Basic moves:

Bond

Harm

Estate moves

Peripheral moves:

Session end:

Affiliations:

Workshop:

Museum:

Basic moves

When you do something under fire, or dig in to endure fire, roll+exalted. On a 10+, you do it. On a 7-9, you flinch, hesitate or stall; the HG can offer you a worse outcome, a hard bargain or an ugly choice.

On a 12+, see AW’s acting under fire.

Use auctoritas, cool, balls, nerves, grit, quick thinking and nimble action to act under fire, such as gunfire, stress, detection, risk and difficulty.

Sway:

When you make an offer that plays on someone’s fears or desires to sway them, roll +radiant.

For NPCs: On a 10+, They do what you want. 7-9, they do it on a condition (alter your offer, make a promise, give them a little taste right now)

For PCs: On a 10+, both; on a 7-9, choose 1:

- If they do it, they mark experience

- If they act against it, they’re acting under fire

Use gifts, lies, seduction, manipulation and threats to sway someone into giving you something, do something, give up something, tell you something or accept a deal they feel ambivalent about. The offer has to be something that actually holds value or aversion to them.

When you force someone, you use fear, suffering or brute force with little or no regard to your or others well-being. Roll+cold. On 10+, they yield or act reckless. On a 7-9, they may instead choose to cover, sacrifice or suffer.

- Yield means you get what you want or they do what you want.

- Act reckless they take a reckless or risky action that exposes them or takes the conflict up a notch. If you’ve threatened them, they force you to make real on your threats, right now.

- Cover means they protect themselves by covering down, falling back or making a run for it. This always means they inflict no harm or 1-harm less.

- Sacrifice means they lose, ruin or surrender something important.

- Suffer means they take 1-harm from the situation if it’s plausible. This is in addition to any harm dealt to them.

When you assess the situation, roll+gifted. On a hit, you can ask the HG questions. Whenever you act on one of the HG’s answers, take +1. On a 10+, ask 3; on a 7-9, ask 1:

- What is going on here?

- How do I draw or avoid attention?

- Where’s my best escape route / way in / way past?

- Who is most vulnerable to my abilities / assets / style?

- Which enemy is my biggest threat?

- What should I be on the lookout for?

- Who is in control here?

On a 12+, see AW’s read a sitch.

When you assess another in a charged interaction, roll+gifted. On a 10+, hold 3. On a 7-9, hold 1. While you’re interacting with them, spend your hold 1 for 1 to ask their player questions:

- 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 a 12+, see AW’s read a person.

When you listen to the world you are a part of, roll+mystic. On a hit, the HG will tell you something new and interesting about the current situation - either in your current location or something your Estate has observed - and might ask you a question or two. Answer them. On a 10+, the HG will give you good detail.

On a 12+, you see beyond the worlds of men and nobles.

Use intuition, wisdom, inner connection, mythic reality, your estate, flowers and omens, or arcane rites to listen to the world.

When you help or interfere with someone who’s making a roll, they take +1 (help) or -2 (interfere) to their roll. However, you might open up yourself to danger, retribution or cost.

Bond

Bond is a stat you attach to other characters to keep track when you owe them or they owe you. Bond ranges from -3 to +3 and you hold different value with different people. A positive bond value means they owe you, zero is neutral, and negative means you owe them.

When you acknowledge a gift or favor from another without returning it right there, you lower your bond with them. Likewise, if you give another a gift or a favor, you raise e bond with them. You really have no choice in this: If you do not wish to give bond in return, you have to refuse the gift, or accept it in an asshole fashion, making it clear that you do not take the ramifications of this social exchange seriously. What something is worth exactly in bond is up to discussion though, but here are some guidelines how powers most often value them:

1bond: a token gift, a recommendation to another power,

2bond: an artifact, help in time of need

3bond: a wonder, a dangerous, dirty or delicate duty

4bond: asking for high betrayal of one’s sovereign, ethics or loved ones.

Your bond with another characters is inversely mirrored, so it always equals 0. This includes NPCs.

Bond cannot go beyond +/-4. If something would make bond go beyond +4, the extra bond is either forfeit, or you reset bond to 0 and choose one:

- Force them to do something worth up to 4-bond, as if you had rolled a 10+ on Force someone

- Learn a secret from them, take +1 when acting on it

- Put them in the situation you want them

It either happens right there, or the player frames a scene where it happens. If your bond goes beyond -4, that means theirs go beyond +4. Same deal, only they choose.

