New Moves

This page contains new moves that I have created. Caveat: since these moves are new, I may need to tweak them, after I see them in play. No complaining if this happens.

Thief Faction Moves
Golden Opportunity (3)
When you arrive at a new location you may seek opportunity for larceny. Roll+INT. On a 10+ the GM will tell you of an opportunity for theft in the area. On a 7-9, you will learn of the opportunity, but… (Pick one):

  • it will cost you money, a contact, or a valuable (GM’s choice)
  • you will attract unwanted attention

Lucky Fella (6)
When you Level Up, you recover
1d4 points of burned Luck.

credits: Funnel Rules for Servants of the Cinder Queen.

Healer Faction Moves
Mass Cure (3)
When casting a Cure spell you may choose to have it affect more than one target. If you were able to cast the spell, roll Wis. On 7-9 hold one, on 10 hold three. Your spell does spell level d4 healing to as many allies (of your choice) as you have holds. So a Cure Moderate Wounds heals 3d4 damage to three allies, if you got 10+ on your Mass Cure roll.
This spell does not require you to touch all allies affected, but it does require that you touch the ground, or any other surface that you are all touching.

Conditional Curing (6)
Whenever you cast a spell to heal an ally of any damage, you may choose to remove all the conditions that they are suffering from instead.

Enforcer Faction Moves
Sunder (3)
When you try to sunder a weapon, roll+STR. On 10+ you succeed, and gain both consequences. On 7-9 choose one consequence:

  • you are unharmed
  • your weapon is unharmed

I Am the Law (6)
When you give an NPC an order based on your position of strength, roll+STR. On a hit, they choose one:

  • Do what you say
  • Back away cautiously, then flee
  • Attack you
    On a 10+ you also take +1 forward against them. On a miss, they do as they please, and you take -1 forward against them.

Spy Faction Moves
Armed and Disguised (3)
When you spend time and resources disguising your identity as someone else, roll +CHA. On a +10 your disguise looks as you intended (appearance only. It is still up to you to act the part), on a 7-9 your disguise has a tell. The GM will tell you what it is.

Poisoned Tongue (6)
With a campaign of whispered words, you can convince someone that he’s been wronged by another, whether it’s a grave insult or a secret murder plot. After a brief period of rumormongering, roll+Cha. On a 10+, the target is convinced and no one can trace the rumors back to you. On a 7-9, the target believes the stories, but someone has figured out that you’re behind them.

Assassin Faction Moves
Case the Target (3)
When you take time to follow and research your target, roll+WIS. On a 10+ you may ask the GM all three questions, on a 7-9, choose one. When you act on the answers, you and your allies gain +1 forward.

  • When are they vulnerable?
  • Who are their allies?
  • Who are their enemies?

Beggar Faction Moves
I Beg to Differ (3)
When you spend time to beg in a public place, roll+CHA. On a 10+ you gain all three. On a 7-9, pick one:

  • You gain 1d6 coin
  • You don’t make any enemies
  • You learn some rumors

Fixer Faction Moves
Who’s Who? (3)
When you Make Camp in a new place, roll+CHA. On a 10+ you may ask the GM all three questions, and they must answer truthfully. On a 7-9, choose one:
- Who is worth knowing in this place?
- Where is the best place to _______?
- Where can I obtain _________?

Finders Fixers (6)
When you are in a village, town or city, and need a useful mundane item, and roll+CHA. On a 10+ you can name up to 5 mundane items that you want, and you find them immediately, with no additional expense. On a 7-9, you find only one item and it costs you 1d4 coin. On a 6, you found nothing, and managed to make an enemy on the way.

Guard Faction Moves
Patrol the Place (3)
When you stay in a place for more than an hour or two, you can spend time to patrol the place. Roll+CON. On a 10+ you may ask the GM all four questions, and they must answer truthfully. On a 7-9, choose two:
- What is the best escape route in case of trouble?
- Who is the biggest threat, if a fight breaks out?
- Where is the easiest spot to defend in this place?
- How do I best organize our defense in case of _____________?

Sniper Faction Moves
In Your Face (3)
When shooting an opponent in close range roll+DEX. On a 10+ you succeed. On a 7-9, deal damage and pick one:
- you are unharmed
- your weapon is unharmed

Tracker Faction Moves
Find the Target (3)
When you track down the location of a crucial target to pay them a visit, roll. On a 10+WIS you arrive and they are there, alone and alive. On a 7-9, either the target is dead or there is unwanted company in their location. On a miss, the only ones in the room are you and the target’s corpse, and the local authorities are at the door…
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General Moves
Crossing Rooftops
When you try to move from rooftop to rooftop roll+Dex or Str. On a 10+ pick three. On a 7-9 pick two.
• You land lightly
• You make it to the roof you intended to
• You don’t drop anything
• You don’t draw attention to yourself

Fishing
When you spend at least an hour fishing, using the right equipment, roll+Wis. On a 10+ all three, on a 7-9 pick one:

  • You catch a fish
  • You catch a curio
  • You don’t get sunburned/frostbitten/gnat-bitten/seasick.

Dock work
When you spend a day working as a dockhand, lifting, stacking and moving cargo, roll+Str. On a 10+ pick three. On a 7-9 pick one.

  • You make 1d6 coin for your work.
  • You make a friend among the dock workers. First round of drinks is on her!
  • You hear a bit of interesting and useful gossip.
  • You don’t get into trouble.

Subject to Luck
Whenever you have the lowest current Luck in the party and something bad has an equal chance of happening to anyone in the party, it happens to you.
By the same token, when you have the highest current Luck in the party and something good has an equal chance of happening to anyone in the party, it happens to you.

credits: Funnel Rules for Servants of the Cinder Queen.

Burn Luck
When you make any roll at all, you may spend 1 point of Luck after making the roll to modify the result of that roll by +1 or -1. You recover 1 point of burned Luck each time you Level Up.

credits: Funnel Rules for Servants of the Cinder Queen.
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New Moves

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