0% found this document useful (0 votes)
27 views

Basic Moves - Tacobongo's Updated Triggers

Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
0% found this document useful (0 votes)
27 views

Basic Moves - Tacobongo's Updated Triggers

Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 18

When you aid or assist another Hunter,

Roll +Cool
• On a 10+, your help gives them +1 to their roll.
• On a 7-9, your help gives them +1 to their roll, but you also
expose yourself to trouble or danger.
• On a miss, you make things worse. Mark experience and the
Keeper makes a move.

Note that help bonuses do not stack: if two people help out, the
Hunter just gets +1 on their roll.
ADVANCED
• On a 12+, you make the difference. The person you are helping
acts as if they just rolled a 12 on their move, regardless of what
they actually got.
When the stakes are high and you think or act quickly in the
face of danger,
Roll +Cool
• On a 10+, you do what you set out to.
• On a 7-9, the Keeper will give you a worse outcome, hard
choice, or price to pay.
• On a miss, mark experience and the Keeper makes a move.
ADVANCED
• On a 12+, you rise above the pressure completely. You may
choose to either do what you wanted and something extra, or
to do what you wanted to absolute perfection (so that people
will talk about it for years to come).
When you want someone to do something for you that they
may not want to, give them a reason why they should,
Roll +Charm
• On a 10+, they’ll do it for the reason you gave them. If you
asked too much, they’ll tell you the minimum it would take
for them to do it (or if there’s no way they’d do it).
• On a 7-9, they’ll do it, but only if you do something for them
right now to show that you mean it. If you asked too much,
they’ll tell you what, if anything, it would take for them to
do it.
• On a miss, mark experience and the Keeper makes a move.

ADVANCED
• On a 12+, you absolutely convince them. Not only do they do
what you want right now, they also become your ally for the
rest of the mystery (or, if you do enough for them,
permanently). Note that allies can be lost, too! If they discover
you’ve manipulated them into acting against their best
interests, you new ally may become a threat to you.

This move does not normally work on monsters, even if they can
reason and talk. Minions may or may not be susceptible to
manipulation, depending on the fiction.
When you want a Hunter to do something for you that they
may not want to, give them a reason why they should,
Roll +Charm
• On a 10+, they mark experience and get +1 forward if they
do what you ask.
• On a 7-9, they mark experience if they do what you ask.
• On a miss, it’s up to them to decide how badly you’ve
offended or annoyed them. They mark experience if they
decide not to do what you asked.

ADVANCED
• On a 12+, they must Act Under Pressure to resist your
request. If they do what you ask, they mark experience and
take +1 ongoing while doing what you asked.
When you closely study a situation or person in order to see
the bigger picture, say how you do it, then ask the Keeper one
of the following questions (or something else),
• What happened here?
• What is being concealed here?
Monster Phenomenon
• What sort of creature is it?
• What can it do? • How is this phenomenon doing this?
• What can hurt it? • What could fix it, cure it, or slow it down?
• Where did it go? • How far does this effect reach?
• What was it going to do? • What will be affected next?

If the answer isn’t obvious,


Roll +Sharp
• On a success (7+), the Keeper will answer honestly.
• On a 10+, you can ask an additional question from the list
and get an honest answer.
• On a miss, mark experience and the Keeper makes a move.

The Keeper may ask, “How do you find that out?” If you don’t
have a good answer, choose another question instead.
ADVANCED
• On a 12+, you may ask the Keeper any question you want
about the mystery, not just the listed ones.
When you get the sinking feeling that something’s not right
here, or you evaluate an imminent threat,
Roll +Sharp
• On a 10+, hold 3.
• On a 7-9, hold 1.
• On a miss, mark experience and the Keeper makes a move.

One hold can be spent to ask the Keeper one of the following
questions:
• What’s my best way in?
• What’s my best way out?
• Are there any dangers we haven’t noticed?
• What’s the biggest threat?
• What’s most vulnerable to me?
• What’s the best way to protect the victims?
If you act on the answers, you get +1 ongoing while the
information is relevant.
ADVANCED
• On a 12+, you may ask the Keeper any question you want
about the situation, not just the listed ones.
When you want to harm a person or monster that can harm
you back,
Roll +Tough
• On a success (7+), you and whatever you’re fighting inflict
harm on each other as established.
• On a 10+, choose one extra effect:
• You gain the advantage: take +1 forward, or give +1 forward to
another Hunter.
• You inflict terrible harm (+1 harm).
• You suffer less harm (-1 harm).
• You force them where you want them.
• On a miss, mark experience and the Keeper makes a move.

