I finally finished the first draft of my Basic Moves! Thanks a lot to Riovanes for their input on the combat moves. Here they are, with stats:
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The stats are:Dawn, For acting in your capacity as Warmaker - the field of physical conflict. War and personal combat.
Zenith, For acting in your capacity as Demagogue and God-Sovereign - leading, and surviving great hardships unconquered - physical and mental endurance.
Twilight, For acting in your capacity as Scholar and Artisan - the acquisition, application and dissemination of knowledge.
Night, For acting in your capacity as Spy and Criminal - infiltration, disguise and trickery.
Eclipse, For acting in your capacity as Diplomat and Broker - travelling, schmoozing and doing deals.
The moves are:Dispose of Unworthy OpponentsWhen you
dispose of unworthy opponents, roll+Dawn. On a 7+, they’re taken care of - you can move past them. On a 7-9, there’s a problem - pick 1.
- You suffer a condition.
- You are slowed down, inconvenienced, or distracted from something important.
On a 12+, unworthy opponent will get out of your way for the rest of the scene.
When I say “you can move past them”, that means they’re dead, unconscious, enraptured by the impossible beauty of your martial arts - they’ve served their narrative purpose and they’re no longer a meaningful obstacle. Dispose of Unworthy Opponents is about getting things out of the way.
Let's say your goal in the scene is rescuing someone who's been captured by a horde of Fair Folk. In this case, the horde is an obstacle between you and the goal, so you Dispose of Unworthy Opponents. You're getting them out of the way, but you're not actually dealing them mechanically significant harm - you're not reducing their Magnitude or inflicting a Condition on them. Mechanically, murdering thousands of soldiers is identical to shoving someone out of the way and running past.
So an Unworthy Opponent is what's between you and the goal, and a Worthy Opponent is the goal, the whole point of the scene. In the former case, Dispose of Unworthy Opponents. In the latter, Clash!
Clash!When you
clash with a worthy opponent, roll+Dawn and select a style. On a 7+, you deal a wound and trigger your style. On a 7-9, you suffer a wound and your opponent makes a move.
Clash is still under construction! Styles are special moves triggered by this move which can inflict conditions on your opponent, enhance your abilities and more.Defend OtherWhen you
leap to something’s defense, roll+Dawn. On a 10+, it suffers no harm and you’re put in a spot. On a 7–9, you suffer the harm in its place - the MC will give you a condition.
On a 12+, it suffers no harm and you act at an advantage to neutralise whatever threat you defended it from.
Press OnWhen you
press on in the face of adversity, roll+Zenith. On a 10+, you endure - if you would have taken a condition, you don't. On a 7-9, you flinch, falter or hesitate.
On a 12+, onlookers are inspired by your heroic resolve and act at an advantage against that same hardship for the rest of the scene.
InspireWhen you
inspire an audience with your shining charisma, roll+Zenith. On a 7+, their passions are inflamed, pick one: Instill an Emotion in your audience; Bestow or upgrade a single intimacy and fill its channel if appropriate. On a 7-9, the MC can shift the tenor of their passions in a small but significant way - a love of hard work becomes a love of money, a love of country becomes a hatred of foreigners.
When you Inspire a PC, they can always reject the effects of this move.
If you encounter a contradictory Intimacy, this move will instead weaken it by a single grade.
In order to upgrade an Intimacy from Minor to Major, you need a supporting Minor Intimacy.
In order to upgrade an Intimacy from Major to Core, you need a supporting Major Intimacy.
Sacred LoreWhen you
consult your accumulated knowledge, roll+Twilight. On a 7+, the MC will tell you something interesting and relevant to the problem at hand, and they might ask you a question or two - answer them. On a 7-9, your knowledge is vague and incomplete - the GM will reveal a single missing detail at their discretion later in the scene.
On a 12+, you experience an impossible burst of insight - you can veto or modify a single element of the MC’s answer.
Notice DetailsWhen you
take stock of your surroundings, roll+Twilight. On a 10+, ask the MC three of the following. On a 7-9, ask one of the following. Take +1 Forward when you act on the answers.
- What here is not as it seems?
- What has happened here recently?
- What is about to happen here?
- What here is threatening to me?
- What here is valuable to me?
On a 12+, you can ask any three questions you like, not limited to the list.
Feat of AthleticismWhen you
perform a heroic feat of athleticism, roll+Night. On a 10+, you pull it off without any trouble - you lift the burning beam, scale the mountain or vault the gate. On a 7-9, you pull it off, but there’s a hitch - the MC will offer you a partial success, success at a cost, or an ugly choice.
On a 12+, you transcend the obstacle completely. Whatever the aim of your action - to escape a threat, to rescue a friend - consider it done. Nothing will pose a threat to that aim for the rest of the scene.
DeceiveWhen you
attempt to do something without anyone noticing, roll+Night. On a 7+, your targets see what you want them to see, whether that’s something else, or nothing at all. On a 7-9, pick one:
- Someone gets suspicious.
- You leave evidence of what you’ve done - if someone goes looking for it, they’ll find it.
On a 12+, no one will ever find out what you did, unless you tell them.
Discern IntentWhen you
observe or interact with someone, you can roll+Eclipse at any time. On a 10+, hold 3. On a 7-9, hold 1. Spend this hold 1-for-1 to ask their player one of the following questions. They must answer truthfully.
- How’s your character feeling?
- What does your character want from me?
- What’s an Intimacy your character’s displayed this scene?
- Is your character lying?
On a 12+, you can spend your hold 1-for-1 to ask any question you like, not limited to the list.
“Interact” is deliberately broad - you could roll this move in the middle of a swordfight or a game of checkers.ManipulateWhen you
manipulate someone, tell them what you want, tag the appropriate Intimacies and roll+Eclipse. For NPCs: On a 10+, you make the connection - the character is willing and able to do what you want. On a 7-9, the MC picks one:
- They’re willing, but they can’t do it right away because of some trouble they’re having.
- They’re able, but they need a little motivation - show them you mean business.
For PCs: On a 10+, both. On a 7-9, pick one:
- If they do it, they restore a channel in whichever intimacy was tagged.
- If they refuse, they’re facing adversity.
"Tagging an Intimacy" means relating your demands to their Intimacies - "Hide me from the Satrap's police
because I'm your best friend" for instance. Intimacies provide leverage as follows:
- With a Minor Intimacy, you could persuade an acquaintance to ride out to your house and ferry your sick husband to the doctor in the middle of a storm. People will go out of their way to do it, but they won’t risk anything significant.
- With a Major Intimacy, you could talk a close friend into running away from home and joining your band of mercenaries, or committing a serious crime, like murder! People will make long-term commitments with lasting consequences.
- With a Core Intimacy, you could talk someone into giving away their things, setting fire to their house and devoting themselves to your cult. People will upend their lives, and even the lives of their loved ones - they’ll risk it all for you.
On a 12+, for NPCs: They’ll go the extra mile - anything up to a grade higher than the intimacy you tagged. The MC will give you a boon resulting from their action - you'll get more out of them and, if appropriate, you'll get it faster than you expected. This could mean engaging special resources and calling in favours from their own friends. For PCs, they also gain an extra channel to distribute freely if they do it.
If your demands contradict their Intimacies, check the grade of your tagged Intimacies against the grade of their contradictory Intimacies. If the grade’s equal, you check against the number. That means Major Intimacies beats Minor, 2 Major beats 1 Major, and 1 Major + 1 Minor beats 1 Major.
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And that's all for now! I'm still refining mass combat, but Vincent's previews for Dark Ages have given me a lot of ideas. Clash! is also under construction but I like where it's headed. As always, comments are very welcome.