---alt---

Bond cannot go beyond +/-4. When you are at -4bond with someone, and they offer you something, you must offer them something in return immediately. (A gift, a service, an agreement, a concrete promise, a secret) If you cannot pay back your debt, you become a patron of them. Erase your bond, until you prove yourself to be equals again. You can expect protection from them, and they can expect loyalty and tokens of acknowledgement from you - A sort of interest on a debt that might never be repaid.

These are the social rules of the Nobilis. As written, they leave some room for interpretation. Play with that.

---

You can use bond as a leverage to sway someone. If they owe you, you can even force them to repay you, with their debt as your leverage, as long as what you’re asking for is matched by their debt.

Bond can be used track all kinds of relational leverage, obligations, edge.

Harm

Some moves might make a difference between different kinds of harm: physical, non-physical, magical, etc. Judge according to what actually happened in the fiction. All kinds of harm stack on each other.

The harm track

The harm track is 6 segments. How much harm have you taken?

1-2: it’ll heal

3-4: you’ll need help to heal

5-6: you’ll need to change permanently to heal

At 6 harm, you are at other’s mercy. If someone wants to kill you, they can say so. The same goes for you taking more harm for any other reason.

Changing permanently could mean taking a debility, switching playbooks, dropping one of your improvements, revolting or getting rid of something in your environment....

Guidelines for damage:

Fists and kicks: 1-harm

Weapons: 2-harm

Assault rifles, well-made melee weapons: 3-harm

Explosions: 4-harm

Insane shit: 5-harm

Guidelines for your estate as a weapon:

1-harm if it is useless as a weapon

2-harm by default

3-harm if it is very suited as a weapon

+1harm in huge quantities

To reach 4-harm and 5-harm levels, it typically requires you to do insane shit requiring an extra move just to set up or not to get caught in the middle of it.

When you inflict harm on another player’s character, they gain +1bond with you per segment of harm inflicted.

When you heal another player’s character’s harm, you gain +1bond with that character per segment of harm healed.

Estate moves

Most characters have an estate, and thus at least one of these. Some may have more than one. You may not change another power with your estate, but you may force them to action with it. To bring your estate miracles into their auctoritas, you also has to force them.

[ ] I get a little help from my estate: You can summon spirits of your estate to help you out. Roll +radiant to command them. On a hit, you get help with what you wanted. On a 7-9, there are two sides to the result, and one is problematic or dangerous. On a 10, instead choose 1:

- it’s not perfect, but they’ve done their best

- the spirits play some tricks on you or a high standing power

- there are side effects as the spirits act out of their desire

(Trickster)

[ ] I unleash my estate: You can release primordial manifestations of your estate into the world. When you do, roll +mystic. On 10+, choose 3. 7-9, choose 2.

- you don’t get caught up in it

- you control it’s target

- you control it’s spread

- you control it’s intensity

- you control it’s shape

(Leviathan, Trickster?, Youngblood)

[ ] I influence my estate: By small means that seem random, you influence the world through your estate. Roll +gifted. On a hit, you achieve what you wanted. The changes you bring about are always slow, indirect and impossible to trace. On a 10+, they are instead quick or direct.

(Suggestion: Poseur, Spirit)

[ ] I possess my estate: You can become an instance of your estate, travelling as you would, influencing the world through the spirit world with your character moves.

(Suggestion: Tempest, Spirit)

[ ] Lesser incarnation: you can be present in the form of your estate. You then see what it sees and can cause it to make small movements, the kind that happens naturally anyway - sands shifting, birds eating things or cars shuffling around in the parking lot. When you are present in an anchor, you may give small commands or, for bigger favors, try to sway the spirits.

(Spirit)

[ ] I rule my estate: You order your estate around like a servant. When you impose your will on it or push it to its limits, roll+cold: on a 7-9, choose 1; on a 10+, choose 2:

- It reads your will before you give the order

- It can act against its nature

- You don’t get caught up in it

(Warrior, True King or Queen)

[ ] I wield my estate: You shape and wield your estate as a tool or weapon. If you wish to shape it into something weird, huge or immensely powerful, roll+cold. On a hit, it holds together. On a 10+, take +1forward when using it.

