Okay
HyveMynd I have done some soul-searching, a bunch of reading, and some playtesting and here's what I came up with based on your glorious feedback. I was trying to mold it more in the spirit of my Mouse Park setting.
STATS
Courage: level-headedness, calm, strength; use for keep calm and… and muscle through
Tricksy: Persuasion, Deception, Assertive; use for be charming and raise an eyebrow
Mean: Aggression, force, strength, brawn; use for take off the gloves and be scary
Brains: Perception, reason, wisdom; use for examine carefully and stay safe
Sparkles: Twinkle and magic; use for twinkle and wish upon a star
Trustworthy: Relationships; use for give a helping hand
BASIC MOVES
Keep Calm and…(roll +Courage). Move when you need to do something, but the stakes are high; like get away, finish something before someone catches you, jump between cars on a moving roller coaster, swim through a vat of snakes, sneak up behind someone, smash a large spider, or anything that would normally cause you to freak out.
When you keep calm and do something, roll +Courage.
• On a 10+ you keep calm and do what you wanted to do.
• On 7-9 you falter or hesitate in doing it, so the Narrator gives you a choice of a worse outcome, hard choice, or something to lose and will explain what those scenarios are.
• On a miss, the Narrator gets a +1hold against you and can make a hard move whenever she wants.
Lend a Helping Hand/Get in the Way (roll +Trustworthy). Move when you want to help a guest who’s making a roll (or who has just made a roll that he doesn’t like). Move also if you want to stop a guest who’s making a roll (or who has just made a roll you don’t like). These bonuses and deductions do not stack—if more than one person lends a helping hand or gets in the way, the guest only gets the modification listed.
When you want to lend a hand or get in the way, roll +Trustworthy (the score you have with that particular guest).
• On a 10+ they take +2 (lend a hand) or -2 (get in the way) to their roll (or to the roll that just prompted this move).
• On a 7-9, they take +1 (lend a hand) or -1 (get in the way) to their roll (or to the roll that just prompted this move).
• On a miss, you get -1ongoing to Trustworthy with the guest you rolled with or against and the Narrator gets a +1hold against you and the other guest and can make a hard move whenever she wants.
Examine Carefully (roll +Brains). Move when you want to see something you are missing, look for clues, find unseen threats, or figure something out, like find an escape route from murderous animatronics, see if the mouse-ear key is for something useful, or look for the best way to cut in line.
When you want to examine carefully, roll +Brains.
• On a 10+ hold 2, and on a 7-9 hold 1.
One hold can be spent to ask the Narrator one of the following questions (or reasonable variants of them)
• What’s the best way in?
• What’s the best way out?
• Is there a threat, trap, or danger I haven’t noticed?
• What is this used for?
• Which enemy is the biggest threat?
• Is there something or secret hidden about this?
• What should I be on the lookout for?
If you act on the answers, you get +1ongoing as you move using the relevant information. On 6 or less, you completely misread the situation and the Narrator gets a +1hold against the entire party and can take a hard move whenever she wants.
Take Off the Gloves (roll +Mean). Move when you want to physically harm someone, tackle or rush someone, grapple someone, grab something from someone, stop someone from grabbing you or something you are holding, shoot a gun at someone, hit someone with a claymore, slam your heel on someone’s toes, hit someone with a baseball bat, or generally resort to violence.
When you want to take off the gloves, roll +Mean
• On a 10+ you inflict harm according to the rating of your weapon or, if not applicable, the established dangers in the game, and your enemy inflicts their attack’s harm rating on you and if you were trying to grab, grapple or tackle or preventing someone from doing that to you, you succeed. However, you can choose also an extra effect:
⁃ You gain the advantage: take +1forward, or give +1forward to another guest
⁃ You inflict terrible harm (+1 harm)
⁃ You suffer less harm (-1 harm)
⁃ You force them where you want them
⁃ You impress, dismay, or frighten them and they get a -1forward
• On a 7-9 you inflict harm according to the rating of your weapon or, if not applicable, the established dangers in the game, and your enemy inflicts their attack’s harm rating on you and if you were trying to grab, grapple or tackle (or preventing someone from doing that to you), you succeed.
• On a 6 or less you suffer harm or get captured or fail to tackle and grapple, but don’t inflict any harm back.
Raise an Eyebrow (roll +Tricksy). Move when you want to pick up on someone’s “tell,” to see if they are lying, bluffing, hiding something, really a demon mouse in disguise, secretly murders school children, is a faerie posing as a person, a four-year old who is hiding cotton candy he stole, or any person you want to read further and check out.
When you want to raise an eyebrow, roll +Tricksy.
• On a 10+, hold 3. On a 7-9, hold 1. When you are talking or engaging with the person, spend your hold to ask the player or NPC questions, 1 for 1.
⁃ Is your character telling the truth?
⁃ What’s your character really feeling?
⁃ What does your character intend to do?
⁃ What does your character wish I’d do?
⁃ How could I get your character to _______?
• On 6 or less, you completely offend the character with your venomous assumptions and if you are questioning an NPC, the Narrator a +1hold against the you and can take a hard move against you whenever she wants, if you are questioning a PC you lose -1Trustworthy with that person.
Be Charming (roll +Tricksy). Move when you want to persuade, someone, manipulate someone, seduce someone, convince an ax murderer not to kill a park guest, talk a sociopathic princess down from releasing toxic gases in the park, get a parent to buy another churro, or any sort of action that requires making someone do something for you that they don’t necessarily want to do.
When you want to be charming tell them what you want to do and then roll +Tricksy.
• On a 10+, an NPC will do it if it is reasonable for him or her to do so, for a PC if they do what you want, they get +1experience and +1forward.
