Quincunx
inactive
These are basic moves that come into play less commonly, or optionally, or that might not come into play at all.
Barter Moves
Give Barter with Strings Attached
When you give 1-barter to someone, but with strings attached, it counts as manipulating them and hitting the roll with a 10+, no leverage or roll required.
Shop Around
When you go into a holding’s bustling market, looking for some particular thing to buy, and it’s not obvious whether you should be able to just go buy one like that, roll+sharp. On a 10+, yes, you can just go buy it like that. On a 7–9, the MC chooses 1:
On a miss, the MC chooses 1, plus it costs 1-barter more.
Acquire Something Indirectly
When you make known that you want a thing and drop barter to speed it on its way, roll+barter spent (max roll+3). It has to be a thing you could legitimately get this way. On a 10+ it comes to you, no strings attached. On a 7–9 it comes to you, or something pretty close. On a miss, it comes to you, but with strings very much attached.
Augury
By default, nobody can use this move, but the Savvyhead's shop, the Hocus's followers, or some other circumstances might allow for it. When you are able to use something for augury, roll+weird. On a hit, you can choose 1:
By default, the effect will last only as long as you maintain it, will reach only shallowly into the world’s psychic maelstrom as it is local
to you, and will bleed instability. On a 10+, choose 2; on a 7–9, choose 1:
On a miss, whatever bad happens, the thing you're using for augury (part of the shop, the followers, the body) takes the brunt of it.
Barter Moves
Give Barter with Strings Attached
When you give 1-barter to someone, but with strings attached, it counts as manipulating them and hitting the roll with a 10+, no leverage or roll required.
Shop Around
When you go into a holding’s bustling market, looking for some particular thing to buy, and it’s not obvious whether you should be able to just go buy one like that, roll+sharp. On a 10+, yes, you can just go buy it like that. On a 7–9, the MC chooses 1:
- It costs 1-barter more than you’d expect
- It’s not openly for sale, but you find someone who can lead you to someone selling it.
- It’s not openly for sale, but you find someone who sold it recently, who may be willing to introduce you to their previous buyer.
- It’s not available for sale, but you find something similar. Will it do?
On a miss, the MC chooses 1, plus it costs 1-barter more.
Acquire Something Indirectly
When you make known that you want a thing and drop barter to speed it on its way, roll+barter spent (max roll+3). It has to be a thing you could legitimately get this way. On a 10+ it comes to you, no strings attached. On a 7–9 it comes to you, or something pretty close. On a miss, it comes to you, but with strings very much attached.
Augury
By default, nobody can use this move, but the Savvyhead's shop, the Hocus's followers, or some other circumstances might allow for it. When you are able to use something for augury, roll+weird. On a hit, you can choose 1:
- Reach through the world’s psychic maelstrom to something or someone connected to it.
- Isolate and protect a person or thing from the world’s psychic maelstrom.
- Isolate and contain a fragment of the world’s psychic maelstrom itself.
- Insert information into the world’s psychic maelstrom.
- Open a window into the world’s psychic maelstrom.
By default, the effect will last only as long as you maintain it, will reach only shallowly into the world’s psychic maelstrom as it is local
to you, and will bleed instability. On a 10+, choose 2; on a 7–9, choose 1:
- It’ll persist (for a while) without your actively maintaining it.
- It reaches deep into the world’s psychic maelstrom.
- It reaches broadly throughout the world’s psychic maelstrom.
- It’s stable and contained, no bleeding.
On a miss, whatever bad happens, the thing you're using for augury (part of the shop, the followers, the body) takes the brunt of it.
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