a miss, you start the game with something important to say (GM decides), but do not want to talk about it. If you do, take 2 stress (ignoring sisu).
Vittu Siella Helvetin Juhlissa Mitaan Saatanan Siinaa Tarjottu Jumalauta
(F*ck, There’s No Satan’s Booze Available at Hell’s Party Goddammit)
Swear profusely and publicly that you want a thing — could be a person, could be a service, could even be just a thing — take 1 stress (ignoring sisu) and roll +leadership. On a 10+, it shows up in your regiment for you, like magic. On a 7-9, well, people make an effort and everybody chipped in for you and close is close, right? On a miss, it shows up in your regiment for you with the devil’s strings attached. (Finns are known for bottling it up and not complaining until they explode. So when your compatriots see you explode, they realize you really must be hurting.)
Jaeger Training (Finnish: Jääkäriliike)
When you lead an action to begin a new engagement involving raid, recon, infiltration or ambush, your unit gets +1 to the operational effectiveness roll. When you petition up the German chain of command, take +1 to the roll. (Finnish Jaegers trained in Germany before the war and were basically the only Finnish commandos in their day. Their training was kept secret to avoid antagonizing the Russians. Also, there is the stigma of being associated with the Nazis.)
Karelian Spellsinging
You use folk-magic or similar means of divination for advice. Roll +luck to see what it directs you to do. On a 10+ mark experience and take a +1 if you do as your divination tells you. On a 7–9, take a +1 if you do what it wants and take 1 stress (ignoring sisu) if you don’t. On a miss, you divine something unusual and take 1 stress (ignoring sisu) if you don’t follow it. (Spellsinging is a Finnish shamanic tradition that involves chanting and sympathetic magic).
Advanced Moves
Assault
When you assault the enemy to seize territory or gain a tactical advantage, spend 1-gear and roll+battle. On a hit, you hammer the enemy with your weapon and seize contested ground under enemy fire as established. On a 10+, the GM decides if you push them back, force them to surrender, or if you gain an overlooking or flanking position.
Advanced: On a 12+, you don’t take enemy fire.
Covering Fire
When you provide covering fire, spend 1-gear and roll+battle. On a hit, you rake the enemy’s position with fire, giving friendly troops an opportunity; but, your VOF is reduced by one step. GM chooses: the enemy is suppressed or the enemy is pinned but finds cover and/or concealment. On a 10+, you also give the allies you cover +1forward.
Advanced: On a 12+, your VOF is not reduced by one step.
Hit the Deck
When you come under fire and hit the deck, roll +guts. On a hit, you scramble to cover and/or concealment, as established—apply them to whatever attack you’re facing now; but you’re also pinned. On a 10+, you aren’t pinned, just suppressed.
Advanced: On a 12+, you aren’t pinned or suppressed.
Push Yourself
When you need to push yourself through physical hardship, emotional trauma, or enemy fire, roll+guts. On a 10+, you keep calm and carry on. On a 7-9, you push through it; but you avoid a direct, honorable, or all-in confrontation with the problem at hand. Say how and why you take it slow, keep your head down, pass the buck, or cover your ass. GM says what it costs you: time, trouble, respect, stress, etc.
Advanced: On a 12+, you deal with the problem at hand in a particularly direct, honorable or decisive way. Say how and why you pick up speed, take on more than your share or act with proper Finnish humility. GM says what you gain: time, respite, respect, forgiveness, etc.
Combat Action
When you attempt a dangerous combat action, say what you’re doing and roll. If you do it...
...by brute force, violence, or aggression, +battle.
...by obersavation, wits, or maneuvering, +tactics.
...by sheer nerve or luck, +lucky.
On a hit, you do it, taking fire as established. On a 7-9, also, you’re in a tough spot now. The GM will offer you a worse outcome, hard bargain, or ugly choice — concerning gear, stress, wounds, allies, exposure, opportunity, etc.
Advanced: On a 12+, you also do not take enemy fire.
This is the catch-all combat move. If a more specific move applies, use it instead.
