9. Moves
Each monster should have a few GM moves. Write these moves so that they finish the sentence "the monster can/ will __." For example: "surround and harry prey" or "smash through obstacles" or "sound the alarm."
If the monster… (choose all that apply)
- … is deceptive and sneaky, write a move about its dirty tricks.
- … uses spells or magic, write a move that describes its powers.
- … works well in groups, write a move about how it calls on or coordinates with others.
- … is a spirit, but it can manifest or possess a physical form, write a move that describes how it does so.
- … poses a primary danger other than physical injury, write a move to reflect the true threat it poses.
- … actively defends itself, write a move to describe that defense.
- … has a special form of attack, write a move to describe it, along with any tags and—if appropriate—an alternative damage value.
- … has fewer than 3 moves, or if something seems to be missing, write another move that describes what the monster is notable for doing.
Most monsters have three moves; simple ones might only have two. Particularly important or dangerous foes can have four or maybe even five.
Don't write monster moves that just describe its basic attack. If you gave it "stonetipped spear, d6 damage (close, reach)," then don't write a move "Stab foes with a spear." You already know it can do that! If you really want a move to describe how it fights, write something more interesting, like "Leap headlong into battle" or "Hem foes in with a thicket of spears."
Likewise, avoid writing moves that are just "do its instinct." Look for specific ways to express the instinct. If its instinct is, "To pursue prey," then how does it pursue its prey? Oh, it can "Scent prey from miles away?" or "Unerringly track a creature whose blood it's tasted?" Excellent.
Write moves that will help you use this monster at the table. A loosely-worded move (like "Bully and manipulate people" or "Cast a spell of fire and flame") gives you a lot of flexibility and permission, but it's only helpful if you can improvise that sort of action at the table. A more specific move (like "Threaten their family or reputation" or "Conjure barely-controlled spells of primordial fire") will give you much more direction at the table, and might be easier to use.
The Almtakers use spells and magic, work well together, and their primary danger isn't from the wounds they inflict. That gives me three moves to write. I go with:
Lock eyes and teleport them away
Act in tandem, without hesitation
Lay a wasting curse on anyone who breaks their promise of respect and peace
That last one is a little wordy and unclear, so I split it up like so:
Require an oath of good intentions
Lay a wasting curse on oath-breakers