Hogwarts The Next Generation Basic Moves.pdf
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Basic Moves for Hogwarts: The Next Generation
Research or Remember
When you attempt to Research or Remember a
piece of knowledge, roll with the questions:
+
Is what you are trying to discover or remember
related to one of your best classes?
+
Are you free from distractions?
On a 10+, ask one question and the GM will give
you an honest answer that is applicable to your
situation. On a 7-9, the GM will give you
information that is interesting, but it is up to you
to make it useful.
Lash Out with Magic or Might
When you Lash Out with Magic or Might with
intent to do damage, roll with the questions:
+
Is Dueling one of your best classes?
+
Have they just wronged you?
On a 10+, you deal them 1 damage or inflict a
condition on them. On a 7-9, choose one. On a
10+, choose two. On a miss, they gain +1
relationship with you as they learn something
about your true nature.
●
You take something from them.
●
You avoid their blows (unless they are a player
character).
●
You inflict a condition on them.
●
You deal an additional 1 damage.
Observe or Investigate
When you Observe or Investigate in order to
learn information about a person or situation, roll
with the questions:
+
Are you close to or very familiar with the
person or object you are observing or
investigating?
+
Are you free from distractions?
On a 7-9, ask one. On a 10+, ask three.
●
What are you really planning?
●
Are you telling the truth?
●
How could I best get you to ________?
●
How do you really feel about me?
●
What here is useful to me?
●
What is the best way in or past?
●
What here is not what it seems?
●
What happened here recently?
Convince with Words or
Actions
When you attempt to Convince with Words or
Actions, roll with the questions:
+
Are you close to or very familiar with the
person you are attempting to convince?
+
Do you have their best interests at heart?
When rolling against a PC, on a 10+, choose two.
On a 7-9, choose one.
●
They mark experience or gain +1 relationship
with you if they do what you want (their
choice).
●
If they don't do what you want, give them a
condition.
When rolling against an NPC, if they are a beast
or magical creature of beastial intelligence, roll
with a -2 unless one of your best classes is Care of
Magical Creatures. On a 10+, they do what you
want. On a 7-9, they do it but they will harbor ill
will against you or there will be an unintended side
effect, GM's choice.
Talk It Out
When you Talk It Out, spend time talking to at
least one other player character about what's
going on in your character's head and roll with the
questions:
+
Are you being open and vulnerable?
+
Do you care about each other?
On a 7-9, choose one. On a 10+, choose two.
●
Clear one mental condition that you talked
about.
●
Mark experience if at least one other person
cleared a condition because of your
conversation.
●
Choose one other person that was in the
conversation. You both gain +1 relationship
with each other.
See Beyond the Veil
When you attempt to See Beyond the Veil, roll
with the questions:
+
Is Divination or Astronomy one of your best
classes?
+
Do you have an object of divination such as a
crystal ball or tea dregs, or a clear view of the
stars?
State what you are searching for. On a 10+, you
have a clear vision and you take +1 forward to
acting on the information. On a 7-9, you have a
confusing or alarming vision but you get your
answer nonetheless.
Basic Moves for Hogwarts: The Next Generation
Create or Transform with
Magic
When you attempt to Create or Transform with
Magic, state what you wish to transform or create
and roll with the questions:
+
Is Charms or Transfiguration one of your best
classes?
+
Is what you are creating or changing small and
simple?
On a miss, it goes wrong. On a 7-9, it is temporary
or unstable or there is an unintended side effect.
Avoid or Resist Damage
When you try to Avoid or Resist Damage not
dealt by a player character, roll with the following
questions:
+
Are you prepared?
+
Are you behind cover?
+
Is Dueling one of your best classes?
On a 7-9, you avoid up to 1 point of damage. On a
10+, you avoid up to 2 points of damage and
choose one from the list below.
●
You spot an opening in your enemy's form;
take +1 to your next roll to Lash Out With
Magic or Might against that creature.
●
You create an opportunity for one of your
allies to act.
●
You protect one of your allies from harm;
they gain +1 to their next roll to Avoid or
Resist Damage.
●
You get a chance to run away safely.
You can always avoid taking 1 point of damage by
instead choosing one of the following:
●
You take 2 negative conditions instead, and at
least one of them must be physical.
●
You Lash Out With Magic or Might at one of
the other player characters in the scene, and
they can immediately inflict one condition of
their choice on you.
Move with Strength or Grace
When you attempt to Move with Strength or
Grace, roll with the questions:
+
Are you healthy and well rested?
+
Are you free of stress and worry?
On a 10+, choose one. On a 7-9, choose two.
●
Someone dangerous sees you.
●
You leave something important behind.
●
You hurt yourself and take 1 damage.
●
You take a negative condition of your choice.
Brew a Potion
When you attempt to Brew a Potion, name the
potion you are attempting to brew and what its
effects are. If the GM determines that you have all
the tools and ingredients necessary to brew the
potion, roll with the following questions:
+
Is Potions one of your best classes?
+
Is what you are brewing quite simple?
On a hit, you succeed. On a miss, the potion fails
or goes wrong somehow. On a 7-9, choose one.
●
The effects will be unstable or shorter than
expected.
●
You exhaust yourself trying to make it work.
Take 1 damage or mark the "exhausted"
condition if you don't already have it.
Heal Naturally
When you spend time tending to your wounds in a
safe place, once per session you can choose one
from below. If another player character helps tend
your wounds in a tender and caring way, choose
two. You can choose the same option twice.
●
Clear one physical condition.
●
Heal one damage.
Heal with Magic
When you try to Heal with Magic, roll with the
following questions:
+
Is Potions or Charms one of your best classes?
+
Are you in a safe place?
On a 7-9, choose one. On a 10+, choose two. You
can choose the same option more than once. On a
miss, the damage is worse than you thought. The
GM will describe what is needed before the
damage can be healed.
●
Clear one physical condition.
●
Heal one damage.
Help or Hinder
When you want to Help or Hinder a character, say
how you're helping or hindering and roll + your
relationship stat with them. On a 10+, add 1 or
subtract 2 from their roll. On a 7-9, the GM will
name a cost; if you accept the cost, add 1 or
subtract 2 from their roll.
Plik z chomika:
LolaShepard
Inne pliki z tego folderu:
Hogwarts The Next Generation All Moves.pdf
(303 KB)
Hogwarts The Next Generation Basic Moves.pdf
(103 KB)
Hogwarts The Next Generation.pdf
(2341 KB)
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