Poor Communication Kills
If a Hero tries to directly harm, impede, or control another Hero, and there are no other dangers/foes present, the targeted Heroes should describe how they will respond. The attribute they respond with will be used as a Penalty on any Roll the attacking Hero makes. If they respond…
… with a Power, (Penalty= Key Attribute)
… with brutality and strength, (Penalty = Prowess)
…with precision and speed, (Penalty = Agility)
…by enduring, (Penalty = Stamina)
…with quick thinking, (Penalty = Intelligence)
…through mental fortitude, (Penalty = Willpower)
…using charm and social grace, (Penalty =Charisma)
If more than one Attribute is relevant, then choose the Attribute with the highest value. If more than one Hero is targeted then use the Hero’s Attribute with highest value. Any Hero directly targeted may Tip the Scales or Ensure Success, by instead subtracting expended PP from a result or Attribute rolled.
Beat Streets
When you take time to gather rumours and uncommon knowledge from various people in a community, describe this community to the Narrator and why they might know what you are looking for. The Narrator will tell you how long this will take. ROLL+Prowess if you gather the info through force. Otherwise, ROLL+Charisma and add a +1 Move Bonus for each set of allies you may have in the community.
- On a 6, the Narrator will tell you an interesting and useful rumour about the subject relevant to your situation.
- On a 4–5, the Narrator will only tell you something interesting—it’s on you to make it useful.
Recover
When you do nothing but rest in comfort and safety, after a day of rest set your current Injury Points to 0. After three days of rest you remove one Debility, that was caused by trauma, of your choice. Being in a facility designed for recovery (i.e. a hospital) under the care of someone with expertise in your recovery (i.e. a doctor) reduces the time for removing a Debility to one day of rest.
Generally, resetting IP to 0 and removing Debilities will also show an improvement in health in the narrative, however broken bodies and traumatized minds can persist. Described injuries and trauma may recover at slower rates, if at all, depending on how realistic the Players wish their game to be.
Mortality Moves are triggered when Heroes are on the brink of life and death. No Bonuses or Penalties from circumstances or injury are applied.
Deus Ex Machina
When you might be dead or unrecoverable fate intervenes ROLL
- On a 6, Fate is kind—you’re in a bad spot but you’re still alive.
- On a 4–5, Fate demands a cost. Pay it and you’re in a bad spot but you’re still alive
- On a miss, your fate is sealed.
Resign to Fate
When a Player responds to a situation that is potentially harmful to their Hero by resigning themselves to their fate, the Narrator will describe a situation that either:
- Renders the Hero Unconscious or Comatose.
- Breaks a portion of the Heroes body or mind and applying any appropriate Debilities.
- Mortally wounds the Hero. The Hero will die, and must make a Deus Ex Machina Move, at the end of the scene, unless a at least one Injury Point is healed during the scene.
- Decimates the Hero (i.e. being dropped into a Volcano) the Hero is likely dead and must make a Deus Ex Machina Move
Make Canonical
During a break in the game, before the game, or after a game you may remake your Character Sheet to reflect how your character currently exists in The Narrative. Adjust your PL accordingly.