(Warrior, Treasurer, Exemplar)

[ ] I instill my estate: You can transform or augment things, processes and people with the traits of your estate. When you do, roll+mystic. On a 10+, choose 3; on a 7-9, choose 2:

- It stays with them for a long time

- It influences them deeply

- The influence may reach a wide area

- The effects don’t drive mortals insane

(Treasurer, Alchemist, Seeker)

[ ] I instill my estate II: You can transform or augment things, processes and people to express a nature of your estate. When you do, roll+mystic. On a 10+, choose 3; on a 7-9, choose 2:

- It reaches deep

- The effects are strong

- Choose a second nature

- Choose a third nature

(Treasurer, Alchemist, Seeker)

[ ] I build my estate: When you work your estate to create, destroy or change instances of it, roll+exalted? On a hit, it is so. On a 10+, choose 3; on a 7-9, choose 2:

- your work is durant

- your work is grand

- your work is powerful

- your work is subtle or awe-inspiring

- your work cannot be traced back to you

- there’s no flaw in your work

(Suggestion: Alchemist, Warden, Seeker?)

[ ] Just do as I say: Your estate obeys your orders, anything in its power as long as you order it with enough authority. If you want it to do something and can’t yell at it, roll+radiant. On a 7-9, choose 1, on a 10+ choose 2:

- It reads your intentions and acts preemptively

- It carries out a complex task

- It can act against its nature

(Poseur)

[ ] I serve my estate: When asking for a miracle, roll +exalted/+bond? On a hit, the HG will tell you what happens. On 10+, you choose 2. On 7-9, the HG chooses 2.

- the changes are slow and subtle

- the changes are dramatic and frightening

- powers are hurt or affected, including you

- your Imperator’s code rules the situation

- you are in the spotlight

(Servant)

?

Mimic, mortal, visionary

Peripheral moves:

Session end:

At the end of every session, choose a character who has learnt something about you or grown closer to you. If there's more than one, choose one at your whim. Either they mark experience, or you mark experience and give them one bond, your choice.

Affiliations:

Code of the Angels:

[ ] Beauty is the highest principle: When you order, create or destroy instances of your estate, you may always choose one more, and add this option to the list:

- Its execution of your order is a work of art.

[ ] Justice is a form of beauty: When you deal irrevocable judgement, mark experience.


Code of the Fallen Angels

[ ] Corruption is the highest virtue: when you instill your domain in someone to corrupt them, roll+radiant instead of roll+noble.

[ ] Suffering is a form of corruption: When you inflict harm, inflict +1harm.

[ ] Suffering is a form of corruption take 2: when you force a painful choice on someone, mark experience.

Code of the Light

[ ] Humanity must be protected, particularly from themselves: whenever you protect humans or humanity from supernatural forces, mark experience. If you have to act against humans to do so, take +1.

[ ] What must be done ought to be done cleanly: When you act on one of the HG’s answers after assessing the situation, take +2 instead of +1.

Code of the Dark

[ ] Ugliness in human eyes shows that one is worthy: As long as there is at least one human alive who despises you, you have +1exalted (max +2).

[ ] … except for a few toys: when you betray a mortal’s trust, mark experience.

Code of the Wild

[ ] Mundanity and sanity are prisons: Once per session, you may ask the HG and the other players what they expect you to do next. If you defy them all, take +1 forward. If this doesn’t further your goals, mark experience.

[ ] Give in kind with a gift received: When you receive a gift (a wound might count, your call), you are compelled to return the favor. If you do, take +1forward when dealing with the giver. If you don’t, take -1ongoing against them until you do.

Workshop:

C) If you hold bond over someone, you can insist they do something for you in exchange for you releasing your bond on them. Roll +bond with that person.

10+ hold 3. 7-9 hold 1.

The debtor may spend bond by

- Doing what you want spends all remaining hold

- Doing something else spends 1hold

On a miss, it is clear they won’t do it unless they want to.

D) When you ask someone for a favor for your bond

And the price is just

And they refuse

Roll +bond/radiant...

10+ They aren’t off the hook until they do it or until you release them

7-9 They may give you something else towards that goal, and then they’re off the hook

0 You can’t ask them for that.

E) When you demand that someone repay their debt, roll+bond

10+ they must either do it, name you their master, or name you their enemy.

On a 7-9 they may instead try to escape you or make a counter offer.

I rule my estate

On a 12+, choose one:

- you become one with your estate for the duration of the service, and get all of the above (unless you count this as a side effect).

- your estate anticipates your need and performs it on its own accord; you get all of the above.

On both of these, the “can’t be traced back to you” applies to miraculous investigations; someone who witnesses this might deduce that you were behind it.

