13
« on: October 22, 2012, 04:04:17 PM »
Statistics
Focus As in clear-thinking, skilled, rational
Fight As in aggressive, tough, violent
Flight As in aware, fearful, reactive
Freakishness As in sinister, strange, inhuman
Stats range from -1 to +3.
Starting stats: -1, 0, 1, 2. Max stat: +3.
[one less stat because doing stuff is kinda abstract in the town, and with lower stats over the course of the story, this forces players to roll, not having good stats is kind of a thing in this game]
Moves
Moves are what you do, that take effort, and have risk and possible reward. (I know you know that, just stay with me)
Keep a clear head (Focus)
When you need to keep a clear head or are forced to do so, roll+focus. One a 10+, you gain +1 forward. On a 7-9, you hesitate, back off or loose it for a moment before pressing on, choose 1:
? You stare unblinking until an ally talks to you.
? You fall to your knees, clutching your head.
? You do not know if the next thing you see is real.
? You receive a message from the apparent ghost of someone you know.
? You drop something you own.
? You expose someone else to danger.
? You are exposed to immediate harm.
? You attract the attention of a nearby monster.
? You attract the attention of your demon.
? You take 1 mental harm.
? You lose your bearings and are separated from the group.
On a miss, you abandon your current action and the MC chooses 2, or makes a MC Move against you.
Make sense of the situation (Focus)
When you try to make sense of what is in front of you, roll+Focus. On a 10+, ask the MC 3 questions from the list below that your examination could answer. On a 7-9 ask 1. Take +1 forward when acting on answers.
? What does ______ want?
? How could ______ hurt me?
? What is my best way in/way out/way past?
? What should I be on the lookout for?
? What is my biggest threat?
? Was ______ here earlier?
? Can I get by without physical harm?
? Can I get by without mental trauma?
? Is ______ safe to cross?
? Is ______ natural?
On a miss, you are shaken by what you see. In the real world, that is the only negative, in the Fog and in other Levels, you take 1-mental harm.
Attempt to Jury-rig (Focus)
When you have to do something involving mechanisms, like hot-wiring a car or pushing through a puzzle rather than solving it, roll+focus. On a 10+ you succeed. On a 7-9 you succeed, but there are complications. On a miss you ruin your chance, breaking or short circuiting whatever you were attempting and take 1-physical harm in the process.
Go into the Fog (Focus)
When you go into the Fog, roll+focus. On a 10+, you enter the Fog and move steadily through it, choose 1:
? You heal 1 point of mental or physical harm.
? You can see important landmarks around of you.
? Take +1 forward when you run for your life in the Fog.
? Take +1 forward when you push yourself in the Fog.
? Take +1 forward when you look for signs in the Fog.
? Take +1 forward when you search the area in the Fog.
? You know if any monsters are nearby.
? You know your demon will not follow you, for now.
? You can distinctly see your group members and keep them with you.
? You know which direction will lead you to the thinner mists.
? You know where you can find some useful gear.
On a 7-9, you move with trepidation, choose 1:
? You see someone, or something, up ahead of you.
? You are distracted by the presence of a lump, your next action must involve it.
? An item you own breaks or goes missing.
? Take -1 forward when you run for your life in the Fog.
? Take -1 forward when you push yourself in the Fog.
? Take -1 forward when you hide and hope in the Fog.
? Take -1 forward when you follow the rules in the Fog.
? Upon leaving the Fog you will be some distance from the group.
? You loose sight of a group member. They are now some distance from the group.
? You must make sense of the situation, whether you want to try or not.
On a miss, you stumble blindly, unable to see a foot in front of you. You take -1 when you act violently in the Fog and the MC may choose 2 from the above list, or make a MC move against you.
Open their heart (Focus)
When you try to find out about a person face to face, roll+Focus. On a 10+, ask the MC 3 questions from the list below that your intuition would allow. On a 7-9 ask 1. Take +1 forward when acting on answers.
? Are they telling the truth?
? Are they scared?
? Are they angry?
? What do they want from me?
? How could I get them to ______?
? Have they been here a long time?
? Do they have hope of escape?
? Have they seen the monsters?
? Are they willing to fight monsters?
? Are they as sane as I am?
? Have they seen someone die recently?
? Are they are old as they appear?
On a miss, you can't help but feel distrust towards the person. You cannot open their heart again for a day, and the MC is allowed to bend the truth when answering questions about them from now on.
This move can be used on other players, but it is the player who answers and they are under no obligation to tell the truth.
Push yourself (Fight)
When you are tired, hurt or weary, having gained a full gauge of fatigue, but must carry on, roll+fight. On a +10, you manage to work through it. Any lower, you must slow down, rest up or suffer -1 ongoing until you do.
Intimidate someone (Fight)
When you intimidate someone, roll+fight. On a +10, choose 2. On a a 7-9, choose 1:
? They do what you want exactly, taking their time.
? They try to do what you want quickly.
? They try to do what you want quietly, without complaining.
? You dominate them, you could kill them now without fear of them fighting back.
