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{
"moves": {
"an_ear_for_magic": {
"name": "An Ear For Magic",
"description": "When you hear an enemy cast a spell the GM will tell you the name of the spell and its effects. Take +1 forward when acting on the answers.",
"key": "an_ear_for_magic",
"classes": [
"bard"
]
},
"arcane_art": {
"name": "Arcane Art",
"description": "When you **weave a performance into a basic spell**, choose an ally and an effect:\r\n\r\n - Heal 1d8 damage\r\n - +1d4 forward to damage\r\n - Their mind is shaken clear of one enchantment\r\n - The next time someone successfully assists the target with aid, they get +2 instead of +1\r\n\r\nThen roll+Cha.\r\n\r\n - On a 10+, the ally gets the selected effect.\r\n - On a 7-9, your spell still works, but you draw unwanted attention or your magic reverberates to other targets affecting them as well, GM’s choice",
"key": "arcane_art",
"classes": [
"bard"
]
},
"a_little_help_from_my_friends": {
"name": "A Little Help From My Friends",
"description": "When you successfully aid someone you take +1 forward as well.",
"key": "a_little_help_from_my_friends",
"classes": [
"bard"
]
},
"a_port_in_the_storm": {
"name": "A Port in the Storm",
"description": "When you return to a civilized settlement you’ve visited before, tell the GM when you were last here. They’ll tell you how it’s changed since then.",
"key": "a_port_in_the_storm",
"classes": [
"bard"
]
},
"bamboozle": {
"name": "Bamboozle",
"description": "When you Parley with someone, on a 7+ you also take +1 forward with them.",
"key": "bamboozle",
"classes": [
"bard"
]
},
"bardic_lore": {
"name": "Bardic Lore",
"description": "Choose an area of expertise:\r\n\r\n - Spells and Magicks\r\n - The Dead and Undead\r\n - Grand Histories of the Known World\r\n - A Bestiary of Creatures Unusual\r\n - The Planar Spheres\r\n - Legends of Heroes Past\r\n - Gods and Their Servants\r\n\r\nWhen you **first encounter an important creature, location, or item (your call) covered by your bardic lore** you can ask the GM any one question about it; the GM will answer truthfully. The GM may then ask you what tale, song, or legend you heard that information in.",
"key": "bardic_lore",
"classes": [
"bard"
]
},
"bard_elf": {
"name": "Elf",
"description": "When you enter an important location (your call) you can ask the GM for one fact from the history of that location.",
"key": "bard_elf",
"classes": [
"bard"
]
},
"bard_human": {
"name": "Human",
"description": "When you first enter a civilized settlement someone who respects the custom of hospitality to minstrels will take you in as their guest.",
"key": "bard_human",
"classes": [
"bard"
]
},
"charming_and_open": {
"name": "Charming and Open",
"description": "When you **speak frankly with someone**, you can ask their player a question from the list below. They must answer it truthfully, then they may ask you a question from the list (which you must answer truthfully).\r\n\r\n - Whom do you serve?\r\n - What do you wish I would do?\r\n - How can I get you to __________?\r\n - What are you really feeling right now?\r\n - What do you most desire?",
"key": "charming_and_open",
"classes": [
"bard"
]
},
"devious": {
"name": "Devious",
"description": "When you use **Charming and Open** you may also ask “How are you vulnerable to me?” Your subject may not ask this question of you.",
"key": "devious",
"classes": [
"bard"
]
},
"duelists_block": {
"name": "Duelists's Block",
"replaces": "duelists_parry",
"description": "When you **Hack & Slash**, you take +2 armor forward.",
"key": "duelists_block",
"classes": [
"bard"
]
},
"duelists_parry": {
"name": "Duelist's Parry",
"description": "When you Hack & Slash, you take +1 armor forward.",
"key": "duelists_parry",
"classes": [
"bard"
]
},
"eldritch_chord": {
"name": "Eldritch Chord",
"replaces": "eldritch_tones",
"description": "When you use Arcane Art, you choose two effects. You also get to choose one of those effects to double.",
"key": "eldritch_chord",
"classes": [
"bard"
]
},
"eldritch_tones": {
"name": "Eldritch Tome",
"description": "Your Arcane Art is strong, allowing you to choose two effects instead of one.",
"key": "eldritch_tones",
"classes": [
"bard"
]
},
"healing_chorus": {
"name": "Healing Chorus",
"replaces": "healing_song",
"description": "When you heal with Arcane Art, you heal +2d8 damage.",
"key": "healing_chorus",
"classes": [
"bard"
]
},
"healing_song": {
"name": "Healing Song",
"description": "When you heal with Arcane Art you heal +1d8 damage.",
"key": "healing_song",
"classes": [
"bard"
]
},
"it_goes_to_eleven": {
