-You Gain 1 hold that you can spend to use one move available to the fallen vicitim
-You don’t gain 1 debility of your choice and 1 debility of the Gm’s choice
…You don’t need to mark a ration when you make camp.
“You live through one memory of the Gm’s choice” sounds like a GM move for a miss! But if they choose to enact GM moves against themselves, who am I to complain? 😉
I was thinking more like the memory was a way to get clues and answers, but I guess the GM could make the memory a nightmare hahah
…the GM will offer you two moves associated with the fallen enemy. Choose one of them and hold 1. Spend 1 hold at any time to make the move you chose.
…Increase your Intelligence by one point (no max.) and mark a debility other than “stunned”. Debilities marked with this move do not recover with rest. If you cannot mark a debility, take your last breath.
roll + WIS. On a hit, you gain a skill, language, or familiarity with a location and people well-known to the enemy (Player’s choice, based on established fiction). On a 10+, you do not gain either a debilitating phobia or a compulsion that drove the enemy (GM’s choice, based on enemy’s Instinct and/or Moves).
…mark experience, and change your alignment to that of the brain’s previous owner.
Roll +con. On a 10+ choose 2, on a 7-9 choose 1:
-You live through one memory of the Gm’s choice
-This action acts as eating 1 ration
-You Gain 1 hold that you can spend to use one move available to the fallen vicitim
-You don’t gain 1 debility of your choice and 1 debility of the Gm’s choice
…You don’t need to mark a ration when you make camp.
“You live through one memory of the Gm’s choice” sounds like a GM move for a miss! But if they choose to enact GM moves against themselves, who am I to complain? 😉
I was thinking more like the memory was a way to get clues and answers, but I guess the GM could make the memory a nightmare hahah
…the GM will offer you two moves associated with the fallen enemy. Choose one of them and hold 1. Spend 1 hold at any time to make the move you chose.
…Increase your Intelligence by one point (no max.) and mark a debility other than “stunned”. Debilities marked with this move do not recover with rest. If you cannot mark a debility, take your last breath.
roll + WIS. On a hit, you gain a skill, language, or familiarity with a location and people well-known to the enemy (Player’s choice, based on established fiction). On a 10+, you do not gain either a debilitating phobia or a compulsion that drove the enemy (GM’s choice, based on enemy’s Instinct and/or Moves).
…mark experience, and change your alignment to that of the brain’s previous owner.