====== Basic Moves ====== ===== Hack and Slash ===== When you attack an enemy in melee, roll+Str. On a 10+ you deal your damage to the enemy and avoid their attack. At your option, you may choose to do +1d6 damage but expose yourself to the enemy's attack. On a 7–9, you deal your damage to the enemy and the enemy makes an attack against you. ===== Volley ===== 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, choose one (whichever you choose you deal your damage): * You have to move to get the shot placing you in danger of the GM's choice * You have to take what you can get: -1d6 damage * You have to take several shots, reducing your ammo by one. ===== Defy Danger ===== When you act despite an imminent threat or suffer a calamity, say how you deal with it and roll. If you do it... * ...by powering through, +Str * ...by getting out of the way or acting fast, +Dex * ...by enduring, +Con * ...with quick thinking, +Int * ...through mental fortitude, +Wis * ...using charm and social grace, +Cha On a 10+, you do what you set out to, the threat doesn't come to bare. On a 7–9, you stumble, hesitate, or flinch: the GM will offer you a worse outcome, hard bargain, or ugly choice. ===== Defend ===== When you stand in defense of a person, item, or location under attack, roll+Con. On a 10+, Hold 3. On a 7–9, Hold 1. So long as you stand in defense, when you or the thing you defend is attacked you may spend hold, 1 for 1, to choose an option: * Redirect an attack from the thing you defend to yourself * Halve the attack's effect or damage * Open up the attacker to an ally giving that ally +1 forward against the attacker * Deal damage to the attacker equal to your level ===== 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. ===== Discern Realities ===== When you closely study a situation or person, roll+Wis. On a 10+ ask the GM 3 questions from the list below. On a 7–9 ask 1. Take +1 forward when acting 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’s really in control here? * What here is not what it appears to be? ===== Parley ===== When you manipulate a GM character you have leverage on (something they need or want), roll+Cha. On a hit they ask you for something and do it if you make them a promise first. On a 7–9, they need some concrete assurance of your promise, right now. ===== Aid or Interfere ===== When you help or hinder someone you have a Bond with, roll+Bond with them. On a 10+ they take +1 or -2, your choice. On a 7–9 you also expose yourself to danger, retribution, or cost.