• On a 7-9, an NPC will do it but only if you do something they want for them right then and there to show that you mean it, for a PC they get +1experience if they do what you asked.
• On 6 or less, an NPC is offended or enraged at your audacity and the Narrator gets +1hold against you and can take a hard move against you whenever she wants, for a PC they get +1 experience if they decide not to do what you ask and you lose -1Trustworthy with that person.
Be Scary (roll +Mean). Move when you want to intimidate, be hostile, use the force of anger to cause someone to back down, demand the correct change from a churro vendor, make a four-year old to stop whining already, make a demon-possessed toy drop the child before consuming it, stop someone from cutting in line, force someone through threats to do something they don’t want to do, or to stop them from doing something they want to do.
When you want to be scary tell them what you want to do and then roll +Mean.
On a 10+ you cause the person to do what they want, within reason and you can choose also an extra effect:
⁃ You make them ridiculously frightened (+1shock)
⁃ You shock and stun them (-1forward)
⁃ You make them hide or run away
⁃ You impress them and they like you (+1forward if NPC, +1Trustworthy if PC)
⁃ You force them to give do you a favor later to make up for what they did wrong (+1hold use to make the person reasonably do something for you when you ask)
• On a 7-9 you cause the person to do what they want, within reason.
• On a 6 or less you fail to intimidate the person, if an NPC the Narrator gets +1hold against you to use a hard move whenever she wants, if a PC you lose +1Trustworthy with them.
Twinkle (roll +Sparkles). Move when you want something magical, divine, extraordinary, or weird to happen, to give yourself some luck, heal an ice cream headache, use prayer to stop bleeding from the femoral artery, act like a Jedi and use the Force to knock someone off the parade float, to float like a fairy in front of the tourists, or to do anything unnatural, supernatural, or magical.
When you want to twinkle, decide what you want to happen then roll +Sparkles.
• On a 10+ you are able to twinkle with no problems, choose one of the following results:
⁃ Inflict -1 harm through a magical method you describe
⁃ Enchant a weapon +1harm for 30 minutes
⁃ Teleport yourself, anything on you, any person you touch, and anything you are holding to a place you’ve seen before
⁃ Heal +1harm, cure a disease, neutralize a poison, or bring someone or yourself to stable
⁃ Heal +1shock, or bring someone or yourself to sane
⁃ Fly or hover for 30 minutes
⁃ Move objects that are light enough for you to carry with your mind for 30 minutes
⁃ Trap a creature for 30 minutes through a magical method you describe
⁃ Observe another place and time for 30 minutes
⁃ Change the way you look and sound for 30 minutes
• On a 7-9, choose one of the above effects, but also choose one of the following drawbacks:
⁃ You take -1harm
⁃ The magic is explosive, obvious and hard to ignore
⁃ The effect lasts a shorter period of time
⁃ You take -1shock
⁃ The effect will take 10 minutes to take effect
⁃ The twinkle produces a horrible unwanted side effect causing -2forward
• On 6 or less, you lose control of the twinkle causing -1harm, -1shock, and -1ongoing whenever you use twinkle going forward.
Stay Safe (roll +Brains). Move when you want to prevent harm to yourself or another character, stop someone from falling, stop from falling off a ferris wheel after your date becomes a zombie, roll out of the way when a demon-possessed truck tries to plow into you, or jump in front of a kid before a vampiric corn dog salesman attacks.
When you want to stay safe, roll +Brains
• On 10+ you avoid harm, or help another person avoid harm
• On 7-9 you avoid taking full harm, or help another person avoid full harm and choose one of the following:
⁃ You take -1harm, or the person you are protecting takes -1harm
⁃ You redirect the harm you should have taken to another person, or if you were protecting another person the harm is now directed toward you
⁃ You are now in another serious situation, or the threat of the harm is no focused on you
⁃ You avoid harm, but stumble taking -1forward
• On 6 or less you take full harm, or the person you are protecting takes full harm and the Narrator takes +1hold on a hard move against you or the person you were protecting.
Muscle Through (roll +Courage). Move when you need to grin and bear it, endure, break through, take the weight of killer pirate robot as he is crushing you with his hands, withstand a bolt of electricity from a wicked witch, survive the torture of losing several fingers to a passing Fantasy Frog ride car, or withstand the loss of someone special.
When you want to muscle through, roll +Courage
• On a 10+ you endure, and if applicable choose one of the following:
⁃ Recover +1shock
⁃ Suffer little harm -1harm
⁃ Recover -1ongoing
• On 7-9 you endure with no further benefits.
• On a miss, you fall apart. The Narrator gets a +1hold against you and can make a hard move whenever she wants.
Wish Upon a Star (roll +Sparkles)—Move when you don’t like what’s happening and wish for it to not happen. Who knows where these wishes come from, but thank your Sparkles.
When you want to wish upon a star, a star must visible. If it is, vocalize your wish and roll +Sparkles.
• On a 10+ choose the following wish that comes true:
⁃ Reroll a die
⁃ Suffer little harm -1harm
⁃ Suffer little shock -1shock
⁃ Negate prior move (whatever it was)
⁃ Negate Narrator’s hard move (whatever it was)
• On a 7-9 choose from the prior list but choose one of the following drawbacks:
⁃ The Narrator places a +1 hold for a hard move on another guest
⁃ You have spent too much good will and take -2ongoing for further wishes
⁃ The wish is accompanied by dramatic fan fare, loud joyous music, and a choir of voices and shouts from the heavens
⁃ The wish comes true at the cost of a personal item that must be taken in recompense
• On 6 or less the wish does not come true and the Narrator gets +2hold on a hard move against the entire party, to be used whenever she wants.