"name": "It Goes To Eleven",
"description": "When you unleash a crazed performance (a righteous lute solo or mighy brass blast, maybe) choose a target who can hear you and roll+CHA. \r\n\r\n * On a 10+ the target attacks their nearest ally in range. \r\n * On a 7-9 they attack their nearest ally, but you also draw their attention and ire.",
"key": "it_goes_to_eleven",
"classes": [
"bard"
]
},
"metal_hurlant": {
"name": "Metal Hurlant",
"description": "When you shout with great force or play a shattering note choose a target and roll+CON. \r\n\r\n * On a 10+ the target takes 1d10 damage and is deafened for a few minutes. \r\n * On a 7-9 you still damage your target, but it’s out of control: the GM will choose an additional target nearby.",
"key": "metal_hurlant",
"classes": [
"bard"
]
},
"reputation": {
"name": "Reputation",
"description": "When you **first meet someone who’s heard songs about you**, roll+CHA.\r\n\r\n * On a 10+, tell the GM two things they’ve heard about you.\r\n * On a 7-9, tell the GM one thing they’ve heard, and the GM tells you one thing.",
"key": "reputation",
"classes": [
"bard"
]
},
"unforgettable_face": {
"name": "Unforgettable Face",
"description": "When you **meet someone you’ve met before** (your call) after some time apart you take +1 forward against them.",
"key": "unforgettable_face",
"classes": [
"bard"
]
},
"vicious_blast": {
"name": "Vicious Blast",
"description": "When you **grant bonus damage with Arcane Art**, you grant an extra +2d4 damage.",
"replaces": "vicious_cacophony",
"key": "vicious_blast",
"classes": [
"bard"
]
},
"vicious_cacophony": {
"name": "Vicious Cacophony",
"description": "When you **grant bonus damage with Arcane Art**, you grant an extra +1d4 damage.",
"key": "vicious_cacophony",
"classes": [
"bard"
]
},
"deity": {
"name": "Deity",
"key": "deity",
"description": "You serve and worship some deity or power which grants you spells. Give your god a name (maybe Helferth, Sucellus, Zorica or Krugon the Bleak) and choose your deity’s domain:\n\n - Healing and Restoration\n - Bloody Conquest\n - Civilization\n - Knowledge and Hidden Things\n - The Downtrodden and Forgotten\n - What Lies Beneath\nChoose one precept of your religion:\n\n - Your religion preaches the sanctity of suffering, add Petition: Suffering\n - Your religion is cultish and insular, add Petition: Gaining Secrets\n - Your religion has important sacrificial rites, add Petition: Offering\n - Your religion believes in trial by combat, add Petition: Personal Victory",
"classes": [
"cleric"
]
},
"divine_guidance": {
"name": "Divine Guidance",
"key": "divine_guidance",
"description": "When you petition your deity according to the precept of your religion, you are granted some useful knowledge or boon related to your deity’s domain. The GM will tell you what.",
"classes": [
"cleric"
]
},
"turn_undead": {
"name": "Turn Undead",
"key": "turn_undead",
"description": "When you hold your holy symbol aloft and call on your deity for protection, roll+Wis. On a 7+, so long as you continue to pray and brandish your holy symbol, no undead may come within reach of you. On a 10+, you also momentarily daze intelligent undead and cause mindless undead to flee. Aggression breaks the effects and they are able to act as normal. Intelligent undead may still find ways to harry you from afar. They’re clever like that.",
"classes": [
"cleric"
]
},
"commune": {
"name": "Commune",
"key": "commune",
"description": "When you spend uninterrupted time (an hour or so) in quiet communion with your deity, you:\n\n - Lose any spells already granted to you.\n - Are granted new spells of your choice whose total levels don’t exceed your own level+1, and none of which is a higher level than your own level.\n - Prepare all of your rotes, which never count against your limit.",
"classes": [
"cleric"
]
},
"cast_a_spell_cleric": {
"name": "Cast a Spell",
"key": "cast_a_spell_cleric",
"description": "When you unleash a spell granted to you by your deity, roll+Wis. On a 10+, the spell is successfully cast and your deity does not revoke the spell, so you may cast it again. On a 7–9, the spell is cast, but choose one:\n\n - You draw unwelcome attention or put yourself in a spot. The GM will tell you how.\n - Your casting distances you from your deity—take -1 ongoing to cast a spell until the next time you commune.\n - After you cast it, the spell is revoked by your deity. You cannot cast the spell again until you commune and have it granted to you.\nNote that maintaining spells with ongoing effects will sometimes cause a penalty to your roll to cast a spell.",
"classes": [
