2 results for "dfd3f2009b357b18921dec1778b5f9d4"
What do you think of Death Moves?
PbtA games did not invent "Death Moves," but they are the ones I know. Take Grim World, which gives each class a default Death Move, and offers both class-specific and universal alternatives. There are a total of 48 in the book.

The Thief's default (introductory flavor removed for brevity):
>When you die, you steal something straight from the realm of the dead. It can be literally anything, except your own life. If you steal a soul, they come back to life, inhabiting your body. If you steal a magical artifact, it is found clutched in the hands of your corpse. If you steal invaluable knowledge, it can be found written in your blood on the walls around you.

The Barbarian's:
>When you die, you enter a deathless fury. For about a minute (to you), nothing else can move or take any actions at all, and you can do anything you want unopposed. When your time is up, only a moment has passed for everyone else, and the results of your actions all take effect at once. After one last line or a bellowing laugh or both, you die.

The Ranger's:
>When you die, you reveal that you were the bait for the ultimate trap. Reveal the nature of this trap now, be it an ambush, a misdirection, or an unexpected reveal. This trap should give your allies a major boon or advantage, or set up your enemies for destruction, or set major world events in motion. You may have had to become prey in the end, but you were always the hunter.

Retirement, universal:
>When death comes your way, you do everything you can to avoid it, but at a cost - you suffer a major, permanent injury, that forces you to retire from adventuring. You settle down somewhere to live out your retirement. Determine where you are settling down, and within a week, you’ll have a safe place set up for the other players to retreat to. The settlement you have settled down in will regard anyone you have a bond with fondly. In addition, choose one benefit: [perks based on type of settlement leadership]

(Continued.)
>>96247934

Manually rolled damage comes mostly from conditions, such as bleeding, which deals 1d6 + level damage. Manually rolled damage is rare otherwise.