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<blockquote data-quote="darkbard" data-source="post: 9600247" data-attributes="member: 1282"><p><em>Her instincts honed by experience, <strong>TWYLL</strong> leaps into what will undoubtedly be bone-chilling water with barely any splash. After all, what is a little bit of cold to one raised in the depths of the frequently freezing Underdark?</em></p><p></p><p>—</p><p></p><p><strong>DEFY DANGER</strong></p><p></p><p>When <strong><em>danger looms, the stakes are high, and you do something chancy</em></strong>, check if another move applies. If not, roll …</p><p></p><p>+CON to endure or hold steady</p><p></p><p><strong>On a 10+</strong>, you pull it off as well as one could hope; <strong>on a 7-9</strong>, you can do it, but the GM will present a lesser success, a cost, or a consequence (and maybe a choice between them, or a chance to back down).</p><p></p><p>R2,5 + 0 CON = 7</p><p></p><p></p><p></p><p>—</p><p></p><p><em>Teeth gritted, she stands waist-deep in the frigid water as she scans her surroundings. She was hoping to direct the undead creature’s attention to their other potential foe, but a good look at that cliff reveals the dubiousness of that plan. </em></p><p><em></em></p><p><em>A better plan might be to do the opposite. After all, is that not Pritchard’s own plan? Otherwise, why in the many hells did he go forward into that copse? Twyll looks for a way to direct the wolf pack at the shambler, rather than at themselves, hopefully before her feet are completely numb.</em></p><p></p><p>—</p><p></p><p><strong>CHAMELEON</strong></p><p></p><p>When you <strong><em>you use your surroundings to avoid suspicion or trouble</em></strong>, roll +WIS: <strong>on a 10+</strong>, hold 2 Guile; <strong>on a 7-9</strong>, hold 1 Guile and the GM reveals an Unwelcome Truth that cannot be resolved by spending Guile. You may spend Guile, 1-for-1, to:</p><p></p><ul> <li data-xf-list-type="ul">Move about or maneuver unchallenged</li> <li data-xf-list-type="ul">Withstand direct scrutiny or questioning</li> <li data-xf-list-type="ul">Direct suspicion or attention elsewhere</li> </ul><p>r5,3 + 2 WIS - 1 Debility = 9, hold 1 Guile & GM reveals an Unwelcome Truth…</p><p></p><p></p><p></p><p>—</p><p></p><p></p><p></p><p><em>Luckily for <strong>PRITCHARD</strong>, the anointed and lavender-scented cravat from Thundertree is immediately to hand, but tucked into a waistcoat pocket. He retrieves it and presses it to his nose and mouth with one hand to ward off the horrific stench of decay.</em></p><p></p><p><strong>DEFY DANGER</strong></p><p></p><p>When <em><strong>danger looms, the stakes are high, and you do something chancy</strong></em>, check if another move applies. If not, roll...</p><p></p><p>... +INT to apply expertise or enact a clever plan</p><p></p><p>On a 10+, you pull it off as well as one could hope; on a 7-9, you can do it, but the GM will present a lesser success, a cost, or a consequence (and maybe a choice between them, or a chance to back down).</p><p></p><p>r6,2 +2 INT = 10. Success!</p><p></p><p><em>Seeing both the animated skeletal remains of the wolf pull itself from the riverbank to threaten his flank and the great animated mound of the Shambler before him, <strong>PRITCHARD</strong> recognizes his position between the proverbial rock and hard place. Panic begins to set in. But then panic gives way to dark desire. And a certainty that should he indulge that devilish impulse emanating from his breast, he can extract himself from an untenable situation. </em></p><p><em></em></p><p><em>Without further ado, Pritchard lowers his head forward, thrusting it outward, and growls at the approaching undead wolf, “Revenge! Give in to your desire for revenge against the Thing that slayed you!”</em></p><p></p><p><strong>INFLAME</strong></p><p></p><p>When you <em><strong>unleash your BRAND and incite an individual to violent action (near),</strong></em> you may erase 1 charge to roll +CHA: on a 10+, they must pick 1 from the list below:</p><p></p><p>+ Act as you suggest, without doubt or fear, dealing +1d4 damage while they do so.</p><p></p><p>+ Resist, but suffer painful burns (b[2d4] damage, ignores armor).</p><p></p><p>On a 7-9, the GM chooses: either (1) they lash out at you but suffer painful burns (b[2d4] damage, ignores armor, wrong-foot) or (2) You draw unwelcome attention or put yourself in a spot. The GM will tell you how.</p><p></p><p>When you <em>Inflame someone and they are killed by your brand or kill one or more living beings as a result</em>, mark 1:</p><p></p><p><s>O</s> O O O</p><p></p><p>When you <em>make the last mark, gain <strong>BURNING HATRED</strong></em></p><p></p><p>Pritchard spends his single charge of Burning Brand to use Inflame against the skeletal wolf, r3,5 +2 CHA = 10. Success, and a choice for you!</p><p></p><p></p><ul> <li data-xf-list-type="ul"></li> </ul><p>rb(1,3) +r2 (1 piercing) = 5 damage -2 Armor (reduced from 1 piercing) = 3 HP damage to DBSM</p></blockquote><p></p>
