Moves

In Mystery County Monster Hunters Club every character has *moves* that they can utilize to mechanically perform actions in addition to the narrative. Constantly being tweaked and updated by the Keeper and Cast, these are the current as of 6.29.23.

## Basic Moves

### **Act Under Pressure**

When you act under pressure, roll +Cool.

* On a 10+ you do what you set out to.
* On a 7-9 the Keeper is going to give you a worse outcome, hard choice, or price to pay.
* On a 6- things go to hell.

### **Deal with the Feels**

To temporarily negate your own emotional condition negative modifiers for a scene, act out against someone important to you.

For example:

* Lash out (physically or emotionally)
* Cause a scene
* Refuse to cooperate
* Tell a lie

To remove conditions from another club member: Narrate what your character says to offer support or comfort, then roll +Weird.

* On a 10+, you help each other grow. They can remove all conditions, and you can remove one of yours.
* On a 7-9, they can remove one of their conditions, but only after you either:
	+ Admit something embarrassing or
	+ Make a bold gesture
* On a 6-, they rebuff you. Narrate why this hurts more than they realize, and take a condition yourself.

### **Help Out**

When you help another hunter, roll +Cool.

* On a 10+ your help grants them advantage (reroll one of their dice)
* On a 7-9 your help grants them advantage to their roll, but you also expose yourself to trouble or danger
* On a miss, you expose yourself to trouble or danger without helping.

### **Keep Your Secret**

When you make an excuse to keep a big secret from someone, roll +Charm.

* On a 10+, they completely believe it.
* On a 7-9, they can tell you’re hiding something. Give up a different real secret to throw them off the trail.
* On a 6-, they totally misread the situation. Pick one from below and take an emotional condition.
	+ Your excuse confirms a rumor they heard about you.
	+ Your excuse hurts their feelings.
	+ Your excuse gives them a chance to trap you into an obligation

### Kick Some Ass

When you get into it with someone, roll +Tough.

* On a 10+, pick 2 from below.
* On a 7-9, pick 1.
* On a 6-, they get the upper hand. Pick 1 that they do to you.
	+ You hit them
	+ You take something from them
	+ You grab or move them
	+ You surprise them

### **Manipulate Someone**

Tell them what you want them to do and give them a reason to do it. If they have no reason not to, they do it. If they do have a reason to refuse, roll +Charm.

*For an NPC:*

* On a 10+, they do what you want, as much as they're able.
* On a 7-9, they’ll do it, but you need to sweeten the deal first.
* On a 6-, your approach is completely wrong. You make a bad impression on them and a problem gets worse.

*For another club member:*

* On a 10+, if they do what you ask they mark experience and get advantage on their next roll. If they don't, they take an emotional condition and you mark experience.
* On a 7-9, if they do what you ask they get advantage on their next roll. If they don't, you mark experience.
* On a miss, they openly tell you off, and they narrate what they do instead of what you asked. They mark experience.

### Protect Someone

When you prevent harm to another character, roll +Tough.

* On a 7+, you protect them, but you take the harm they were going to take.
* On a 10+ pick one:
	+ You dodge the enemy's attack
	+ You inflict harm on the enemy.
	+ You draw all the enemy's attention to you
	+ You push the enemy back.
* On a 6-, you end up making things worse.

### Use Magic

When you use magic, say what you’re trying to achieve and how you do the spell, then roll +Weird.

On a 10+, the magic works without issues: choose your effect.

On a 7-9, it works imperfectly: choose your effect and a glitch. The Keeper will decide what effect the glitch has.

#### Effects

* Inflict harm (1-harm, *ignore armor*, *magic*, *obvious*).
* Enchant a weapon. It gets +1 harm and +magic.
* Do one thing that is beyond human limitations.
* Bar a place or portal to a specific person or a type of creature.
* Trap a specific person, minion, or monster.
* Banish a spirit or curse from the person, object, or place it inhabits.
* Summon a monster into the world.
* Communicate with something that you do not share a language with.
* Observe another place or time.
* Heal 2-harm from an injury, or cure a disease, or neutralize a poison.
* Temporarily summon or create a mundane object

#### Glitches

* The effect is weakened.
* The effect is of short duration.
* You take 1-harm ignore-armor.
* The magic draws immediate, unwelcome attention.
* It has a problematic side effect.

The Keeper may say that...

* The spell requires weird materials.
* The spell will take 10 seconds, 30 seconds, or 1 minute to cast.
* The spell requires ritual chanting and gestures.
* The spell requires you to draw arcane symbols.
* You need one or two people to help cast the spell.
* You need to refer to a tome of magic for the details.

### Big Magic

Use this when you want more than the *Use Magic* effects. Tell the Keeper what you want to do.

The Keeper may require:

* You need to spend a lot of time (days or weeks) researching the magic ritual.
* You need to experiment with the spell – there will be lots of failures before you get it right.
* You need some rare and weird ingredients and supplies.
* The spell will take a long time (hours or days) to cast.
* You need a lot of people (2, 3, 7, 13, or more) to help.
* The spell needs to be cast at a particular place and/or time.
* You need to use magic as part of the ritual, perhaps to summon a monster, communicate with something, or bar the portal you opened.
* It will have a specific side-effect or danger.

If you meet the requirements, then the magic takes effect.

### What's Going On Here?

(Replaces Investigate a Mystery & Read a Bad Situation in standard MotW). When you closely study a situation or person in order to see the bigger picture, say how you do it, then ask the Keeper a question and roll +Sharp.

* On a 10+, the Keeper will answer honestly, including some clarification and follow-up questions.
* On a 7-9, the Keeper will give you a cryptic or incomplete answer, but tell you how to find out more.
* On a 6-, you'll get the answer, but you won't like how it arrives.

### What's Up With You?

When you want someone to open up to you, ask them a question, then roll +Charm.

* On a 10+, they give you a completely honest answer.
* On a 7-9, they will answer your question honestly, but only if you answer one of theirs.
* On a 6-, the answer they give is a straight-up lie. You completely believe it.

## Group Moves

### Teamwork Makes the Dream Work

Whenever more than two club members work together to overcome an obstacle, come up with a plan and describe how you each help pull it off, then roll +whatever stat the Keeper decides fits the circumstance best. While successfully completing your task:

* On a 10+, something powerful happens to you. Describe what it is, and the impact it has.
* On a 7-9, something awkward happens to you. Describe what it is, and the impact it has.
* On a 6-, something terrible happens to you. Describe what it is, and the impact it has.

Resolve failures first, then mixed successes and finally complete successes, building off the circumstances and what other players have done.