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« on: October 25, 2012, 12:23:08 AM »
So here is my first inclination for a series of related moves and I am curious if this feels right or if its just too much for one aspect of a setting (i.e. Hack)?
"It is in the Hunt that you truly see your brother's heart and soul of your sister, do not lose yourself in the primal moment"
A Salandi may take up the Sacred Hunt for a number of reasons. The hunt tests their ability, it proves their worth to others, but ultimately many take up the hunt to gain insight from the spiritual world that the Totem can provide. The Hunt begins by gathering your Circle, they will act as aids and bear witness to when the Hunter confronts his Totem Beast.
Preparations
Action: 1 season action, choose your target Totem Beast.
Roll: +Acumen <-Similar to Sharp
You will spend a portion of your season in planning your absence, scouting for the Totem Beast, and gathering the proper ritual gear for your Circle.
On a 10+ choose 3 of the following:
• Your domain is well tended in your absence. Trouble will not strike while on your hunt. (Though it may still happen as you return)
•You may choose the Landscape for the Hunt; normally the MC will pick one from the Totem Beast’s Environment list. You are not limited to this list. +1 ongoing if this is not the Beast’s native environment.
•The quarry is exceptionally suitable to claim a Trophy; +1 on Claim a Trophy Move.
•The quarry is a Legendary example of the Totem; Each member of the Circle that partakes in the Hunt gains +1 Favor, you gain +1 Hx with each of them.
•You have located the Beast’s Lair; if the Beast eludes you, you may go to its Lair to confront it again. You may need to Walk through Fire to get there.
•You have devised Escape Routes should you be cornered, you may have to Walk through the Fire or Laugh in the Face of Death (your choice) with +1 going forward, but you cannot be cornered by the Beast… even in its Lair.
•The preparations have been easy and fruitful; you regain your Season Action, though you will still be away during the hunt.
On a 7-9, choose two of the following:
•The quarry is a Superb example of the Totem; Gain +1Favor.
•The plan is NOT flawed. If it is flawed, perhaps you did not account for the Weather or another Beast will stalk you in turn…
•The Beast is with offspring, will you doom the younglings? -1Favor for all members of the Hunt, +2 on the Claim a Trophy Move.
•The Totem does not favor your prey, If the Totem has empowered the Beast, all actions against it are -1ongoing
•On a Miss, you may choose one anyway…
The Hunt
Once preparations have been made, and the Hunters know where to find the Beast, the battle for the Totem begins. Make no mistake, this is a battle. You may engage the Beast either at its lair (if it’s known to you) or in the Lands around its lair.
The Wasp
The Primal Wasp is a massive, insectile being capable of carrying a small child away to its lair. While the Wasp is a solitary hunter, they share a communal hive to breed, to feed, and guard their offspring.
impulse: to hunt and steal away food
impulse: to close ranks, protect their own
impulse: to consume and swarm
Wasp Special Moves
•All Harm is AP
•Inflict Venom
•Outflank someone, corner them, encircle, and inflict -1 on-going until they are no longer at the disadvantage.
•Disengage and escape back to their Lair.
•Takes something you value away as the Wasp eludes you.
•Call forth the Swarm (when at the Lair), this can be done multiple times, each time a new gang is called forth
o2-harm gang small savage 1-armor
Inflict Venom
When you are impaled by the Wasp with its Poison Stinger, roll +Physique to resist the Wasp Venom.
On a 10+, the MC chooses 1:
•You are Broken; -1 Acumen, but Mark 1 Xp from the insight gleaned from the fever dreams
•Your Mind Opens to the Psychic Maelstrom, and spilling out to all those around as if they had each used Deep Brain Scan, but roll normally for the move.
•Your Condition Worsens, take an additional 1-Harm.
On 7-9, the MC chooses 1:
•Your Mind Opens to the Psychic Maelstrom, and is exposed to all those around you. Treat this as if they had each used Deep Brain Scan, assume a 10+
•-1 ongoing until they are cleansed by a Shaman
On a Miss, the MC may choose from the 7-9 list above. If she does, the wounds are not as bad as they seemed and you take -1harm.
Lair: Vespiary
(impulse: to generate badness)
(impulse: to trap, to frustrate passage)
(impulse: to deny access)
Lair Moves:
• Display something for all to see.
• Hide something.
• Bar the way.
• Open the way.
• Provide another way.
• Shift, move, rearrange.
• Present a guardian.
• Disgorge something.
• Take something away: lost, used up, destroyed.
Wasp Trophy
When you roll to Claim a Trophy, the following options are added to the list when you have hunted a Superb or Legendary quarry.
Dagger of the Wasp – Not simply a dagger made from the stinger of the Wasp, but a magical weapon formed from the raw essence of the Wasp. Starts as basic Gear, but with the following:
• Inflict Venom
Swarm’s Heart Blood – You have not drunk deeply of just mere Blood, but of the Hearts Blood of the entire Swarm. All those that drink of the Swarm’s Heart become more deeply bonded together, each bond moves one step better. Each draught created can be shared by up to five people.
Wasp Effigy – A fully grown wasp, fossilized by the mud and resin secreted of the Wasp Queen. This wasp is trapped forever in an artful pose.
Technique: You have learned how to battle in a manner that resonates with the Wasp. Choose one of the following and gain +1ongoing when acting in accordance:
•Wasp Blooded – Usable when you act as part of a gang.
•Wasp Mentor – Usable when acting in a Hit and Run fashion.
Scars: While successful, the mark of this hunt will stay with you forever. Choose one of the following and gain +1ongoing when in situation described:
•Venom Marked – If you fell victim to the Inflict Venom Move, you may take this Trait and gain an advantage against Poison, Toxins, and Opening your Mind.
•Impaled – If you took an injury from the Wasp, you may take this Trait and gain an advantage when retelling the stories of your determination by showing your Scar.
OR
I can go with something is much simpler, like this:
The Sacred Hunt: When you hunt the Totem Beast with all due reverence, roll +Acumen. On a 10+, choose 3. On a 7-9, choose 2:
•You receive prestige, wealth, or insight; (I would need to make some rules for this)
•You gain a Trophy fitting the Totem (special List).
•You gain insight into your Circle, take +1Hx with any or all members of your choosing.
•You did not Suffer the Beast’s Wrath (This would have an inflict venom type effect
On a Miss, choose 1 anyway but the Totem is not happy with your actions… what did you do?
The more complex system has a more impactful feel to it, but the simpler one just gets on with the game.