"cleric"
]
},
"cleric_dwarf": {
"name": "Dwarf",
"key": "cleric_dwarf",
"description": "You are one with stone. When you Commune you are also granted a special version of Words of the Unspeaking as a rote which only works on stone.",
"classes": [
"cleric"
]
},
"cleric_human": {
"name": "Human",
"key": "cleric_human",
"description": "Your faith is diverse. Choose one wizard spell. You can cast and be granted that spell as if it was a cleric spell.",
"classes": [
"cleric"
]
},
"chosen_one": {
"name": "Chosen One",
"key": "chosen_one",
"description": "Choose one spell. You are granted that spell as if it was one level lower.",
"classes": [
"cleric"
]
},
"invigorate": {
"name": "Invigorate",
"key": "invigorate",
"description": "When you heal someone they take +2 forward to their damage.",
"classes": [
"cleric"
]
},
"the_scales_of_life_and_death": {
"name": "The Scales of Life and Death",
"key": "the_scales_of_life_and_death",
"description": "When someone takes their last breath in your presence, they take +1 to the roll.",
"classes": [
"cleric"
]
},
"serenity": {
"name": "Serenity",
"key": "serenity",
"description": "When you Cast a Spell you ignore the first -1 penalty from ongoing spells.",
"classes": [
"cleric"
]
},
"first_aid": {
"name": "First Aid",
"key": "first_aid",
"description": "Cure Light Wounds is a rote for you, and therefore doesn’t count against your limit of granted spells.",
"classes": [
"cleric"
]
},
"divine_intervention": {
"name": "Divine Intervention",
"key": "divine_intervention",
"description": "When you Commune you get 1 hold and lose any hold you already had. Spend that hold when you or an ally takes damage to call on your deity, they intervene with an appropriate manifestation (a sudden gust of wind, a lucky slip, a burst of light) and negate the damage.",
"classes": [
"cleric"
]
},
"penitent": {
"name": "Penitent",
"key": "penitent",
"description": "When you take damage and embrace the pain, you may take +1d4 damage (ignoring armor). If you do, take +1 forward to cast a spell.",
"classes": [
"cleric"
]
},
"empower": {
"name": "Empower",
"key": "empower",
"description": "When you Cast a Spell, on a 10+ you have the option of choosing from the 7–9 list. If you do, you may choose one of these effects as well:\n\n - The spell’s effects are doubled\n - The spell’s targets are doubled",
"classes": [
"cleric"
]
},
"orison_for_guidance": {
"name": "Orison for Guidance",
"key": "orison_for_guidance",
"description": "When you sacrifice something of value to your deity and pray for guidance, your deity tells you what it would have you do. If you do it, mark experience.",
"classes": [
"cleric"
]
},
"divine_protection": {
"name": "Divine Protection",
"key": "divine_protection",
"replaces": "holy_protection",
"description": "You get +2 armor while on a quest.",
"classes": [
"cleric",
"paladin"
]
},
"devoted_healer": {
"name": "Devoted Healer",
"key": "devoted_healer",
"description": "When you heal someone else of damage, add your level to the amount of damage healed.",
"classes": [
"cleric"
]
},
"anointed": {
"name": "Anointed",
"key": "anointed",
"requires": "chosen_one",
"description": "Choose one spell in addition to the one you picked for chosen one. You are granted that spell as if it was one level lower.",
"classes": [
"cleric"
]
},
"apotheosis": {
"name": "Apotheosis",
"key": "apotheosis",
"description": "The first time you spend time in prayer as appropriate to your god after taking this move, choose a feature associated with your deity (rending claws, wings of sapphire feathers, an all-seeing third eye, etc.). When you emerge from prayer, you permanently gain that physical feature.",
"classes": [
"cleric"
]
},
"reaper": {
"name": "Reaper",
"key": "reaper",
"description": "When you take time after a conflict to dedicate your victory to your deity and deal with the dead, take +1 forward.",
"classes": [
"cleric"
]
},
"providence": {
"name": "Providence",
"key": "providence",
"replaces": "serenity",
"description": "You ignore the -1 penalty from two spells you maintain.",
"classes": [
"cleric"
]
},
"greater_first_aid": {
"name": "Greater First Aid",
"key": "greater_first_aid",
"requires": "first_aid",
"description": "Cure Moderate Wounds is a rote for you, and therefore doesn’t count against your limit of granted spells.",
"classes": [
"cleric"
]
},
"divine_invincibility": {
"name": "Divine Invincibility",
"key": "divine_invincibility",
"replaces": "divine_intervention",
"description": "When you Commune you gain 2 hold and lose any hold you already had. Spend that hold when you or an ally takes damage to call on your deity, who intervenes with an appropriate manifestation (a sudden gust of wind, a lucky slip, a burst of light) and negates the damage.",
