GM moves & harm
GM moves
General
- Announce trouble (future or offscreen)
- Reveal an unwelcome truth
- Ask a provocative question
- Put someone in a spot
- Use up their resources
- Turn their move back on them
- Demonstrate a downside
- Hurt someone
- Separate them
- Capture someone
- Offer an opportunity (with or without a cost)
- Tell them the consequences/requirements
- Advance towards impending doom
Exploration
- Provide a choice of paths
- Hint at more than meets the eye
- Offer riches at a price
- Present a discovery
- Point to a looming danger
- Introduce a danger, person, or faction
- Bar the way
Homefront
- Introduce someone interesting
- Reveal simmering tensions
- Present a want or need
- Show how others really feel
- Draw out their feelings
- Change a relationship
- Oppose their wishes
- Remind them of their obligations
- Start a conflict or crisis
- Play them against each other
Damage & debilities
Deal damage when your GM move has someone getting hurt, banged up, knocked around, injured. If it's caused by a danger, deal damage per its stats. Otherwise:
| Effect | Die |
|---|---|
| Bruises & scrapes; pain; light burns | d4 |
| Nasty flesh wounds/bruises/burns | d6 |
| Broken bones; deep/wide burns | d8 |
| Death or dismemberment | d10 |
Debilities
- weakened:
- fatigued, tired, sluggish, shaky. Disadvantage to STR and DEX.
- dazed:
- out of it, befuddled, not thinking clearly. Disadvantage to INT and WIS.
- miserable:
- distressed, grumpy, unwell, in pain. Disadvantage to CON and CHA.
Recovery & tending
When you take time to catch your breath and tend to what ails you, expend 1 use of supplies and recover HP equal to 4+Prosperity. You can't gain this benefit again until you take more damage.
When you tend to a debility or a problematic wound, say how. The GM will either say that it's taken care of or tell you what's required to do so (Defying Danger, expending supplies or some other resource, finding ___, Making Camp, etc.).
Tending may require:
- Knowing Things about how to treat this
- Defying Danger, the danger being... the pain / them thrashing as you work / the wound/condition getting worse / that ___ arrives/happens before you finish / drawing the attention of ___ / that you need to use up/use more ___
- Expending (more) supplies, whisky, etc.
- Finding ___ (an herb, the antivenom, fresh water, something to use as a stent, etc.)
- Making Camp/letting them rest
- Doing something drastic (cauterizing, amputating, field surgery, etc.)
Combine with "and" and "or" as you see fit.