Basic Moves

Basic Moves

Hack & Slash

When you fight in melee or close quarters, roll + STR.

On a 10+, your maneuver works as expected (deal your damage) and pick 1:

  • Evade, prevent, or counter the enemy’s attack.

  • Strike hard and fast, for 1d6 extra damage, but suffer the enemy’s attack.

On a 7–9, your maneuver mostly works (deal your damage), but suffer the enemy’s attack.


When you take aim and shoot at an enemy at range, roll + DEX.

On a 10+, you have a clear shot: deal your damage.

On a 7–9, deal your damage, and choose 1: 

  •  You have to move to get the shot placing

you in danger as described by the GM

  •  You have to take what you can get: -1d6


  •  You have to take several shots, reducing

your ammo by one


When you take up a defensive stance or jump in to protect others, roll + CON.

On a 10+, hold 3 Readiness. 

On a 7–9, hold 1 Readiness.

You can spend Readiness 1-for-1 to:

? Suffer an attack's damage/effects instead of your ward

? Halve the attack’s effects/damage

? Draw all attention from your ward to yourself 

? Strike back at an attacker (deal damage, with disadvantage)

When you go on the offense, cease to focus on defense, or the danger passes, lose any Readiness that you hold

Discern Realities

When you closely study a situation or person and look to the GM for insight, roll + WIS.

On a 10+, ask the GM 3 questions from the list below; on a 7-9, ask1; either way, take advantage on your next move that acts on the answers.

  • What happened here recently?

  •  What is about to happen?

  •  What should I be on the lookout for?

  •  What here is useful or valuable to me? 

  •  Who or what is really in control here?

  •  What here is not what it appears to be?.


When you press or entice an NPC, say what you want them to do (or not do). If they have reason to resist, roll + CHA

On a 10+, they either do as you want or reveal the easiest way to convince them.

On a 7–9, they reveal something you can do to convince them, though it’ll likely be costly, tricky, or distasteful.

Defy Danger

When the stakes are high, danger looms, and you act anyway, roll…

+ STR to power through or test your might

+ DEX to employ speed, agility, or finesse

+ CON to endure or hold steady,

+ INT to apply expertise or enact a clever plan

+ WIS to exert willpower or rely on your senses

+ CHA to charm, bluff, impress, or fit in

On a 10+, you pull it off as well as one could hope.

On a 7–9, you can do it, but the GM will present a lesser success, a cost, or a consequence.

Spout Lore

When you consult your accumulated knowledge about something, roll + INT.

On a 10+, the GM will tell you something interesting and useful about the subject relevant to your situation.

On a 7–9, the GM will only tell you something interesting—it’s on you to make it useful.

The GM might ask you “How do you know this?” Tell them the truth, now.


When you help someone who has not yet rolled, either they can accomplish more than they could alone or you grant them advantage on their roll (GM’s choice).

Regardless, you are exposed to any risk, cost, or consequence associated with their roll.

You think THAT’S Impressive?

When you casually show off your appearance, achievements, or skills while wearing your new clothes, roll + CHA.

On a 10+ choose 2;

On a 7-9 choose 1.

  •  Change someone’s mind

  •  Influence a group of people

  •  Make a new friend or contact

  •  Smooth over an awkward situation


When you go into a workspace and dedicate yourself to making a thing, decide what and tell the GM. Pick what stat you think is the most relevant and roll + STAT.

On a 10+, pick 1

On a 7-9, pick 2

On a 6- pick 4

  • It’s going to take hours/days/weeks/months of work.

  • First you’ll have to get/build/fix/figure out____.

  • You’re going to need ____ to help you with it.

  • It’s going to cost you a lot of money.

  • The best you’ll be able to do is craft something weak or unreliable.

  • It’s going to mean exposing yourself (plus colleagues) to serious danger.

  • You’re going to have to add ____ to your workplace first.

  • It’s going to take several tries.

  • You’re going to have to take ____ apart to do it.

Struggle as One

When the GM calls on you to Defy Danger as a group, they’ll describe the struggle you face. Say how you deal with it and roll + STAT:

On a 10+, you pull your weight, and you can get someone out of a spot if you can tell us how

On a 7-9, you pull your weight

On a 6-, you find yourself in a spot, the GM will describe it; don't mark XP


When you engage in a debate on matters pertaining to philosophy, wit, or logic, roll + INT.

On a 10+ You convince everyone around you that you’re right;

On a 7-9 also choose 1:

  • You’ve embarrassed or angered your opponent.

  • You’ve only partially persuaded them. They’re going to need more evidence to be truly convinced.

  • You offended someone watching.

On a 6- not only do you fail to make your point, but you embarrass yourself and are dismissed as an idiot.


When you buy a large meal and consume it in the social setting of the tavern, Roll + CON.

On a 10+ pick 2;

On a 7-9 pick one.

  •  You hear some rumors about what is happening around the steading

  •  You hear some rumors about something happening far away

  •  You hear some rumors about a potential treasure site

  •  You hear some rumors about a terrible beast in the land.


When you try to keep your cool in a stressful situation, roll + WIS.

On a 10+ you pull through and keep going;

On a 7-9 also choose 1:

  •  You hesitate, leaving yourself and/or your allies vulnerable.

  •  You’ve been unnerved, take standard disadvantage.

On a 6- you don’t deal with the trauma. Mark a debility and either flee, or lose your cool and go berserk.


When you attempt to haggle on the price of a rare item you are selling, roll + CHA.

On a 10+, you get what you want, no problem.

On a 7-9, you get what you want, but choose 1 from the below:

  •  The buyer is displeased, and will work against the party in the future.

  •  The buyer adds a demand or condition to the deal.

  •  The buyer is no longer available to do business in the future. (Retired, bankrupt, attacked, etc.)

  •  The sale attracts the attention of one of your enemies.

  •  The item's original owner appears to retrieve the item and/or avenge its theft.

Keep Company

When you spend significant time with someone in close quarters or on the road, choose one of your traveling companions and roll + Bonds with them. 

On a 7+, you find common ground with them; ask them one of the following questions, and they’ll ask you one in return.

  • Their past

  • Their heritage

  • A place they’ve been

  • Their current intentions

  • Their feelings about a person or thing

On a 10+, if you give them an honest answer, they take Greater Advantage to Aid or Interfere with you (and the same goes for them). 

On a 6-, in addition to whatever the GM says, you’ll have to make amends before you can Keep Company with them again; tell us why.

Read a Person

When you read a person in a charged interaction, roll + CHA.

On a 10+, hold 3;

On a 7–9, hold 1.

While you’re interacting with them, spend your hold to ask questions, 1 for 1:

  •  Are you telling the truth?

  •  What are you really feeling?

  •  What do you intend to do?

  •  What do you wish I’d do?

  •  How can I get you to do…?

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