Are you:
Pure Wizard? +2 Ambition, -1 Curiosity
Half Mortal? +2 Courage, -1 Ambition
Mortal Born? +2 Curiosity, -1 Courage
Half Wizard? +2 Stalwart, -1 Curiosity
Do you favor:
Madris? +1 Courage, -1 Curiosity
Dracon? +1 Ambition, -1 Stalwart
Risara? +1 Curiosity, -1 Stalwart
Urza? -1 Ambition, + 1 Stalwart
Basic Moves:
Locate:
When you try to find out something within Boarsdraft roll + Curiosity. On a hit you find it before you are needed elsewhere. On a 10+ you discover some new facet of the castle along the way. On a miss you are called away before you can find it. Someone is upset with you.
Investigate:
When you take time investigating a magical mystery roll + Curiosity. On a hit you may ask the HM questions about it. On a 10 ask 3, on a 7-9 ask 1:
– Who made this?
– What was it’s original purpose?
– Who made use of it most recently?
– How do I trigger it?
– When was it put into place?
Chase:
When you rush through the halls of Boarsdraft to find or lose someone roll + Courage. On a hit you catch or lose them. On a 10+ you do so in a timely manor. On a miss you lose your quarry and the HM may make a Hard Move against you.
Tattle:
When you try to tell an adult about anything that does not fit their preconceptions roll + Courage. On a hit you don’t get into trouble for speaking up. On a 10+ they take you seriously enough to look for confirming evidence. On a miss, you are risking detention.
Patrol:
When you wander the halls of Boarsdraft aimlessly roll + Stalwart. On a 10+ your GM will offer you a Golden Opportunity. On a 7-9 you are unbothered in your perambulations. On a miss you open yourself up to a Hard Move.
Defend:
When you stand up for someone take a String on them and then roll + Stalwart. On a hit they don’t get hurt or in trouble. On a 10+ you don’t get hurt or in trouble either. On a miss you both are hurt, in trouble, or both.
Fight:
When you get into a fight roll + Ambition. On a hit your opponents have to visit the Hospital Wing. On a 10+ you don’t get into trouble over it. On a miss you are in the Hospital Wing and in hot water.
Make Friends:
When you make an overtly friendly gesture towards someone roll + Ambition. On a hit they do not suspect you of having ulterior motives. On a 10+ they count you as friend if you give up every String you have on them (friends don’t hold things over each other’s heads).
Favors:
When you ask someone for a favor and give them a String on you then if they do it they mark XP.
Plot:
When you want a character to show up where you are and you have a String on them, burn that String and if at all conceivable they will show up.
Earn House Points:
When you do something that earns you House Points (HM’s call) you earn 1 Popularity.
Lose House Points:
When you do something that looses you House Points (HM’s call) you earn -1 Popularity.
Plead:
When you try to get a group to do something that is in their best interest roll + Popularity. On a hit they do what you suggest if you reset your Popularity to zero. On a 10+ if things go well for the group you mark XP. On a miss they don’t do what you want but you keep your Popularity.
Learning Magic:
When you attempt to learn a spell tell us about it and then the HM will tell you “You can learn that but…” and then 1-4 of the following:
• it’s going to take hours/days/weeks/months of work to master;
• first you’ll have to get/understand _;
• you’re going to need _ to help you learn it;
• the best you’ll be able to do is a weaker version;
• it is restricted knowledge;
• it’s going to take several/dozens/hundreds of tries;
Once you have done what the HM says then write the spell’s name (in your best psudo-latin) on your sheet. Make a note if it is restricted or not.
Casting Magic:
When you declare that you are using a spell you have on your sheet while making another move take +1 to the roll.
Advanced Moves:
Show Off:
When you show off in an attempt to gain popularity roll + Ambition. On a hit increase your Popularity by 1. On a 10+ you didn’t injure yourself doing it. On a miss everyone thinks your a showoff and you probably hurt yourself doing it.
Press On:
When you decide to act even though your life may be in danger roll + Courage. On a hit you do what you wanted to do. On a 10+ you are not injured doing it.
When you stand shoulder to shoulder with a friend in battle roll + Stalwart. On a hit you both take +1 forward for as long as you are together. On a 10+ you share any damage that comes at you (1 is ignored, 2 is one each, 3 is one each and so on). On a miss you and your friend stand out and become a focus of the battle.
When you search in ernest for the answer to a question roll + Curiosity. On a hit the HM will tell you the answer. On a 10+ you may ask one follow up question.
Friends:
Every friend you have is a permanent +1 to your Popularity. If you ever take a String on a friend they no longer count as a friend and it may mean you have made an enemy.
Insight:
When you use your friends for insight, ask your followers what they think your best course is, and the HM will tell you. If you pursue that course, take +1 to any rolls you make in the pursuit. If you pursue that course but don’t accomplish your ends, you mark experience.
This is My Gang:
As long as you have friends with you, you count as a gang (the size depends on how many friends you have with you.
I Have Needs:
When you tell your friends that you need something roll + Ambition. On a 10+ they will bring it to you, no strings attached. On a 7-9 they will bring you something close or at least word on where you can find it. On a miss, they find it but there will be a cost to get it. Your HM will tell you what that is.
Lend Me an Ear:
When you tell your friends that you want to speak with someone roll + Curiosity. On a hit they find them and either bring them to you or you to them. On a 10+ the person is predisposed to talk freely.
Stand Up:
When you want a policy, staff appointment, or some other facet of the way the school is run to change scratch through Popularity and tell us what you do to force the change.
#Boarsdraft