Das Tanelorn spielt > Albtraum in Norwegen

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Joran:
Ah, okay!

Setz das doch vielleicht noch bei den Regeln hinzu und/oder bei dem dorthin übertragenen Beispiel für eine Spielszene.

Mein SC ist - so hoffe ich - jetzt vollständig und erhält Deinen Segen, Meister?

Der Läuterer:
Ich wollte Euch noch die Handlungsalternativen aus den Playbooks rauskopieren.
Das klappt aber nicht, weil bei mir die Abschnitte durch die Mehrspaltigkeit vermischt werden.
Da die Playbooks frei verfügbar sind...
Vielleicht schafft das ja einer von Euch? Und stellt das dann für alle hier ins OFF?
Wäre super. Ansonsten kommt Ihr sicher auch so zurecht.

Joran:
Was meinst Du mit Handlungsalternativen? Möchtest Du die jeweiligen "Basic Moves" hier einstellen? Oder meinst Du etwas anderes?

Sollen die dann ins Regelwerk oder in die jeweiligen SC-Beschreibungen?

Der Läuterer:
Sorry. Ja, gemeint waren die "Basic Moves".
Die sollten dann ins Regelwerk.
Das sind aber nicht so viele, weil es in jedem Playbook immer dieselben sind.

Joran:
Ob sie überall gleich sind, hatte ich jetzt noch nicht vergliechen.

Dann müsste es also das sein:

Basic Moves


Act Under Pressure (ROLL+REASON)
When you arr doing something quickly and precisely, hurriedly flee, or are trying to resist something frightening, roll+reason.

On a 10+, you do it.

On a 8-9, you flinch, hesitate, cave, or stall: the Keeper can offer you a worse outcome, a hard bargain, or an ugly choice.


Convince (ROLL+AFFINITY)
When you have something someone wants, you can use your charme, wit, or wiles to get them to do something for you, roll+affinity.

For NPCs:
On a 10+, they ask you to promise something first, and do it if you promise.

On a 7–9, they need some concrete assurance right now.

For PCs:
On a 10+, both of the following:
»» if they do it, they gain a point of Lore.
»» if they refuse, it’s acting under pressure

On 7-9:
»» if they refuse, it’s acting under pressure
»» On a miss, they lose a point of Trust with you.

What they do then is up to them.


Help/Hinder (ROLL+TRUST)
When you help or hinder with someone who’s making a roll, ROLL+TRUST.

On a 10+, they take +2 (help) or -2 (hinder) now.
On a 7–9, they take a +1 (help) or -1 (hinder) now, and you expose yourself to trouble.
On a 6 or less so: they lose a point of Trust with you or the Keeper holds one to use as a hard move (your Choise).


Poke Around (ROLL+LUCK)
When you poke around a place physically looking for things, roll+luck. Additional attempts to search the same area are made at a cumulative -1, unless the Keeper informs you somthing substantial has changed.

On a 10+, select 1 of the following:
» Find 1 good item (Keeper’s choice)
» 1 minor item (your choice)
» 1 clue (+1 forward when acted upon)
» Pick one from the table below

On a 7–9, you may:
» Find hidden area/threshold (in/out) (Keeper’s Choice)
» Find minor item (Keeper’s choice)
» Determine the presence of one physical hazard (if none present, you learn that)

On a miss, there is either nothing more in the area or the Keeper may hold 1 to use as a hard move at any time.


Puzzle Things Out (ROLL+REASON)
When you face an intellectual dilemma, learn a new piece of information, or discover a clue, you may attempt to puzzle things out, ROLL+REASON. On a hit, you get to ask one or more questions. Whenever you act on one of the Keeper's answers, take +1.

On a 10+, Ask 3 or gain 1 Lore.

On a 7–9, Ask 1:
» What is this?
» What does this mean?
» How can I get in/out/pass?
» Who’s in control here?
» Which before me is the most dangerous?
» What is its weakness?
» What should I keep an eye out for?
» How does X fit into Y?


Read a Person (ROLL+PASSION)
When you read a person in a charged interaction, roll+passion.

On a 10+, hold 3. On a 7–9, hold 1. While you’re interacting with them, spend your hold to ask the charakter questions, 1 for 1:
» Is your character telling the truth?
» What's your charakter really feeling?
» What does your charakter intend to do?
» What does your character wish I’d do?
» How could I get your character to X?»


Resort to Violence (ROLL+MIGHT)
When you cast aside all pretense of ciyility and wish to harm your enemy, regardless of personal safety, ROLL+MIGHT. You may wrest control of an item or situation from another in this manner, whether it be with fists or feet, or a more proper weapon, but you do so with malice in your heart.

On a 10+, choose 3.

On a 7–9, choose 2:
» You take definite hold of it
» You suffer little harm (-1 harm)
» You inflict terrible harm (+1 harm)
» You impress, dismay or frighten your enemy

For PCs, pressing the attack when they're impressed, dismayed or frightened counts as ACTING UNDER PRESSURE.


Threaten (ROLL+MIGHT)
When you threaten someone or something, ROLL+MIGHT. You are physically engaging with the deadly promise of violence.

On a 10+, they have to choose 1:
» Force your hand and take whatever damage you dish out
» Back down and do what you want.

On a 7–9, they can instead choose 1:
» Hurriedly get out of your way
» Barricade themselves securely in
» Give you something they think you want
» Back off calmly, hands where you can see
» Tell you what you want to know (or hear)

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