"classes": [
"cleric"
]
},
"martyr": {
"name": "Martyr",
"key": "martyr",
"replaces": "penitent",
"description": "When you take damage and embrace the pain, you may take +1d4 damage (ignoring armor). If you do, take +1 forward to cast a spell and add your level to any damage done or healed by the spell.",
"classes": [
"cleric"
]
},
"divine_armor": {
"name": "Divine Armor",
"key": "divine_armor",
"replaces": "divine_protection",
"description": "When you wear no armor or shield you get 3 armor.",
"classes": [
"cleric"
]
},
"greater_empower": {
"name": "Greater Empower",
"key": "greater_empower",
"replaces": "empower",
"description": "When you cast a spell, on a 10–11 you have the option of choosing from the 7–9 list. If you do, you may choose one of these effects as well. On a 12+ you get to choose one of these effects for free.\n\n - The spell’s effects are doubled\n - The spell’s targets are doubled",
"classes": [
"cleric"
]
},
"multiclass_dabbler": {
"name": "Multiclass Dabbler",
"description": "Get one move from another class. Treat your level as one lower for choosing the move.",
"key": "multiclass_dabbler",
"classes": [
"bard",
"cleric",
"fighter"
]
},
"born_of_the_soil": {
"name": "Born of the Soil",
"key": "born_of_the_soil",
"description": "You learned your magic in a place whose spirits are strong and ancient and they’ve marked you as one of their own. No matter where you go, they live within you and allow you to take their shape. Choose one of the following. It is the land to which you are attuned—when shapeshifting you may take the shape of any animal who might live in your Land.\n\n - The Great Forests\n - The Whispering Plains\n - The Vast Desert\n - The Stinking Mire\n - The River Delta\n - The Depths of the Earth\n - The Sapphire Islands\n - The Open Sea\n - The Towering Mountains\n - The Frozen North\n - The Blasted Wasteland\nChose a tell—a physical attribute that marks you as born of the soil—that reflects the spirit of your land. It may be an animal feature like antlers or leopard’s spots or something more general: hair like leaves or eyes of glittering crystal. Your tell remains no matter what shape you take.",
"classes": [
"druid"
]
},
"by_nature_sustained": {
"name": "By Nature Sustained",
"key": "by_nature_sustained",
"description": "You don’t need to eat or drink. If a move tells you to mark off a ration just ignore it.",
"classes": [
"druid"
]
},
"spirit_tongue": {
"name": "Spirit Tongue",
"key": "spirit_tongue",
"description": "The grunts, barks, chirps, and calls of the creatures of the wild are as language to you. You can understand any animal native to your land or akin to one whose essence you have studied.",
"classes": [
"druid"
]
},
"shapeshifter": {
"name": "Shapeshifter",
"key": "shapeshifter",
"description": "When you call upon the spirits to change your shape, roll+Wis. On a 10+ hold 3. On a 7–9 hold 2. On a miss hold 1 in addition to whatever the GM says.\nYou may take on the physical form of any species whose essence you have studied or who lives in your land: you and your possessions meld into a perfect copy of the species’ form. You have any innate abilities and weaknesses of the form: claws, wings, gills, breathing water instead of air. You still use your normal stats but some moves may be harder to trigger—a housecat will find it hard to do battle with an ogre. The GM will also tell you one or more moves associated with your new form. Spend 1 hold to make that move. Once you’re out of hold, you return to your natural form. At any time, you may spend all your hold and revert to your natural form.",
"classes": [
"druid"
]
},
"studied_essence": {
"name": "Studied Essence",
"key": "studied_essence",
"description": "When you spend time in contemplation of an animal spirit, you may add its species to those you can assume using shapeshifting.",
"classes": [
"druid"
]
},
"druid_elf": {
"name": "Elf",
"key": "druid_elf",
"description": "The sap of the elder trees flows within you. In addition to any other attunements, the Great Forest is always considered your land.",
"classes": [
"druid"
]
},
"druid_human": {
"name": "Human",
"key": "druid_human",
"description": "As your people learned to bind animals to field and farm, so too are you bound to them. You may always take the shape of any domesticated animal, in addition to your normal options.",
"classes": [
"druid"
]
},
"druid_halfling": {
"name": "Halfling",
"key": "druid_halfling",