ADVANCED
• On a 12+, you devastate and overawe your enemy. You inflict
and suffer harm as normal, and instead of the 10+ list, pick one
of these enhanced effects:
• You completely hold the advantage. All Hunters involved in the
fight get +1 forward.
• You suffer no harm at all.
• Your attack inflicts double the normal harm.
• Your attack drives the enemy away in a rout.
When you try to protect someone else from harm,
Roll +Tough
• On a success (7+), you protect them okay, but you’ll suffer
some or all of the harm that was coming their way.
• On a 10+, choose one extra effect:
• You suffer less harm (-1 harm).
• All impending danger is now focused on you.
• You inflict harm on the enemy.
• You hold the enemy back.
• On a miss, you make things worse; mark experience and
the Keeper makes a move.

ADVANCED
• On a 12+, you defend them perfectly. Both you and the
character you are protecting are unharmed and out of danger.
If you were protecting a bystander, they also become your
ally.
When you cast a spell, harness magical energy, or use a magic
artifact, say what you’re trying to achieve and how you do it,
Roll +Weird
• On a 10+, the magic works without issues: choose an effect.
• On a 7-9, it works imperfectly: choose an effect and a glitch.
The Keeper will tell you what effect the glitch has.
• On a miss, mark experience and the Keeper makes a move.
ADVANCED
• On a 12+, you are infused with magical power. What you
wanted to do happens and the Keeper will offer you some
extra benefit on top of that.
By default the magic has one of the effects listed below, lasts for
around 30 minutes, and does not expose you to danger, unwanted
attention, or side-effects. If there’s a glitch, this might change.
EFFECTS:
• Inflict harm (1 harm ignore-armour magic obvious)
• Enchant a weapon. It gets +1 harm and +magic.
• Do one thing that is beyond human limitations.
• Bar a place or portal to a specific person or a type of creature.
• Trap a specific person, minion, or monster.
• Banish a spirit or curse from the person, object, or place it inhabits.
• Summon a monster into the world.
• Communicate with something that you do not share a language with.
• Observe another place or time.
• Heal 1 harm from an injury, or cure a disease, or neutralize a poison.
GLITCHES:
• The effect is weakened.
• The effect is of short duration.
• You take 1 harm ignore-armour.
• The magic draws immediate, unwelcome attention.
• It has a problematic side-effect.
The Keeper may require one or more of the following:
• The spell requires weird materials.
• The spell will take 10 seconds, 30 seconds, or 1 minute to cast.
• The spell requires ritual chanting and gestures.
• The spell requires you to draw arcane symbols.
• You need one or two people to help cast the spell.
• You need to refer to a tome of magic for the details.
If you want to do magic that goes beyond these effects, it counts
as Big Magic.
When you go beyond the limits of conventional magic, tell the
Keeper what you want to do. They will determine what you must
do in order to cast the spell.
The Keeper may require one or more of the following:
• You need to spend a lot of time (days or weeks) researching the magic
ritual.
• You need to experiment with the spell – there will be lots of failures
before you get it right.
• You need some rare and weird ingredients and supplies.
• The spell will take a long time (hours or days) to cast.
• You need a lot of people (2, 3, 7, 13, or more) to help.
• The spell needs to be cast at a particular place and/or time.
• You need to Use Magic as part of the ritual, perhaps to summon a
monster, communicate with something, or bar the portal you opened.
• It will have a specific side-effect or danger.
If you meet the requirements, the magic takes effect.
When you open up your brain to feel the emotions of
something right there in front of you,
Roll +Weird
• On a 10+, you gain a clear impression of their current
emotional state and intentions. Take +1 forward when acting
on this knowledge.
• On a 7-9, you gain a hazy impression of their current
emotional state and intentions.
• On a miss, your brain is overwhelmed with emotion. Mark
experience and the Keeper makes a move.

ADVANCED
• On a 12+, same as 10+ and you may ask one follow-up question
that the Keeper will answer honestly.

You can use Empath on anything with emotions (e.g. animals


and some monsters), but the less human they are, the less it’s
safe for you. If the emotions are especially strong or alien, you
might need to Act Under Pressure regardless of how successful
your roll was.
You have become enlightened, and sometimes receive
information telepathically from the Secret Masters.
The Secret Masters are the benevolent conspiracy fighting for a
perfect society. At least, that’s what they told you.
Sometimes, at the Keeper’s discretion, they proactively send you
information, advice, or orders.
When you telepathically ask the Secret Masters for aid,

Roll +Weird
• On a 10+, the Secret Masters reveal a key fact, clue, or
technique that will help you.
• On a 7-9, the Secret Masters need you to complete a task for
them. Once it is done, they reveal a key fact, clue, or
technique that will help you.
• On a miss, the Secret Masters’ reply is terrible, garbled, or
wrong. Mark experience and the Keeper makes a move.