Assess a Situation
When you assess the situation, ask a question about what the vittu is going on and roll +tactics. On a 10+, the GM will answer generously, including a few follow-up questions. On a 7-9, the GM will give you a straightforward answer. On a 6-, the GM will tell you something true, but incomplete.
Advanced: You also get +1 Forward toward dealing with your situation.
Rally
When you rally the troops before action, roll +leadership. On a 10+, hold 3. On a 7-9, hold 1. During the execution of the action, spend your hold 1-for-1 for you or a member of your team:
• Keep your head down! Get 1-tough.??
• You can do this! Get +1grit.??
• Short, controlled bursts! Recover 1-gear.
Advanced: On a 12+, hold 4 and you can spend 2 hold at once (i.e., +2 grit, Recover 2-gear)
Help or Interfere
When you help or interfere with someone who’s rolling, roll +bond. On a hit, you give them +1 or -2. On a 7-9, also, you’re exposed to danger, retribution, or cost. When you help someone who’s in trouble, roll +bond and mark xp. On a hit, they can clear a condition, temporarily stabilize, or recover 1-stress. If you ignore a comrade who needs help, take stress equal to your bond and you both reset your bonds to 0. Normally, you cannot interfere with someone who’s in trouble; it’s just not done.
Advanced: On a 12+, they also take +1 Forward on their next move.
Blow Off Steam (Finnish)
When you use your downtime to blow off some steam, roll +moscha spent (0-3). On a 10+, choose two. On a 7-9, choose one:
• Improve a bond by +1. They can do the same.??
• You recuperate. Heal 1-wound.??
• You relax and enjoy yourself. Heal 1-stress.??
• You are not drunk at the start of the next scene or battle
On a miss, you gain little comfort; but, nothing terrible happens.
Advanced: On a 12+, choose three and you may choose the same option twice. If you choose “not drunk” twice, you gain the benefit of being drunk but not the penalty.
Scrounge
When you scrounge for spoils, roll +lucky. On a hit, you find gear or barter items worth smokes, depending on circumstances (usually 1-3). Or, if you’re scrounging an enemy position for intelligence, you find intel. On a 10+, choose two. On a 7-9, choose one:
• You find it quickly.??
• You find it without trouble.??
• You hit the jackpot. 6-gear/moscha or major intel
Advanced: On a 12+, you get all three.
Will (Finnish)
When you impose your will, roll +leadership.
For NPCs: On a 10+, they will do what you want if you outrank them or promise to give them something they want later. On a 7–9, they will do what you want if you outrank them, but they will be bitter about it; if you don’t outrank them, they will do what you want only if you give them something they want now.
For PCs: on a 10+, both. On a 7–9, choose 1:
• If they do it, they mark experience
• If they refuse, they take 1 stress (ignoring sisu)
What they do then is up to them. On a miss, they turn the tables on you. Give them what they want, no strings attached, or feel guilty and take 1 stress (ignoring sisu).
Advanced: On a 12+, if it’s a PC, they take 2 stress if they refuse. If it’s an NPC, they will do what you want with no strings attached. Furthermore, you win them over and they become your ally. Choose what kind of ally they become:
• ally: friend (impulse: to back you up)
• ally: lover (impulse: to give you shelter & comfort)
• ally: right hand (impulse: to follow through on your intentions)
• ally: partisan (impulse: to pursue your interests in your absence)
• ally: bodyguard (impulse: to intercept danger)
• ally: confidante (impulse: to give you advice, perspective, or absolution.)
Petition (Finnish)
When you petition up the chain of command, roll+leadership. If you petition in person to a Finnish commander, you may spend 1 moscha to get +1 to the roll. On a hit, you find a contact who will try to make it happen if it’s at all reasonable. On a 7-9, the GM chooses a compromise:
• You get something close.??
• You get an old or “homemade” version of it.??
• You have to go out of your way to pick it up.
• You owe something in return.
Advanced: On a 12+, GM decides whether they provide something better, provide it more quickly than seemed possible, or make it permanently yours.