[QUOTE="darkbard, post: 9600247, member: 1282"] [I]Her instincts honed by experience, [B]TWYLL[/B] leaps into what will undoubtedly be bone-chilling water with barely any splash. After all, what is a little bit of cold to one raised in the depths of the frequently freezing Underdark?[/I] — [B]DEFY DANGER[/B] When [B][I]danger looms, the stakes are high, and you do something chancy[/I][/B], check if another move applies. If not, roll … +CON to endure or hold steady [B]On a 10+[/B], you pull it off as well as one could hope; [B]on a 7-9[/B], you can do it, but the GM will present a lesser success, a cost, or a consequence (and maybe a choice between them, or a chance to back down). R2,5 + 0 CON = 7 — [I]Teeth gritted, she stands waist-deep in the frigid water as she scans her surroundings. She was hoping to direct the undead creature’s attention to their other potential foe, but a good look at that cliff reveals the dubiousness of that plan. A better plan might be to do the opposite. After all, is that not Pritchard’s own plan? Otherwise, why in the many hells did he go forward into that copse? Twyll looks for a way to direct the wolf pack at the shambler, rather than at themselves, hopefully before her feet are completely numb.[/I] — [B]CHAMELEON[/B] When you [B][I]you use your surroundings to avoid suspicion or trouble[/I][/B], roll +WIS: [B]on a 10+[/B], hold 2 Guile; [B]on a 7-9[/B], hold 1 Guile and the GM reveals an Unwelcome Truth that cannot be resolved by spending Guile. You may spend Guile, 1-for-1, to: [LIST] [*]Move about or maneuver unchallenged [*]Withstand direct scrutiny or questioning [*]Direct suspicion or attention elsewhere [/LIST] r5,3 + 2 WIS - 1 Debility = 9, hold 1 Guile & GM reveals an Unwelcome Truth… — [I]Luckily for [B]PRITCHARD[/B], the anointed and lavender-scented cravat from Thundertree is immediately to hand, but tucked into a waistcoat pocket. He retrieves it and presses it to his nose and mouth with one hand to ward off the horrific stench of decay.[/I] [B]DEFY DANGER[/B] When [I][B]danger looms, the stakes are high, and you do something chancy[/B][/I], check if another move applies. If not, roll... ... +INT to apply expertise or enact a clever plan On a 10+, you pull it off as well as one could hope; on a 7-9, you can do it, but the GM will present a lesser success, a cost, or a consequence (and maybe a choice between them, or a chance to back down). r6,2 +2 INT = 10. Success! [I]Seeing both the animated skeletal remains of the wolf pull itself from the riverbank to threaten his flank and the great animated mound of the Shambler before him, [B]PRITCHARD[/B] recognizes his position between the proverbial rock and hard place. Panic begins to set in. But then panic gives way to dark desire. And a certainty that should he indulge that devilish impulse emanating from his breast, he can extract himself from an untenable situation. Without further ado, Pritchard lowers his head forward, thrusting it outward, and growls at the approaching undead wolf, “Revenge! Give in to your desire for revenge against the Thing that slayed you!”[/I] [B]INFLAME[/B] When you [I][B]unleash your BRAND and incite an individual to violent action (near),[/B][/I] you may erase 1 charge to roll +CHA: on a 10+, they must pick 1 from the list below: + Act as you suggest, without doubt or fear, dealing +1d4 damage while they do so. + Resist, but suffer painful burns (b[2d4] damage, ignores armor). On a 7-9, the GM chooses: either (1) they lash out at you but suffer painful burns (b[2d4] damage, ignores armor, wrong-foot) or (2) You draw unwelcome attention or put yourself in a spot. The GM will tell you how. When you [I]Inflame someone and they are killed by your brand or kill one or more living beings as a result[/I], mark 1: [S]O[/S] O O O When you [I]make the last mark, gain [B]BURNING HATRED[/B][/I] Pritchard spends his single charge of Burning Brand to use Inflame against the skeletal wolf, r3,5 +2 CHA = 10. Success, and a choice for you! [LIST] [*] [/LIST] rb(1,3) +r2 (1 piercing) = 5 damage -2 Armor (reduced from 1 piercing) = 3 HP damage to DBSM [/QUOTE]
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