Instill your estate:

On a 12+, get all 4, plus 1 double up for good measure. Doubly long time means forever. Doubly deep means they rebuild themselves around your estate rather than being themselves with your estate in them. Doubly wide means anywhere. Double non-insane mortals means it affects the world so subtly that no-one will recognise the difference even if you point at it; the world has changed so that it always was thus.

when you give a gift to someone in your circles, hold 1-3 according to its value. Spend your hold 1:1 to

- distract them

- make them think of you

- give you a small token

They can abolish your hold buy giving you a gift back, matching your remaining hold.

Conditions or inspiration for permanent change:

- Shattered, -1exalted

- Disfigured, -1radiant

- Broken, -1gifted

- Dishonoured, -1noble

- Detached, -1mystic (hmm?)

- Corrupted,

- something, +1vulnerable (max vulnerable+3)

- I can’t fight him: when the same character forces you to change in the future, you may only choose they win or take fallout.

- Lose something physical: your hand, your leg, your face, your eyes, your body, your voice

- Lose something metaphorical: your courage, your capacity for change, your memories, your dreams

When your harm track is full of damage and turmoil, and someone forces you to change, they win.

Museum:

When you try to force someone, roll+their vulnerability. On a 10+, they choose 1:

- You get what you want / they do what you want.

- You make reality of your threats

- You deal 2-turmoil or 1-damage to them

- You change them permanently

On a 7-9, they may instead choose 1:

- They inflict less harm

- They give you something you desire

- They lose or hurt something important to them

- They counterattack recklessly as their next action

- They lay down arms, flee or barricade themselves in as their next action

Use fear, suffering or brute force to force someone to yield a thing, surrender a position, tell you a truth, change themselves, change their beliefs, or take an action.

Their choices have to be relevant and possible in the fiction, and true to the wording of their options.

To force someone is a step up from swaying someone, in that it forces them to change in a brutal and immediate way. This is the only basic move that NPCs may use against you - Beware!

When you force someone, and their harm track is full of damage and turmoil, they have to do what you want.

10+

- When you deal damage or turmoil, it is in addition to any other harm you deal. You may deal damage if it makes sense in the fiction. You may always choose to deal turmoil.

- They can only suffer your threats if you’ve used threats to force them, of course.

- Change permanently...

7-9:

- Inflict less harm means they inflict one less. They have to be inflicting damage or turmoil to you, at least 1 segment.

- Giving something can be surrendering a person, item, secret or swearing an oath, for instance. It has to be something you desire.

- Lose or ruin something can be a person, a thing, a promise or their honor, for instance. It has to be related to this situation.

- Lay down arms, flee or barricade themselves has to be possible and relevant to this situation.

- A reckless counterattack can be fueled by pride, panic or rage, anything really. It has to be possible, relevant, and reckless.

----

When you stand strong against someone, roll +stability. 10+, you do it. 7-9 choose 1:

- They win

- You take 1-turmoil

- You give them something they desire

- You inflict little harm or turmoil

- You lose or ruin something important to yourself

- You lay down arms, flee or barricade yourself in

- You change permanently

Miss, as 7-9 but you take 1-turmoil in addition to any suffered. If your harm track is full, you have to choose Bend to their will, whatever it is. Sorry. The HG rolls this move for NPCs as well.

- Giving something can be surrendering a person, item, secret or swearing an oath. Something they desire.

- Inflict little harm or turmoil means you inflict one less. You have to be inflicting harm or turmoil, at least 1 segment,  to pick this one.

- Lose or ruin something can be a person, a thing, a promise or your honor, for instance. It has to be related to this situation, of course.

- Lay down arms, flee or barricade yourself has to be possible and relevant to this situation.

When you change permanently: Mark experience and choose one option which is appropriate and proportional to what just happened. The HG may approve custom options to this list.

- Shattered, -1cool and -3 eller -2 turmoil eller harm (får speltestas)

- Disfigured, -1radiant, se ovan

- Broken, -1sharp, se ovan

- Dishonoured, -1noble, se ovan

- Detached, -1mystic (hmm?)

- I can’t fight him: when the same character makes you stand strong in the future, you may only choose they win, lay down arms, flee or give them something they want

- Lose something physical: your hand, your leg, your face, your eyes, your body, your voice

- Lose something metaphorical: your courage, your capacity for change, your memories, your dreams

- Abandon your old

On a 12+, you see beyond the world