Экспериментальные ходы

Ниже приводится список ходов, которые мы пробуем включить в игру.

ESCAPE A SITUATION

When you take advantage of an opening to escape a situation, roll Cool. On a hit, you get away. On a 10, choose 1. On a 7-9,
choose 2:

• You suffer harm during your escape
• You end up in another dangerous situation
• You leave something important behind
• You owe someone a favour for your escape
• Your allies or someone close to you gets hurt

Escape is how you get out of a situation that you would prefer to avoid. It doesn’t matter how dangerous the circumstance is, so long as your leaving could be considered risky. It’s obvious that you’re escaping if you’re running from bullets, but attempting to flee from a tense family gathering or a difficult emotional situation also triggers this move.

In order to trigger escape a situation you need to either create or take advantage of an opening—a difficult task when you’re cornered and have no clear avenue of escape. Using other moves is a good way to set up an opportunity to escape.

MISLEAD, DISTRACT, OR TRICK

When you try to mislead, distract, or trick someone, roll +Charm.

On a hit, they are fooled, at least for a moment. On a 10+, pick 3. On a 7-9, pick 2:
• You create an opportunity
• You expose a weakness or flaw
• You confuse them for some time
• You avoid further entanglement

Mislead, distract, or trick is used whenever your character tries to gain the upper hand over another character through deception. The goal could be to deflect someone’s attention away from or toward something, convince someone that the lie you’re offering them is the whole truth, or fool them into taking an action—or not taking an action—by your prompting.

Triggering this move, however, involves offering a plausible lie, distraction, or trick. You can’t walk into a bar full of vampires and pretend to be one of them if you’ve previously established that all vampires in the city know each other… unless you’ve got a magic spell that makes you look like a particular vampire. You’ve got to offer some plausible falsehood that makes it possible for your target to believe your lie, especially when you’re facing some long odds of successfully deceiving another character. You haven’t reached the point of uncertainty—the point at which a move triggers—if it’s obvious you’re not telling the truth.

That said, the move has a broad trigger based on intent: throwing a rock at the cops to distract them is definitely mislead, distract, or trick, but throwing rocks with the intention of hurting the cops would probably be kick some ass or act under pressure. Mislead, distract, or trick triggers any time you’re trying to put one over on another character and it seems possible that they’d fall for it. If you’re being sneaky while trying to accomplish another goal—like harming someone— you need to roll mislead first, knowing that it might tip your hand, or just go straight for the jugular with whatever you’re trying to do.

Экспериментальные ходы

Monster of the Week arsenyk