Moves, Rolls, Bonuses & Penalties

Moves

Moves are sets of rules that govern the game.

The most commonly used Moves are those that govern the results of action taken by the Heroes. A Player is responsible for describing the action of the Hero they control. The Narrator is responsible for describing the repercussions of these actions and all other action in The Narrative.

If the success of an action is in question then it will Trigger the use of a Move. The Narrator will provide the Player with a Move from the list of Core Moves, Extended Moves, and Mortality Moves that was Triggered by the Heroes action. The Narrator has Moves of their own that are, generally, Triggered in response to the results of actions taken by the Heroes. Moves have what Triggers them listed in italics.

The results of Moves are listed in the abstract. It is up to the Narrator, with the assistance of the other Players, to describe results to fit the specifics of the Narrative.

Some Moves provide a choice of results for the Players. A Player may only choose a result for a Move that is plausible in The Narrative. The Narrator is the final arbiter of what is plausible.

Rolls

All Players, except the Narrator, may be required to make a Roll to determine the results of a Move. Power World uses standard six sided dice.

When the game requires a “Roll”, roll the number of dice equal to the indicated Attribute score. The highest dice rolled indicates how effective the Move was. A roll made with an Attribute score of zero or less is made with two dice, taking the result from the lowest dice rolled.

The basic Results of a Roll made for a Move is:
• A result of 3 or less, You fail. The Narrator makes a Move. You earn a PP (Perseverance Point)
• A result of 4 or 5, you do it, but with complications or trouble as described by the Narrator
• A result of 6, you do it with little trouble
• Rolling double 6’s, you do it with no trouble with results beyond what was intended when making the move. Discuss with the Narrator what this unintended additional success is, if the Move rolled has no result listed for “On a Double 6…”

With the exception of Team Up, additional Moves should not be made until the results of a Roll are established.

Move Bonus

A Bonus from the Narrator can be applied to Moves due to favorable circumstances and from the expenditure of Perseverance Points, effectively increasing the score used for a Roll.

Move Penalty

A penalty from the Narrator may be applied to Moves, effectively decreasing the score used for a Roll. Penalties can occur when circumstances are unfavorable, the Hero is outnumbered by powerful foes, due to Injury, or due to direct confrontation with a teammate.