WHEN YOU GAIN A LEVEL FROM 2-5, PICK ONE OF THESE MOVES AND CUT AND PASTE IT TO THE MOVE LIST ABOVE
Bug Eater
When you make camp in a cave, or undertake a perilous journey through a cave, you do not need to consume any rations. If you act as quartermaster underground, you automatically
succeed as if you had rolled a 10+, and you may take on a second job as well.
Lynx-Eyed, Like Burning Coals
Your eyes cut through the night and you need bring neither lamp nor torch to see in even the most Stygian darkness.
Mental Map
You have perfect recall of the places you have explored. You can always find your way back to an underground location you have been to, without considering it a perilous journey. If anything has changed since your last visit, you spot it right away.
Rope Tricks
With time and room to use your rope, you can safely traverse a dangerous environment (don’t roll) and take others with you, provided they follow your instructions. You can also use your rope as a weapon (reach, near, forceful) that does stun damage.
Tremors
You can feel vibrations echoing through the earth. You can never be ambushed or surprised underground, even in the dark. When an enemy, trap, or accident would get the drop on you, you get to act first unless they never touch the earth.
Bodyguard
When you are protecting a client, add these to the list of discern realities questions:
- How can I get my client out of here?
- What does my client intend to do now?
- What here poses the greatest threat to my client?
Martyr’s Shield
Replaces: Meatshield. When anyone within your reach either makes or is subject to an offensive move, you may intercept it. The move affects you instead of the intended target.
Protection
When you defend, you take +2 armour forward.
Staunch Defender
When you defend, you get +1 hold, even on a miss.
A Little Help From my Friends
When you successfully aid someone, you take +1 forward as well.
Scout
When you spout lore about a military unit or situation you have observed, you may use WIS instead of CHA. Anyone acting on your information takes +1 forward.
Setup Strike
When you hack and slash, choose an ally. Their next attack against your target does +1d4 damage.
Skirmisher
When you enter a battle, roll+WIS. On a 10+, hold 3. On a 7-9, hold 2. On a miss, hold 1 anyway, but take -1 forward and your enemies see you as their main threat. During the battle, spend a hold to:
- Choose a character that can see or hear you and direct them out of a bad position.
- Choose a character within your reach and lure them into a bad position.
- Choose a character within your reach and redirect their attack.
- Choose a character you can see or hear. You reach them before they can react.
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WHEN YOU GAIN A LEVEL FROM 6-10, YOU MAY CHOOSE FROM THIS LIST AS WELL AS THE 2-5 LIST
Cavedancer
When you use the natural formations of a cave to your advantage, take +1 to defend and defy danger.
Cavespeaker
Requires: Tremors. When you ask a cave about someone or something else inside it, roll+INT. On a 10+, the cave tells where it is, what it’s doing, and answers any one question you ask about it. On a 7-9, the cave tells you either where it is or what it’s doing.
Strange Medicine
Requires: Bug Eater. When you have time to gather supplies in a natural cave, you can prepare a poultice that will heal one debility next time you make camp.
Impervious Defender
Replaces: Staunch Defender. When you defend, you get +1 hold, even on a miss. On a 12+, instead of getting hold, the nearest attacking creature is stymied, giving you a clear advantage. The GM will describe it.
Over My Dead Body
Replaces: Protection. When you defend, you take +3 armour forward.
Superior Bodyguard
Replaces: Bodyguard. When you discern realities while protecting a client, you may also ask the GM one of these questions, even on a miss:
- How can I get my client out of here?
- What does my client intend to do now?
- What here poses the greatest threat to my client?
You may also ask any of these instead of a question from the discern realities list.
Battle Plans
When you make a plan before a battle, roll+WIS. On a 10+, hold 3. On a 7-9, hold 2. On a miss, hold 1 anyway, because you’ll need it when everything goes to hell. Spend a hold at any time before the end of the battle to declare a plan of action. Anyone pursuing that plan of action takes +1 forward.
Tactical Commander
When you direct a unit of troops in the heat of battle, roll+CHA. On a 10+, choose three results from the list below. On a 7-9, choose two. On a miss, choose one anyway, but take -1 forward and your enemies see this unit as their main threat.
- Choose a hazard on the battlefield: Your unit avoids it.
- Choose a location within reach: Your unit gets to it or deep into the troops defending it.
- Choose an enemy unit within reach: Your unit engages them and pins them down.
- Choose an enemy unit you are engaged with: Your unit breaks contact in an orderly fashion.
- You rally them: No member of your unit is shaken or routed.
Tandem Strike
Replaces: Setup Strike. When you hack and slash, choose an ally. Their next attack against your target does +1d4 damage and they take +1 forward against them.
Veteran Scout
Requires: Scout. When you undertake a perilous journey, you always spot trouble in advance, as if you had rolled 10+ for scout. You can take on a second job, roll for it as normal.
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