Showing posts with label hack. Show all posts
Showing posts with label hack. Show all posts

Sunday, 7 November 2010

[AW-style move]Recall a Cure

Recall a Cure (d20+Knowledge+Mind)
Roll when a party member is afflicted by some horrible condition (such as a curse, disease, or whatnot), and you need to remember how to cure it.

14-: the GM picks one option from the following list.
15-19: as above, but the player picks instead.
20+: the players gets to pick three.

  • The cure is nearby, and won't take a long journey to reach.
  • Acquiring the cure will not require spending much money.
  • The process of getting the cure will not be overly dangerous.
  • The party won't owe anybody any favors in exchange for the cure.
  • The process of getting the cure will give the party some other benefit in addition to its restorative properties.

Sunday, 27 June 2010

[TranStellar RPG] Weird moves

Basic Moves

To break the fourth wall, roll + weird. On a 10+, you receive a genre-aware insight about the current situation and take +1 forward. On a 7-9, you receive an insight but expose yourself to writer anger.

Advanced Moves

To scan minds and influence people, roll + weird. On a 10+, hold 3. On a 7-9, hold 1. Spend one to ask a question from the read person list or compel one person to follow your instructions. If they're a leading character, they can choose not to follow but they mark experience if they do. If you read another psychic's mind, you experience psychic feedback. You take -1 ongoing and can't roll + weird until you shake it off.

To predict the future, roll + weird. On a 10+, you get a good insight into a future event. On a 7-9, you get an incorrect insight into a future event, but take +1 ongoing until you figure out you're wrong or cause it to become true.

To create haute cuisine, roll + weird. On a 10+, choose 3. On a 7-9, choose one.
  • It isn't flammable or explosive.
  • It actually tastes good.
  • It isn't actively poisonous.
  • It doesn't require special ingredients.