TAKING ACTION
(pg. 172)
Moves are triggered by the narrative. When taking an action, determine if your character's action triggers a move. When you trigger a move, you roll 2d6 + Power. Power is determined by the number of tags that directly benefit that action. Weakness tags, temporary tags, or status that impede that action lower Power.
The most commonly-used moves are the Core Moves. When your character uses their abilities...
... to seek answered to burning questions or gain information, you INVESTIGATE.
... to talk, threaten, or seduce someone into doing something, you CONVINCE.
... to avoid a hit, endure harm, or resist an influence, you FACE DANGER.
... to take a clear shot at someone with all of your power, you HIT WITH ALL YOU'VE GOT.
... to overcome someone or something in a struggle for control, you GO TOE TO TOE.
... to give you or your allies an advantage, you CHANGE THE GAME.
... to do something discreetly or deceptively, you SNEAK AROUND.
... to perform a feat of daring, you TAKE THE RISK.
INVESTIGATE
(pg. 192)
When you use your abilities to seek answers to burning questions, roll 2d6 + Power. On a hit, you get Clues = Power. Spend your Clues one-to-one to ask the MC a question about the subject of your investigation or ask another player a relevant question about their character. They must give you either a straight answer or a solid lead. On a 7-9, they can also chose 1:
- Your investigation exposes you to danger.
- The clues you get are fuzzy, incomplete, or part-true part-false.
- Whoever or whatever you are asking the question(s) can ask you one question as well. You answer on the same terms.
If your move is Dynamite, on a 12+, your investigation reveals a key detail. The MC will reveal the most valuable detail in the scene that your investigation could reveal. You can then use your Clues to ask follow-up question or other questions as usual.
LOOK BEYOND THE MIST
(pg. 194)
When you reach inside to get in touch with your Mythos, you can feel the truth behind things without even knowing how. Play it out like the INVESTIGATE move, but roll 2d6 + Mythos instead. On a hit, you get Clues = Mythos.
CONVINCE
(pg. 185)
When you use your abilities to talk, threaten, or seduce someone into doing something, roll 2d6 + Power. On a hit choose a relevant status with tier = Power. Your target can choose either to take the status or:
- on a 7-9, to give in a little, but protect their own agenda.
- on a 10+, to change their agenda to include yours, at least for the time being.
If your move is Dynamite!, on a 12+, the tier of the status you give the target equals Power + 2. To avoid it, target must change their agenda as in 10+, but in addition the target must take a tier-2 temporary status of your choice representing your influence. Its tag cannot be the same as that of the original status.
FACE DANGER
(pg. 187)
When you use your abilities to avoid an incoming hit, endure harm, resist a malign influence, or hold it together, the MC or player will name a status with its tag and tier. Roll 2d6 + Power. On a 10+, you fend off the effect and take no status at all. On a 7-9, you take the status, but with -1 tier. On a miss, you take the full status.
If your move is Dynamite, on a 12+, you avoid the status completely and choose one (this does not stack with statuses from HIT WITH ALL YOU'VE GOT or GO TOE TO TOE):
- You reflect the status at your attacker or otherwise use it against them. You give your attacker an appropriate status of your choice with tier = tier of the original status.
- You bolster your defenses. You take an appropriate ongoing tier-1 status of your choice describing your improved defenses.
HIT WITH ALL YOU'VE GOT
(pg. 190)
When you have a clear shot and you use your abilities to hit someone or something with all you've got, roll 2d6 + Power. On a hit, you give the target an appropriate status of your choice with tier = Power. On a 7-9, choose 1. On a 10+, choose 2:
- You take cover or secure a superior position. If you don't choose this, they can impose a status on you. If they are a PC, its tier = their Power.
- You get them good or get many of them (+1 tier).
- You control the collateral damage.
- You hold the target's attention, if possible.
- You gain the upper hand. Take 1 Juice.
If your move is Dynamite, on a 12+, choose one option from this list:
- Outstanding hit: Choose 3 options from the move's standard list.
- Defend another: You protect both yourself and another ally from a counterstrike. the target of your attack cannot attack that ally on the target's next move.
- Hit them hard: You hit them hard, increasing the tier of the status by 2 or hitting 2 more targets with the same status.
- Extreme collateral damage: everything and everyone around the target takes a status similar to the main status, with a tier equal to Power. This includes you or any allies, if you are nearby.
- Control the conflict: Take 2 Juice and you can use it to choose effect improvements from CHANGE THE GAME.
GO TOE TO TOE
(pg. 188)
When you use your abilities to overcome someone or something in a struggle for control, state what your goal is. Your opponent can describe how they respond at their option. Roll 2d6 + Power. On a 7-9, choose 1. On a 10+, choose 2:
- You manage to achieve your goal (e.g. take something they hold).
- You get them good, giving your opponent a status with tier=Power.
- You block, dodge, or counter their best attempts. If you don't choose this, they can impose a status on you. If they are a PC, its tier = their Power.
If your move is Dynamite, on a 12+, you receive all 3 move options.
CHANGE THE GAME
(pg. 182)
When you use your abilities to give yourself or your allies an advantage, roll 2d6 + Power. On a hit, you get Juice - Power. Spend your Juice to gain the following effects, one to one:
- Create a story tag
- Burn a power tag or a story tag
- Give or reduce a status (one tier per point of Juice)
- On a 10+, you get a minimum of 2 Juice, and you can also user your Juice to choose:
- Scale up the effect (greater area or more targets)
- Prolong the effect (make it ongoing)
- Hide the effect
- Any other improvement you and the MC agree on
If your move is Dynamite, on a 12+, you get a minimum of 3 Juice and can choose one of the following special improvements by spending 1 Juice:
- Large-scale effect: scale up a single effect to a slarge scale or make it affect a large group. The exact limit of this scale is up to you and the MC.
- Permanent effect: make a single effect permanent or be able to use one of your effects to remove or reduce a permanent effect (except tier-6 statuses). You can only have one permanent effect at a time. You can discard a permanent effect you created whenever you wish.
- Mist-hidden effect: make s ingle effect Mist-hidden. The Mist itself conspires to hide the existence of this effect even from Rifts so that no one can know about it without your approval.
SNEAK AROUND
(pg. 195)
When you use your abilities to act secretly or deceptively, roll 2d6 + Power. On a hit, everyone that should fall for it falls for it. On a 7-9, it's complicated and the MC chooses 1:
- Someone unimportant noticed you, but that just made them important, right?
- You are perceived only by a secondary sense (someone picks up on your scent while you're stalking them; you're seen whispering a message but the message is not heard).
- You must leave something important behind or be discovered.
If your move is Dynamite, on a 12+, your target is so entirely fooled by your secretive or deceptive actions that you can continue to move and/or act completely undetected by this target for the rest of the scene, as long as you do so in the same way you did when you scored 12 or more.
TAKE THE RISK
(pg. 196)
When you preform a daring, risky, or out-right stupid feat, roll 2d6+Power. On a 10+, you do it, somehow. On a 7-9, things get messy. The MC will offer you a hard bargain or an ugly choice.
If your move is Dynamite, on a 12+, you pull it off spectacularly and even turn the situation to your advantage. Take 2 Juice and you can use it to choose effect improvements from CHANGE THE GAME.
Comments