Posted

Once per score you may spend 1/2/3 stress to start an 8/6/4-segment clock for your limit break. Any time the GM ticks any number of segments on a clock, you may tick a segment on your limit break clock. When the clock fills, you may spend it to upgrade the result of one action (e.g. from partial success to success, or from success to critical success).

Author
Categories Move Month
Tags BladesInTheDark, Skill

Posted

At any time you may take +1 vulnerable to reveal your powered identity to another character. They automatically take +1 targeted. If that character accepts your revelation without freaking out, you take -1 isolated, and they take +1 protected. If they freak out, you take +1 isolated and they take +1 secrets.

Author
Categories Move Month
Tags Skill

Posted

When you need something hard to obtain, roll +CONNECTIONS.

On a 10+, you know a guy.
On a 7-9 you know a guy who knows a guy.
On a 6-, the guy you know is full of it.

Author
Categories Move Month
Tags Skill

Posted

Roll Jump 3 or Navigation 3 to perform an emergency jump.

On no successes, the ship goes nowhere and the jump drive catches fire.
On fewer than 3 successes, either the ship goes nowhere or it goes somewhere more dangerous than where you started.
On 3 successes, you successfully jump to a clear, empty expanse of space.
On more than 3 successes, you successfully jump and your scanners ping a soft reassuring sound – salvage, no life-signs.

Author
Categories Move Month
Tags Skill

Posted

To take control of the rumour mill, roll +INFLUENCE.

On a 10+, everybody is talking about what you want them to.

On a 7-9, choose one:

  • Your rumour spreads widely, but the GM decides how it changes in the process, or
  • Your rumour spreads widely, but a competing rumour of the GM’s choice also spreads.
  • Your rumour spreads, but not very widely.

On a 6-, the rumour mill fights back and a competing rumour spreads widely.

Author
Categories Move Month
Tags Skill