"description": "You sing the healing songs of spring and brook. When you Make Camp, you and your allies heal +1d6.",
"classes": [
"druid"
]
},
"hunters_brother": {
"name": "Hunter’s Brother",
"key": "hunters_brother",
"description": "Choose one move from the ranger class list.",
"classes": [
"druid"
]
},
"red_of_tooth_and_claw": {
"name": "Red of Tooth and Claw",
"key": "red_of_tooth_and_claw",
"description": "When you are in an appropriate animal form (something dangerous) increase your damage to d8.",
"classes": [
"druid"
]
},
"communion_of_whispers": {
"name": "Communion of Whispers",
"key": "communion_of_whispers",
"description": "When you spend time in a place, making note of its resident spirits and calling on the spirits of the land, roll+Wis. You will be granted a vision of significance to you, your allies, and the spirits around you. On a 10+ the vision will be clear and helpful to you. On a 7–9 the vision is unclear, its meaning murky. On a miss, the vision is upsetting, frightening, or traumatizing. The GM will describe it. Take -1 forward.",
"classes": [
"druid"
]
},
"barkskin": {
"name": "Barkskin",
"key": "barkskin",
"description": "So long as your feet touch the ground you have +1 armor.",
"classes": [
"druid"
]
},
"eyes_of_the_tiger": {
"name": "Eyes of the Tiger",
"key": "eyes_of_the_tiger",
"description": "When you mark an animal (with mud, dirt, or blood) you can see through that animal’s eyes as if they were your own, no matter what distance separates you. Only one animal at a time may be marked in this way.",
"classes": [
"druid"
]
},
"shed": {
"name": "Shed",
"key": "shed",
"description": "When you take damage while shapeshifted you may choose to revert to your natural form to negate the damage.",
"classes": [
"druid"
]
},
"thing_talker": {
"name": "Thing-Talker",
"key": "thing_talker",
"description": "You see the spirits in the sand, the sea and the stone. You may now apply your spirit tongue, shapeshifting and studied essence to inanimate natural objects (plants and rocks) or creatures made thereof, as well as animals. Thing-talker forms can be exact copies or can be mobile vaguely humanoid-shaped entities.",
"classes": [
"druid"
]
},
"formcrafter": {
"name": "Formcrafter",
"key": "formcrafter",
"description": "When you Shapeshifter choose a stat: you take +1 ongoing to rolls using that stat while shifted. The GM will choose a stat, too: you take -1 ongoing to rolls using that stat while shifted.",
"classes": [
"druid"
]
},
"elemental_mastery": {
"name": "Elemental Mastery",
"key": "elemental_mastery",
"description": "When you call on the primal spirits of fire, water, earth or air to perform a task for you roll+Wis. On a 10+ choose two. On a 7–9 choose one. On a miss, some catastrophe occurs as a result of your calling.\n\n - The effect you desire comes to pass\n - You avoid paying nature’s price \n - You retain control",
"classes": [
"druid"
]
},
"balance": {
"name": "Balance",
"key": "balance",
"description": "When you deal damage, take 1 balance. When you touch someone and channel the spirits of life you may spend balance. For each balance spent, heal 1d4 HP.",
"classes": [
"druid"
]
},
"embracing_no_form": {
"name": "Embracing No Form",
"key": "embracing_no_form",
"description": "When you Shapeshifter, roll 1d4 and add that total to your hold.",
"classes": [
"druid"
]
},
"doppelgängers_dance": {
"name": "Doppelgänger’s Dance",
"key": "doppelgängers_dance",
"description": "You are able to study the essence of specific individuals to take their exact form, including men, elves, or the like. Suppressing your tell is possible, but if you do, take -1 ongoing until you return to your own form.",
"classes": [
"druid"
]
},
"blood_and_thunder": {
"name": "Blood and Thunder",
"key": "blood_and_thunder",
"replaces": "red_of_tooth_and_claw",
"description": "When you are in an appropriate animal form (something dangerous) increase your damage to d10.",
"classes": [
"druid"
]
},
"the_druid_sleep": {
"name": "The Druid Sleep",
"key": "the_druid_sleep",
"description": "When you take this move, the next opportunity that you have safety and time to spend in an appropriate location, you may attune yourself to a new land. This effect occurs only once and the GM will tell you how long it will take and what cost you must pay. From then on, you are considered to be born of the soil in both lands.",
"classes": [
"druid"
]
},
"world_talker": {
"name": "World-Talker",
"key": "world_talker",
"requires": "thing_talker",
"description": "You see the patterns that make up the fabric of the world. You may now apply your spirit tongue, shapeshifter and studied essence moves to pure elements—fire, water, air and earth.",
