Level from: to








custom background URL

custom background icons
Back to default icons

Change class color:
Back to default color


Sorry guys, I need to pay server's bills.
=_=
Download PDF
Liked it?
Support on Boosty

Support on Patreon

Contacts:
Twitter with update log: @angrygazebo
if you have any ideas, email me
In Tobolar we trust!
Last spellbooks:
ArtificerWizardSorcererBardClericDruidPaladinRangerWarlockOtherw40k
What do you think?
http://beta.hardcodex.ru :3
A4 portrait 9 cards
on page

Fueled by anger

Mark Angry to use an additional basic or mastered technique when you advance and attack, even on a miss.
While Angry is marked, take +1 ongoing to intimidate others.
Remember that you can’t mark Angry if it’s already marked.

Hammer Move

Stand and fight!

When you provoke an NPC opponent into attacking you, roll with Passion.
On a hit, they’re coming at you specifically.
On a 10+, you’re ready for them,
clear a condition or become Prepared.
On a miss, they take advantage of your provocation to strike a blow where you least expect it.
You can use the move to start a whole new fight, or you can use it between exchanges to try to get an opponent to pay attention to you, first and foremost.
On a miss, the GM will tell you where they strike the blow, and how.

Hammer Move

Walls can’t hold me

When you rely on your skills and training to dangerously smash your way through walls or other obstacles, roll with passion instead of Focus.
This means that the most likely additional consequence of your action is collateral damage to others,or unintended additional destruction to your environment.

Hammer Move

Punch where it matters

When you assess a situation, you can always ask, 'Who or what here is most vulnerable to me?', even on a miss.
Remember to take +1 ongoing to act in accordance with the answer.
This doesn’t always have to refer specifically to combat. The GM might give you an answer pointing out other vulnerabilities — for example, someone might be most vulnerable to you because you know their secret.

Hammer Move

Comprehend your foe

When you defend and maneuver against a foe whose balance principle you know, you may mark fatigue to roll with reativity instead of Focus.
You can name their balance principle in the moment, much like when you call them out, as long as you’re close enough, and the principle you name contains the same overarching idea as their principle, the move can trigger.

Hammer Move

Challenge

When you throw a boastful challenge at an opponent before a fight, roll with Passion.
On a hit, the challenge lands,
if you win the fight, choose 1 from below.
But your challenge goads them to impressive heights, they may choose 1 extra technique in every exchange for the duration of the fight.
On a 10+, clear all fatigue at the end of the fight if you are victorious.
If you win, choose 1: your opponent must…
• teach you a technique of theirs, or help you master one you already know.
• give you answers or an item of your choice.
• acknowledge your superiority, shift your balance twice towards Excellence.
• take your side in a future conflict.
On a miss, they dismiss your challenge and refuse to fight, they inflict a condition on you.

Prodigy Move

Not done yet!

Once per session, when you are taken out, shift your balance towards center to stay up for one more combat exchange.
After that exchange ends, you become helpless, unconscious, or otherwise incapable of continuing on, and are taken out as normal.

Bold Move

Empty your mind

You can flow and adapt, formless and shapeless.
During an exchange, after you roll the stance move, you can mark fatigue to select a basic technique from a different approach than the one you chose.
(You still must pay all other costs of that technique.)

Foundling Move

An open mind

You can learn techniques from other skills and trainings, as long as you have a teacher. You can learn up to three such techniques, total. Take a +1 on the training move to learn such techniques.

Prodigy Move


Assess a Situation

When you assess a situation, roll with Creativity. On a 7–9, ask one question. On a 10+, ask two. Take +1 ongoing when acting on the answers.
• What here can I use to _________?
• Who or what is the biggest threat?
• What should I be on the lookout for?
• What’s my best way out/in/through?
• Who or what is in the greatest danger?

Basic Move

Rely on Your Skills & Training

When you rely on your skills and training to overcome an obstacle, gain new insight, or perform a familiar custom, roll with Focus. On a hit, you do it. On a 7–9, you do it imperfectly— the GM tells you how your approach might lead to unexpected consequences, accept those consequences or mark 1-fatigue.

Basic Move

Guide and Comfort

When you try to honestly guide and comfort another person, roll with Harmony. On a hit, they choose one:
• They embrace your guidance and comfort. They may clear a condition or 2-fatigue, and you may ask one question, they must answer honestly.
• They shut you down. They inflict a condition on you, and you shift their balance in response.
On a 10+, if they embrace your guidance and comfort, you may also shift their balance.

Basic Move

Plead

When you plead with an NPC who cares what you think for help, support, or action, roll with Harmony.
On a 7–9, they need something more—evidence that this is the right course, guidance in making the right choices, or resources to aid them—before they act, the GM tells you what they need.
On a 10+, they act now and do their best until the situation changes.

Basic Move

Push Your Luck

When you push your luck in a risky situation, say what you want to do and roll with Passion.
On a hit, you do it, but it costs you to scrape by, the GM tells you what it costs you.
On a 10+, your boldness pays off despite the cost, the GM tells you what other lucky opportunity falls in your lap.

Basic Move

Trick

When you trick an NPC, roll with Creativity. On a hit, they fall for it and do what you want for the moment.
On a 7–9, pick one.
On a 10+, pick two.
• They stumble, take +1 forwardto acting against them.
• They act foolishly, the GM tells you whatadditional opportunity they give you.
• They overcommit, they aredeceived for some time.

Basic Move

Help

When you take appropriate action to help a companion, mark 1-fatigue to give them a +1 to their roll (after the roll).
You cannot help ina combat exchange in this way.

Basic Move

Intimidate

When you intimidate an NPC into backing off or giving in, roll with Passion.
On a hit, they choose one.
On a 10+, first, you pick one they cannot choose.
• They run to escape or get backup.
• They back down but keep watch.
• They give in with a few stipulations.
• They attack you, but off-balance, the GM marks a condition on them.

Basic Move