Naming moves

This week, I’ve been taking another crack at my Mage: the Ascension port. In particular, I’ve tried to get something done with the move names.

See, I use the same basic moves for all my WoD ports, or near enough – I figure that what a person can accomplish without superpowers in the World of Darkness is pretty consistent. But since each game has a very different tone and focus, I try to make the names of the moves imply it. Asking a player to roll to show your teeth feels very different than telling them to roll to swear holy retribution, even when the mechanics are exactly the same.

Here is the same list of moves for Werewolf:

  1. Melee attack (Strength): Rend and tear
  2. Feats of strength (Strength): Perform a mighty feat
  3. Ranged attack (Dexterity): Take aim
  4. Feats of speed (Dexterity): Seize an opportunity
  5. Overcome injuries (Stamina): Relentlessly push on
  6. Diplomacy (Charisma): Deal honourably
  7. Manipulation (Manipulation): Cunningly manipulate
  8. Intimidation (Manipulation): Show your teeth
  9. Seduction (Appearance): Rely on animal magnetism
  10. Style (Appearance): Prowl fearlessly
  11. Knowledge (Intelligence): Display your wisdom
  12. Technology/Craft (Intelligence): Use the tools of man
  13. Perception (Perception): Sniff the air
  14. Self-control (Wits): Stay in control
  15. Pathfinding (Wits): Follow a trail

And for Mummy:

  1. Melee attack (Strength): Smite the wicked
  2. Feats of strength (Strength): Strain your mighty thews
  3. Ranged attack (Dexterity): Let fly your vengeance
  4. Feats of speed (Dexterity): Seize the moment
  5. Overcome injuries (Stamina): Relentlessly push on
  6. Diplomacy (Charisma): Preach the truth
  7. Manipulation (Manipulation): Engage in intrigue
  8. Intimidation (Manipulation): Swear holy retribution
  9. Seduction (Appearance): Beguile with your beauty
  10. Style (Appearance): Appear haughty and regal
  11. Knowledge (Intelligence): Display wisdom and learning
  12. Technology/Craft (Intelligence): Practice artifice and craft
  13. Perception (Perception): See beneath the surface
  14. Self-control (Wits): Master your soul
  15. Pathfinding (Wits): Make the journey

You get the idea. Werewolf is about pre-medieval tribal warriors who live half their lives as animals. So their move names are meant to invoke a primal, savage feel. Mummy, meanwhile, is a little more civilised, but still ancient – it’s faintly Biblical, about proud warrior kings and wise prophets trying to walk the righteous path.

And then we have Mage, which I keep trying and failing to come up with something similarly flavourful for. I think a large part of the problem is that it’s harder to come up with a distinct theme for mages. Each Tradition effectively inhabits a genre all of its own, and there’s just not much overlap between a serene Akashic warrior-philosopher and an angry Virtual Adept anarchistic hacker.

This is my attempt for this week:

  1. Melee attack (Strength): Fight for your beliefs
  2. Feats of strength (Strength): Push your limits
  3. Ranged attack (Dexterity): Strike from afar
  4. Feats of speed (Dexterity): Act with swift purpose
  5. Overcome injuries (Stamina): Endure the cost
  6. Diplomacy (Charisma): Speak for those with ears to hear
  7. Manipulation (Manipulation): Shape the narrative
  8. Intimidation (Manipulation): Make them fear your power
  9. Seduction (Appearance): Weave a sensual enchantment
  10. Style (Appearance): Come and go as you will
  11. Knowledge (Intelligence): Recall esoteric truths
  12. Technology/Craft (Intelligence): Place things in their proper alignment
  13. Perception (Perception): Spot the subtle signs
  14. Self-control (Wits): Master your inner turmoil
  15. Pathfinding (Wits): Blaze a trail

I dunno. It’s a little better than my last effort, I think. Still not sure about some of them, especially the technology one and the diplomacy one.

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