"classes": [
"druid"
]
},
"healthy_distrust": {
"name": "Healthy Distrust",
"key": "healthy_distrust",
"description": "Whenever the unclean magic wielded by mortal men causes you to Defy Danger, treat any result of 6- as a 7-9",
"classes": [
"druid"
]
},
"stalkers_sister": {
"name": "Stalker’s Sister",
"key": "stalkers_sister",
"description": "Choose one move from the ranger class list.",
"classes": [
"druid"
]
},
"formshaper": {
"name": "Formshaper",
"key": "formshaper",
"requires": "formcrafter",
"description": "You may increase your armor by 1 or deal an additional +1d4 damage while in an animal form. Choose which when you Shapeshifter.",
"classes": [
"druid"
]
},
"chimera": {
"name": "Chimera",
"key": "chimera",
"description": "When you Shapeshifter, you may create a merged form of up to three different shapes. You may be a bear with the wings of an eagle and the head of a ram, for example. Each feature will grant you a different move to make. Your chimera form follows the same rules as shapeshifter otherwise. ",
"classes": [
"druid"
]
},
"weather_weaver": {
"name": "Weather Weaver",
"key": "weather_weaver",
"description": "When you are under open skies when the sun rises the GM will ask you what the weather will be that day. Tell them whatever you like, it comes to pass.",
"classes": [
"druid"
]
},
"bend_bars_lift_gates": {
"name": "Bend Bars, Lift Gates",
"key": "bend_bars_lift_gates",
"description": "When you use pure strength to destroy an inanimate obstacle, roll+Str. On a 10+, choose 3. On a 7-9 choose 2.\n\n - It doesn’t take a very long time\n - Nothing of value is damaged\n - It doesn’t make an inordinate amount of noise\n - You can fix the thing again without a lot of effort",
"classes": [
"fighter"
]
},
"armored": {
"name": "Armored",
"key": "armored",
"description": "You ignore the clumsy tag on armor you wear.",
"classes": [
"fighter",
"paladin"
]
},
"signature_weapon": {
"name": "Signature Weapon",
"key": "signature_weapon",
"description": "This is your weapon. There are many like it, but this one is yours. Your weapon is your best friend. It is your life. You master it as you master your life. Your weapon, without you, is useless. Without your weapon, you are useless. You must wield your weapon true.\nChoose a base description, all are 2 weight:\n\n - Sword\n - Axe\n - Hammer\n - Spear\n - Flail\n - Fists\nChoose the range that best fits your weapon:\n\n - Hand\n - Close\n - Reach\nChoose two enhancements:\n\n - Hooks and spikes. +1 damage, but +1 weight.\n - Sharp. +2 piercing.\n - Perfectly weighted. Add precise.\n - Serrated edges. +1 damage.\n - Glows in the presence of one type of creature, your choice.\n - Huge. Add messy and forceful.\n - Versatile. Choose an additional range.\n - Well-crafted. -1 weight.\nChoose a look:\n\n - Ancient\n - Unblemished\n - Ornate\n - Blood-stained\n - Sinister",
"classes": [
"fighter"
]
},
"fighter_dwarf": {
"name": "Dwarf",
"key": "fighter_dwarf",
"description": "When you share a drink with someone, you may Parley with them using CON instead of CHA.",
"classes": [
"fighter"
]
},
"fighter_elf": {
"name": "Elf",
"key": "fighter_elf",
"description": "Choose one weapon—you can always treat weapons of that type as if they had the precise tag.",
"classes": [
"fighter"
]
},
"fighter_halfling": {
"name": "Halfling",
"key": "fighter_halfling",
"description": "When you Defy Danger and use your small size to your advantage, take +1.",
"classes": [
"fighter"
]
},
"fighter_human": {
"name": "Human",
"key": "fighter_human",
"description": "Once per battle you may reroll a single damage roll (yours or someone else’s).",
"classes": [
"fighter"
]
},
"merciless": {
"name": "Merciless",
"key": "merciless",
"description": "When you deal damage, deal +1d4 damage.",
"classes": [
"fighter"
]
},
"heirloom": {
"name": "Heirloom",
"key": "heirloom",
"description": "When you consult the spirits that reside within your signature weapon, they will give you an insight relating to the current situation, and might ask you some questions in return, roll+CHA. On a 10+, the GM will give you good detail. On a 7-9, the GM will give you an impression.",
"classes": [
"fighter"
]
},
"armor_mastery": {
"name": "Armor Mastery",
"key": "armor_mastery",
"description": "When you make your armor take the brunt of damage dealt to you, the damage is negated but you must reduce the armor value of your armor or shield (your choice) by 1. The value is reduced each time you make this choice. If the reduction leaves the item with 0 armor it is destroyed.",
"classes": [