? They're frightened of you, you gain +1 when trying to intimidate them again.
? They don't hate you afterwards.
On a miss you have to back down and the person will have it in for you from now on.
This move can not be used on other players. Things which only appear human are not effected, though they might act like they are.
Act violently (Fight)
When you act violently, roll+fight. On a +10, you inflict harm on your opponent equal to your current weapon's harm rating and avoid any oncoming attack. On a 7-9, you deal damage to your opponent but expose yourself to attack. Violence will bring on fatigue that much quicker, after a lengthy battle the MC may grant combatants 1-fatigue. You also make noise that could attract more foes.
On a +10, in addition to your attack you may choose to:
? Give it your all, dishing out an additional 1 harm, but taking 1-fatigue.
? You do an an extra +1 harm, but expose yourself to attack.
? Tackle your opponent, knocking them off balance, stopping them from making their next move and putting yourself directly in harms way. Take an additional 1 harm next time you are attacked.
? Spread the damage across all possible opponents; such as a weapon of 3 harm across 3 monsters at 1 harm each.
? Take away all fatigue.
On a miss, you stumble, aim poorly or are simply overpowered, you are attacked without impunity.
Defend someone (Fight)
When you act in the defence of another in combat or danger, roll+fight. On a 10+, hold 3.
On a 7-9, hold 1. So long as you stand in defence, when the person your defend is attacked you may spend a hold, to choose an option:
? Redirect an attack upon the one you defend onto yourself.
? Halve the attack's effect or damage.
? Open up the attacker to an ally, giving that ally +1 forward against the attacker.
? Draw the attacker to you instead, if you have already damaged it.
Avoid temptation (Fight)
When you must avoid committing a sin or repeating past mistakes, roll+fight. On a 10+ you move on and recover 1-mental harm. On a 7-9, you come close to your temptation whilst remaining composed or at least appearing relatively normal. On a miss you are compelled to act out your sin and will do so at the expense of more logical action.
.
Run for your life (Flight)
When you are being chased by something, roll+flight. On 10+, you gain enough distance to consider your options. On a 7-9, choose 1:
? You maintain your pace and hope that is enough.
? You gain distance, but you leave something behind.
? You gain distance, but your escape didn't go unnoticed.
? You gain distance, but you have to push yourself.
On a miss, your foe catches you.
Hide and hope (Flight)
when you try to hide and hope you are not found, roll+flight. On a 10+ you are completely hidden from sight, though some monsters might know you are in the area by their other senses, or though eldritch means. On 7-9, you are hidden, but must choose 1 complication:
? You knock something over before you hide.
? You have left footprints around where you are hiding.
? You leave something you own away from your hiding place.
? You are terrified and must try to ignore horror.
On a miss, you are spotted.
Search the area (Flight)
When you search for clues, scavenge for gear or look out for threats, roll+flight. On 10+ you find what you're looking for quickly. On 7-9,
you find the thing, if it is there at all, but it takes time. On a miss, you don't find anything.
Ignore horror (Flight)
When you try to ignore or rationalise what you have seen, roll+flight. On +10, your resolve is renewed and you remove 1-mental harm. On 7-9, you can't completely shrug off the burden, but it will do for now. On a miss, you inadvertently summon your demon, or if it is present, take 1-mental harm.
Pass torment onto another (Flight)
Once per session, during a conversation with an ally, you can try to pass your torment onto them by bringing up their own problems, injuries or weariness, when you do, roll+flight. On 10+ you can remove 1-physical, mental or fatigue harm and put it onto them. On 7-9, you can temporarily remove 1-physical, mental or fatigue harm and put it onto them, until morning. On a miss, your goading back-fires and they can put their troubles on to you if they wish, as if they had rolled 10+.
Manipulate someone (Freakishness)
When you try to convince someone to do something for you, either through bribery or more subtle means, roll+freakishness. On +10 you can nudge them towards what you need them to do, purely through talking to them. On a 7-9, they need some concrete reason to do a thing for you, and something they need, given to them. On a miss, they know something is up and no longer trust you.
Follow the rules (Freakishness)
When you try to follow the rules of a dark, malevolent Level in order to survive it, roll+freakishness and do something you think will work. These include drawing a well researched symbol of defence on the floor to protect yourself, jumping into a hole because you felt the town wanted you to, entering a code you saw on a wall into a locked gate, and many more besides. On a 10+, you manage to achieve what you wanted with relative safety, as if the town guided you from A to B. On a 7-9, you almost achieve what you wanted, but with a dangerous outcome. On a miss, no matter what the place looks like, things work as if you were in the real world, the symbol does nothing, you die when you hit the bottom of the hole and the codes bares no significance or something worse happens.
Look for signs (Freakishness)
When you look for signs and omens from the town itself, roll+Freakishness. On a 10+, ask the MC 3 questions from the list below. On a 7-9 ask 1. Take +1 forward when acting on answers.
? What happened here recently?
? What is about to happen?
? What here is useful to me?
? What here is not as it appears to be?
? Should ______ be here?
? How can I hurt ______?
? Is this related to my psyche?
