A game.

A game.

A game. Put your music on shuffle. Create a move named after the music you’re listening to. Forget balance, whether it’s good or follows the assumed rules. Make the move that is the music.

JESUS CHRIST POSE

When you’re cornered, captured, or shit out of luck, roll+weird.

On a 10+, you are naked revelation, choose 2.

On a 7-9, you say a bunch of prophetic garbage, choose 1.

– They don’t hurt you.

– Your pit, dead-end, cell, whatever, grants you augury, right now.

– You gain sympathy from one of your enemy’s number.

– You take +1-armour forward.

On a 6-, you reveal something really useful to them, as if they’d opened their brains to great success.

6 thoughts on “A game.”

  1. This is a fun idea!

    ENJOY THE SILENCE

    When you have time and quiet intimacy with someone take two hold to read a person. Then choose one:

    -They make a promise to you. That vow will be broken.

    -Once the questions are asked some form of violence will break the silence.

  2. I HAVE LOVED YOU WRONG

    When you reminisce with an old flame, roll+sharp.

    On a 10+, you both reset your Hx to 0, mark experience as usual, and heal 1harm.

    On a 7-9, you both get +1Hx with th other, but you’re acting under fire if want to say anything meaningful to them right now. Otherwise, you falter, flee, or say what they don’t want to hear.

  3. Hand That Rocks The Cradle

    When you have time and intimacy with someone, you can shield them from the maelstrom. If a shielded character voluntarily or involuntarily opens their brain, you make the move instead; if a Brainer move or other psychic attack is made against them, treat it as if it’s made against you instead. But roll +weird; on a 10+ you can turn the shield effect on and off as you like; on a 7-9 they’re shielded; on a 6- it backfires; when they open their brain you do too, when they’re psychically attacked you’re both attacked. The effect lasts until the next time you sleep.

  4. Spanish Bombs

    When you’re about to go into battle, you can tell a tale of brave fighters struggling against long odds and roll +Hot. On 10+, choose 2, 7-9 choose 1:

    – One PC hearing the tale takes +1 ongoing through the battle

    – All PCs hearing the tale take +1 forward in their first move of the battle

    – One person on the other side of the battle flees, surrenders, or turns coat at a crucial moment

    – An unexpected ally appears or a random event shifts the odds in your favor

  5. E TUDO VAI FICAR PIOR

    I guess the move should be in portuguese, but…

    When everything changes for the worse and you have almost no hope and no way to change things for the better roll+nothing.

    On 10+ chose 1 thing to save. On 7-9 choose 1, but after the MC choses 1 that you definitely cannot save.

    * your life

    * your love

    * your dignity

    On 6- everything goes south.

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