"fighter"
]
},
"improved_weapon": {
"name": "Improved Weapon",
"key": "improved_weapon",
"description": "Choose one extra enhancement for your signature weapon.",
"classes": [
"fighter"
]
},
"seeing_red": {
"name": "Seeing Red",
"key": "seeing_red",
"description": "When you Discern Realities during combat, you take +1.",
"classes": [
"fighter"
]
},
"interrogator": {
"name": "Interrogator",
"key": "interrogator",
"description": "When you Parley using threats of impending violence as leverage, you may use STR instead of CHA.",
"classes": [
"fighter"
]
},
"scent_of_blood": {
"name": "Scent of Blood",
"key": "scent_of_blood",
"description": "When you Hack & Slash an enemy, your next attack against that same foe deals +1d4 damage.",
"classes": [
"fighter"
]
},
"iron_hide": {
"name": "Iron Hide",
"key": "iron_hide",
"description": "You gain +1 armor.",
"classes": [
"fighter"
]
},
"blacksmith": {
"name": "Blacksmith",
"key": "blacksmith",
"description": "When you have access to a forge you can graft the magical powers of a weapon onto your signature weapon. This process destroys the magical weapon. Your signature weapon gains the magical powers of the destroyed weapon.",
"classes": [
"fighter"
]
},
"bloodthirsty": {
"name": "Bloodthirsty",
"key": "bloodthirsty",
"replaces": "merciless",
"description": "When you deal damage, deal +1d8 damage.",
"classes": [
"fighter"
]
},
"armored_perfection": {
"name": "Armored Perfection",
"key": "armored_perfection",
"replaces": "armor_mastery",
"description": "When you choose to let your armor take the brunt of damage dealt to you, the damage is negated and you take +1 forward against the attacker, but you must reduce the armor value of your armor or shield (your choice) by 1. The value is reduced each time you make this choice. If the reduction leaves the item with 0 armor it is destroyed.",
"classes": [
"fighter"
]
},
"evil_eye": {
"name": "Evil Eye",
"key": "evil_eye",
"requires": "seeing_red",
"description": "When you enter combat, roll+CHA. On a 10+, hold 2. On a 7-9, hold 1. Spend your hold to make eye contact with an NPC present, who freezes or flinches and can’t act until you break it off. On a 6-, your enemies immediately identify you as their biggest threat.",
"classes": [
"fighter"
]
},
"taste_of_blood": {
"name": "Taste of Blood",
"key": "taste_of_blood",
"replaces": "scent_of_blood",
"description": "When you Hack & Slash an enemy, your next attack against that same foe deals +1d8 damage.",
"classes": [
"fighter"
]
},
"multiclass_initiate": {
"name": "Multiclass Initiate",
"requires": "multiclass_dabbler",
"description": "Get one move from another class. Treat your level as one lower for choosing the move.",
"key": "multiclass_initiate",
"classes": [
"bard",
"fighter"
]
},
"steel_hide": {
"name": "Steel Hide",
"key": "steel_hide",
"replaces": "iron_hide",
"description": "You gain +2 armor.",
"classes": [
"fighter"
]
},
"through_deaths_eyes": {
"name": "Through Death’s Eyes",
"key": "through_deaths_eyes",
"description": "When you go into battle, roll+WIS. On a 10+, name someone who will live and someone who will die. On a 7-9, name someone who will live or someone who will die. Name NPCs, not player characters. The GM will make your vision come true, if it’s even remotely possible. On a 6- you see your own death and consequently take -1 ongoing throughout the battle.",
"classes": [
"fighter"
]
},
"eye_for_weaponry": {
"name": "Eye for Weaponry",
"key": "eye_for_weaponry",
"description": "When you look over an enemy’s weaponry, ask the GM how much damage they do.",
"classes": [
"fighter"
]
},
"superior_warrior": {
"name": "Superior Warrior",
"key": "superior_warrior",
"description": "When you Hack & Slash on a 12+ you deal your damage, avoid their attack, and impress, dismay, or frighten your enemy.",
"classes": [
"fighter"
]
},
"lay_on_hands": {
"name": "Lay on Hands",
"key": "lay_on_hands",
"description": "When you touch someone, skin to skin, and pray for their well-being , roll+CHA. On a 10+ you heal 1d8 damage or remove one disease. On a 7–9, they are healed, but the damage or disease is transferred to you.",
"classes": [
"paladin"
]
},
"i_am_the_law": {
"name": "I Am the Law",
"key": "i_am_the_law",
"description": "When you give an NPC an order based on your divine authority, roll+Cha. On a 7+, they choose one:\n\n - Do what you say\n - Back away cautiously, then flee\n - Attack you\nOn a 10+, you also take +1 forward against them. On a miss, they do as they please and you take -1 forward against them.",
"classes": [
"paladin"
]
},
"quest": {
"name": "Quest",
"key": "quest",
