Cultural Moves

Cultural Moves

These moves come from Planarch Codex: Dark Heart of the Dreamer by Jonathan Walton & Friends.

When you create a new adventurer, decide on your species, ethnicity, and cultural heritage, choosing anything or any combination of things that sounds interesting to you and the other players.

Then, pick 2-3 heritage moves to start with, selecting from the “monster moves” that best match your heritage. No matter where or whom you come from, in someone’s eyes, you and your family are monsters.

Rights of Blood & Tradition
At the beginning of a session or when you invoke your rights of blood and tradition (however you do that), roll+Wis. On a 10+, hold 3. On a 7-9, hold 2. On a miss, you still hold 1. Spend this hold 1-for-1 during play to make a heritage move, just like that.

New Appreciation
When you gain new appreciation for your heritage, add a new heritage move or change an existing one.

When you interact with someone and don’t share a common way of speaking or doing business, roll+Cha. On a hit, choose options. On a 10+, choose 3. On a 7-9, choose 2. On a miss, choose 1 but they’re clearly not happy with you.

  • you make yourself understood
  • you grasp more-or-less what they want
  • you don’t look like a fool, child, or asshole
  • you catch something they didn’t intend you to understand
  • you make progress in learning how to interact with these people; start a new countdown or fill in a box of an existing one

Later, the GM should use the number of filled-in boxes in your countdowns as a measure of your fluency, helping determine when to roll this move.

Cultural Moves

Inferno of the Living Jason