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Moves

Take a Powerful Blow

Roll plus the number of conditions already marked when absorbing a hard hit (punch, betrayal, public shaming). On 10+, you choose the consequence; on 7–9, you and the GM pick toget...

Conditions
Inflicts:

Get hit and stay standing. When something breaks through and lands hard on you — a punch, a betrayal, a public dressing-down — roll plus the number of conditions already marked.

On 10+: You choose how it lands.

On 7-9: You and the GM pick together.

On 6-: Mark the worst condition still open and the GM gets to spin the moment into a story turn.

Choose how it lands (10+, or share with GM on 7-9):

  • Lash out at the nearest person.
  • Lose ground; somebody else got hurt instead.
  • Expose your weakness or your secret.
  • Mark a condition.
  • Take a label shift in the direction the blow pushed you.

The more wounded you already are, the worse the next blow lands. That spiral is the engine.

Type Basic · Category Wound · Roll +conditions