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Sorted A-ZMoves
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