? What does this represent?
? Has the Level changed?
? How soon is the Fog coming?
? Where should I go next?
? Who can't I trust here?
On a miss, you either gain 1-mental harm or must truthfully answer a question the town itself asks as the MC sees fit, often through use of creepy townsfolk, a sinister phone call or writing on the wall. The MC should keep a check on your misses when you look for signs, too many will result in the town bringing the hammer down on you, one way or another. Questions might include, but are not limited to:
? What are you ashamed of?
? What do you regret?
? What secret do you keep from the others?
? What do you fear?
? Who do you hate?
? Are you a strong person?
? Who here is good?
? Where do you think you are?
? Who would you let die for you?
? Who do you trust?
? Where are you going?
Effect the Level of Existence (Freakishness)
When you try to switch from one Level to another, or just get back to reality, roll+freakishness. On a 10+, the town shifts to the desired level for your whole group, but every monster within it is alerted to your presence. If the town has shifted to the real, the Fog will be present upon entry, and you'll be right in the middle of it, having to roll to go into the Fog. On 7-9, you partially change the Level, causes things to meld together in revolting, anguished ways. Monsters may begin to fight amongst themselves, but they'll still come after you. On a miss, you remain where you are and gain 1-physical harm.
Invoke a Power (Freakishness)
Throughout Hushed Valley there are ancient idols, carved symbols, artefacts and tomes of lore. If you come across one, and the MC should tell you when something has an aura of infernal power, you can invoke whatever dark being wants to claw out after researching it or doing something equally relevant. Every Power is different, but there is always a price, be it health permanently taken or a grisly mission to undertake on behalf of your new master. To invoke a power, roll+freakishness.
On a 10+, you use whatever ability it grants successfully. On a 7-9, you use the ability, but there are complications, such as the town reacting to the power in an unforeseen way. On a miss, something uses the power, but it isn't you, and your actions are forfeit to the MC until daybreak.
Once someone has spent time with their object of power, they can ask them questions during any downtime, if they are away from the group, as you'd expect, they need not tell the truth.
After being invoked, getting rid of the object is difficult.
[examples]
The Seal of Mahalat
Form: A tarnished silver emblem, baring the face of a beautiful woman.
Wants: To make others agree that humans are inherently evil.
Ability: Can further ignite fires and combust flammable materials.
Price: -1 mental health, permanently.
Book of Agony
Form: An ancient book, bound in bronze, with leather pages.
Wants: To make people suffer, in order to make them strong.
Ability: Acts as a weapon, near, 5 harm.
Price: Physical health can not be healed.
The Cherubs in the Garden of Humbleness
Form: A small renaissance painting that uses bright angelic figures to accent the darkness.
Wants: To collect everything that is beautiful and destroy that which is ugly.
Ability: Take +2 ongoing when manipulating someone.
Price: You can no longer avoid temptation.
Skeleton Key
Form: A key, any key.
Wants: To be able to move freely between Levels.
Ability: Can open any door, even if it has no apparent key hole.
Price: Take 1 from your lowest stat, put it into Freakishness.
The Ring of Alizer
Form: An eternally warm iron ring, embossed with strange markings.
Wants: To spread the mark to others.
Ability: Burn the Mark of Alizer into those you touch. They become monsters over the space of a week.
Price: You can no longer ignore horror.
Little Bones
Form: Tiny sparrow bones, tiny human skull.
Wants: To live a "normal" life, with a good mother and father.
Ability: Cripple electronic devices. Make lightbulbs give off light, without an active source of power.
Price: Little Bones can hurt you if she gets upset, even when she is not in direct control.
Defy Danger (Any)
When you defy danger by dodging out of the way you:
? Avoid danger with your well timed action. (roll+Focus)
? Avoid danger by staying calm. (roll+Focus)
? Avoid danger with your gut instinct. (roll+Fight)
? Avoid danger by using your strength. (roll+Fight)
? Avoid danger by acting fast. (roll+Flight)
? Avoid danger by acting cowardly (roll+Flight)
? Avoid danger because that wasn't meant to be. (Freakishness)
? Avoid danger by warping space. (Freakishness)
On a 10+, you get out of the way, the threat passes you by. On a 7-9, you don't quiet make it, the MC can give you a worse outcome, hard bargain or ugly choice. On a miss the worse outcome is inevitable.
Tend wounds (Nothing)
When you treat someone with a half full or less physical harm gauge, roll+nothing. On a 10+, reduce their harm by 1. On a 7-9, reduce their harm by 1 until the MC makes a move that says otherwise. On a miss, you can't help them, and you might have caused a problem for them later.
Rise Again
If you die, you will find yourself away from it all, floating in swirling mist. The shapeless entity of in the town will cut you a deal, for a price. If you agree to it's terms you return to life, if not, you're done. You are no longer human if you come back, and at times you won't look it either, usually in reflections or recordings. If you rise again, you can never leave the town.
[thats it for now, gaps need to be filled, some basic moves need to be added back in, just doing stuff is always okay too]
[you still with me? poor soul]