"description": "When you dedicate yourself to a mission through prayer and ritual cleansing, state what you set out to do:\n\n - Slay __________, a great blight on the land\n - Defend __________ from the iniquities that beset them\n - Discover the truth of __________\nThen choose up to two boons:\n\n - An unwavering sense of direction to __________.\n - Invulnerability to __________ (e.g., edged weapons, fire, enchantment, etc.)\n - A mark of divine authority\n - Senses that pierce lies\n - A voice that transcends language\n - A freedom from hunger, thirst, and sleep\nThe GM will then tell you what vow or vows is required of you to maintain your blessing:\n\n - Honor (forbidden: cowardly tactics and tricks)\n - Temperance (forbidden: gluttony in food, drink, and pleasure of the flesh)\n - Piety (required: observance of daily holy services)\n - Valor (forbidden: suffering an evil creature to live)\n - Truth (forbidden: lies)\n - Hospitality (required: comfort to those in need, no matter who they are)",
"classes": [
"paladin"
]
},
"paladin_human": {
"name": "Human",
"key": "paladin_human",
"description": "When you pray for guidance, even for a moment, and ask, “What here is evil?” the GM will tell you, honestly.",
"classes": [
"paladin"
]
},
"divine_favor": {
"name": "Divine Favor",
"key": "divine_favor",
"description": "Dedicate yourself to a deity (name a new one or choose one that’s already been established). You gain the commune and cast a spell cleric moves. When you select this move, treat yourself as a cleric of level 1 for using spells. Every time you gain a level thereafter, increase your effective cleric level by 1.",
"classes": [
"paladin"
]
},
"bloody_aegis": {
"name": "Bloody Aegis",
"key": "bloody_aegis",
"description": "When you take damage you can grit your teeth and accept the blow. If you do you take no damage but instead suffer a debility of your choice. If you already have all six debilities you can’t use this move.",
"classes": [
"paladin"
]
},
"smite": {
"name": "Smite",
"key": "smite",
"description": "While on a quest you deal +1d4 damage.",
"classes": [
"paladin"
]
},
"exterminatus": {
"name": "Exterminatus",
"key": "exterminatus",
"description": "When you speak aloud your promise to defeat an enemy, you deal +2d4 damage against that enemy and -4 damage against anyone else. This effect lasts until the enemy is defeated. If you fail to defeat the enemy or give up the fight, you can admit your failure, but the effect continues until you find a way to redeem yourself.",
"classes": [
"paladin"
]
},
"charge": {
"name": "Charge!",
"key": "charge",
"description": "When you lead the charge into combat, those you lead take +1 forward.",
"classes": [
"paladin"
]
},
"staunch_defender": {
"name": "Staunch Defender",
"key": "staunch_defender",
"description": "When you Defend you always get +1 hold, even on a 6-.",
"classes": [
"paladin"
]
},
"setup_strike": {
"name": "Setup Strike",
"key": "setup_strike",
"description": "When you Hack & Slash, choose an ally. Their next attack against your target does +1d4 damage.",
"classes": [
"paladin"
]
},
"holy_protection": {
"name": "Holy Protection",
"key": "holy_protection",
"description": "You get +1 armor while on a quest.",
"classes": [
"paladin"
]
},
"voice_of_authority": {
"name": "Voice of Authority",
"key": "voice_of_authority",
"description": "Take +1 to order hirelings.",
"classes": [
"paladin"
]
},
"hospitaller": {
"name": "Hospitaller",
"key": "hospitaller",
"description": "When you heal an ally, you heal +1d8 damage.",
"classes": [
"paladin"
]
},
"evidence_of_faith": {
"name": "Evidence of Faith",
"key": "evidence_of_faith",
"requires": "divine_favor",
"description": "When you see divine magic as it happens, you can ask the GM which deity granted the spell and its effects. Take +1 when acting on the answers.",
"classes": [
"paladin"
]
},
"holy_smite": {
"name": "Holy Smite",
"key": "holy_smite",
"replaces": "smite",
"description": "While on a quest you deal +1d8 damage.",
"classes": [
"paladin"
]
},
"ever_onward": {
"name": "Ever Onward",
"key": "ever_onward",
"replaces": "charge",
"description": "When you lead the charge into combat, those you lead take +1 forward and +2 armor forward.",
"classes": [
"paladin"
]
},
"impervious_defender": {
"name": "Impervious Defender",
"key": "impervious_defender",
"replaces": "staunch_defender",
"description": "When you Defend you always get +1 hold, even on a 6-. When you get a 12+ to defend instead of getting hold the nearest attacking creature is stymied giving you a clear advantage, the GM will describe it.",
"classes": [
"paladin"
]
},