ADVANCED
• On a 12+, same as 10+ and you may ask one follow-up question
that the Keeper will answer honestly.
When you push your physical body past its limits,
Roll +Weird
• On a 10+, your body obeys your will, to the limits of
physical possibility, for a moment.
• On a 7-9, you do it but you pushed too hard. Choose one
consequence:
• Suffer 1 harm.
• Take -1 forward.
• You need to rest right now.
• On a miss, something goes horribly wrong. Mark
experience and the Keeper makes a move.
ADVANCED
• On a 12+, same as 10+ but you can continue acting at your
body’s limits for 30 seconds.

For the purposes of this move, ‘physical possibility’ means


‘conceivably possible for a human’. For example:
• Physically Possible: Lift an SUV, Jump over a truck, Punch
through a wall.
• Not Physically Possible: Lift a building, Fly, Punch a blast of
energy at a foe.
When you channel your previous incarnations to discover
something, pose your question,
Roll +Weird
• On a 10+, a past life has something useful to offer. Ask the
Keeper two of the questions below.
• On a 7-9, a past life has a little experience with this. Ask the
Keeper one of the questions below.
• On a miss, a past life takes over for a while. Mark experience
and the Keeper makes a move.

ADVANCED
• On a 12+, a past life knows exactly what you are after. Ask the
Keeper one of the questions below, and one free-form
question. Gain +1 ongoing while acting on the answers.

Past Lives questions:


• What did a past life discover about ________ ?
• How did a past life deal with ________ ?
• What important hidden secret can a past life show me the way to?
• What did a past life learn too late to help them?
• What does a past life advise me to do now?

You should note down the names and time periods of your
previous lives for future reference. They can’t overlap in time,
but otherwise may be from any time or place.
When you open up your brain to the psychic environment,
Roll +Weird
• On a 10+, you gain a definite impression (a vision, tangible
aura, overheard thought etc) about something important.
• On a 7-9, you gain a hazy impression about something
important.
• On a miss, your brain makes contact with something
dangerous. Mark experience and the Keeper makes a move.

ADVANCED
• On a 12+, same as 10+ and you may ask one follow-up question
that the Keeper will answer honestly.

Although you will find out something important, it won’t


necessarily relate to your current concerns or the mystery you
are investigating right now.
By default, you can move something smaller than a person. You
don’t have much control, and you can’t move it strongly enough
to hurt anything.
When you fling something with your mind,
Roll +Weird
• On a 10+, you move it. Choose two options and mark 1 harm.
• On a 7-9, you move it but it hurts. Choose one option and
mark 2 harm.
• On a miss, something goes horribly wrong. Mark experience
and the Keeper makes a move.

Telekinesis options:
• Something is held fast.
• Something is hurt (2 harm smash).
• Something catches fire.
• You can fling something bigger than a person.
• You can keep it basically under your control.
• You suffer 1 less harm.

ADVANCED
• On a 12+, choose three options from the above list. You may
also choose from these advanced options:
• Something explodes (3 harm close fire area messy)
• Something implodes (3 harm close crush)
• Lots of stuff is flying under your control.
• You have perfect and precise control over exactly what happens.
When you consult your instincts about what to do next,
Roll +Weird
• On a 10+, the Keeper will tell you where you should go. It
will be somewhere important and you get +1 ongoing on
your way to this place.
• On a 7-9, the Keeper will tell you a general direction to go.
Take +1 forward as you explore that.
• On a miss, your instincts lead you to danger. Mark
experience and the Keeper makes a move.

ADVANCED
• On a 12+, same as 10+ and in addition, the Keeper will tell you
about one important thing you should investigate further.

Your gut feelings will point you somewhere important, but they
do not care about your conscious concerns. To your gut, the
current mystery is just one important thing amongst many.
When you create or adapt a device to analyse or deal with
strangeness, say what it is and what it does,
Roll +Weird
• On a 10+, you pick two requirements.
• On a 7-9, you pick one requirement and the Keeper picks
another.
• On a miss, you are still able to create your device, but the
Keeper picks three requirements and can make a move.

Weird Science requirements:


• It needs a rare and/or weird material.
• It won’t be very reliable.
• It requires huge amounts of power or fuel.
• It will take a long time to get it working.
• It won’t work exactly as you intended.
• You’ll need help (beyond the Hunters on your team) to finish it.

ADVANCED
• On a 12+, same as 10+ and you gain +1 ongoing when operating
the device.

You might also like