Battle Moves

Battle Moves

Act Under Fire
When you do something under fire, roll Cool. On a 10, you do it, no problem. On a 7-9, you do it, but the GM will offer you a hard bargain, a worse outcome, or an ugly choice. On a miss, be prepared for the worst the worst.

Go Aggro
When you go aggro on somebody, or are otherwise in a position to harm them when they can’t harm you, roll Hard. On a 10, they have to choose: take the full consequences of your threat, or cave and do what you want. On a 7-9, they choose an option:

  • Get the hell 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 you (or what they think you want to hear.)

Seize by Force
When you seize something by force, exchange harm, but first roll Hard. On a 10, choose 3. On a 7-9, choose 2:

  • You seize it, absolutely.
  • You inflict terrible harm. (+1 harm)
  • You suffer little harm. (-1 to incoming harm)
  • You impress, dismay, or frighten your enemy.

Variations:

To assault a secure position, roll to seize by force, but instead of choosing to take definite control of it, you can choose to force your way into your enemy’s position.

To keep hold of something you have, roll to seize by force, but instead of choosing to take definite control, you can choose to keep definite control of it.

To fight your way free, roll to seize by force, but instead of choosing to take definite control, you can choose to win free and get away.

To defend someone else from attack, roll to seize by force, but instead of choosing to take definite control, you can choose to protect them from harm.

Lay Down Fire
When you lay down fire, roll Cool
On a 10, choose 3. On a 7–9, choose 2. On a miss, choose 1:

  • You provide covering fire, allowing another character to move or act freely.
  • You provide supporting fire, giving another PC +1choice to their own battle move.
  • You provide suppressing fire, denying another character to move or act freely. (If a PC, they may still act under fire.)
  • You take an opportune shot, inflicting harm (but -1harm) on an enemy within your reach.

Stand Overwatch
When you stand overwatch for an ally, roll Hard. On a hit, if anyone attacks or interferes with your ally, you attack them and inflict harm as established. On a 10, choose 1:

  • …And you inflict your harm before they can carry out their attack or interference.
  • …And you inflict terrible harm (+1harm).
  • …And you redirect the attack to yourself.

On a miss, you are able to warn your ally but not attack your enemy.

Keep an Eye Out
When you keep an eye out for what’s coming, roll Sharp. On a 10, hold 3. On a 7–9, hold 2. On a miss, hold 1. During the battle, spend your hold, 1 for 1, to ask the GM what’s coming and choose 1:

  • Direct a PC ally’s attention to an enemy. If they make a battle move against that enemy, they get +1choice to their move.
  • Give a PC ally an order, instruction, or suggestion. If they do it, they get +1 to any rolls they make in the effort.
  • Direct any ally’s attention to an enemy. If they attack that enemy, they inflict +1harm.
  • Direct any ally’s attention to a danger. They take -1harm from that danger.

Head for Cover
When you make a break for a secure position, roll Cool. On 10, you are safe. On 7-9, you get to cover, but the GM chooses 1:

  • You’re pinned down (you are +hindered until you relocate or the position is no longer threatened)
  • You lose your grip on, or otherwise damage whatever you’re holding. Lose an item of gear.
  • You lose track of someone or something you’re attending to.

Follow Through on Someone Else’s Move
When you follow through on someone else’s move, roll Hx (Sharp for NPCs). On a 10+, the GM chooses one of the following for you, as appropriate:

  • You inflict +1-harm.
  • You dominate someone’s position.
  • You make an untenable course or position secure.
  • You avoid all fire.
  • You create an opportunity and follow through to full effect.

On a 7-9, you create an opportunity, but you haven’t seized it or followed through on it yet. The GM will tell you what it is. On a miss, the GM chooses one of the above for an appropriate NPC instead.

Defy Death:
When you suffer a critical wound (or worse), defy death and roll +Will.

On a 10+ you find some inner reserve that lets you keep going; you’re at 12:00 on the clock but still able to act for one more round. On a 7-9 you’re hanging on by a thread; you’re able to act, but choose 2:

  • You are hindered
  • You’ll pass out in a few moments, unconscious or dying but still revivable.
  • You’re making it worse. Future moves to aid or heal you will be hindered 
    On a miss, you tried your best, but that’s it for you. Either take a -1 debility to a stat or pass on to the next world.

Damage
When you take physical damage from something, roll +Armor. On a 10+, you absorb or avoid the blow entirely. On a 7-9, the GM chooses 1:

  • You lose your footing. +glitched ongoing until you can regain it.
  • You lose your grip on, or otherwise damage whatever you’re holding. Lose an item of gear.
  • You lose track of someone or something you’re attending to.
  • It’s a glancing blow. Take 1-harm.

On a miss, you suffer the full brunt of the damage.

Battle Moves

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