Everyone may use basic moves. You do not need to put them into your character sheet.
Use your perception to find a weakness in your enemy and it's kind.
Name an enemy you can see and…
For using sexual or conversational moves: Roll+Charm.
For using other moves: Roll+Wits.
10+: You may act again immediately. Pick one:
7+: Your turn ends. Pick one:
6-: Your turn ends. The GM picks one:
Benefits only apply to the move types you rolled for. Players may only have one benefit per enemy type at a time, enemies do not have this limitation. The GM defines what enemies are the same type, and can limit the scope as much as they'd like. For example; a Guard Mage and a Guard Knight may be considered different types despite both being Humans.
Assault your enemy with a melee weapon or your fists.
Name one or multiple targets in your weapon's range and…
Medium/Slow Weapons: Roll+Might.
Fast Weapons: Roll+Speed.
Unarmed: Roll+Speed or +Might
10+: You deal your weapon's damage. Choose one:
7–9: You deal your weapon's damage, but are exposed to a counterattack.
When naming multiple targets, roll damage once and deal the same damage to each target. When exposed, counterattack damage comes from all named enemies.
You may always choose to do unarmed damage, even if you have a weapon equipped.
Aim and shoot with a ranged weapon. Name a target and Roll+Speed.
10+: You deal your weapon's damage to the target and choose one:
7–9: Deal your weapon's damage but may be vulnerable to a counterattack.
Volley is equivalent to using Attack when specified in moves, such as damage modifiers or other conditions.
Stand in defense of a person, place or thing under attack, Roll+Might.
10+: Hold 3.
7–9: Hold 1.
Until you stop blocking, run out of holds, or re-roll this move you may spend 1 hold to:
To take action despite an imminent threat or obvious risk, say how you do it and roll.
10+ You did it!
7–9: You stumble, hesitate, or flinch, but ultimately succeed. The GM may…
Defy Danger may be used when attempting something that isn't covered by another move at the GM's discretion. Climbing a shaky ladder, pulling a stuck lever, grabbing a fish out of water, etc.
When you’re in too deep and need a way out, name your escape route. Roll+Speed.
10+: You're outta there.
7–9: You can stay or go, but must choose one:
If there is no way out, such as by being trapped or cornered, you will not lose your turn by attempting to Flee.
These are the basic Magic moves that everyone can use. For detailed information about using Magic, see: Magic
Cast any spell from memory or enscrolled on a weapon. Roll 2d6-Grade.
10+: You cast the spell with no ill effects.
7-9: You cast the spell successfully, but cannot use Cast again for 2 turns.
6-: You fail to cast the spell and cannot use Cast again for 2 turns.
Encode a spell from your list of spells onto a magical weapon while in combat. Name the spell(s), the weapon and…
Common Spells: Roll+Wits or +Speed or +Charm
Technical Spells: Roll+Speed.
Creation Spells: Roll+Charm.
Destruction/Natural Spells: Roll+Wits.
10+: The spell is enscrolled, and you may use a spell-casting move immediately.
7+: The spell is enscrolled, but doing so consumes your turn.
6-: Your turn is consumed. Your weapon cannot cast next turn, but retains it's previous spell. No other consequences.
When not in combat Enscrollment takes about 2 minutes, produces light and noise and magical energy and will break cover. If you are interrupted you will need to start over. No roll is required, but you will be vulnerable during this time.
Closely study a situation or person. Name what and Roll+Wits.
10+: Ask 3 questions from the list.
7–9: Ask 2.
You may take +1 forward to your next roll if acting on the answers.
You may take one perk from Discern Realities as if it were any other move and add it to your list of perks.
Move stealthily about or into a new area using cover and subtle movement. Roll+Speed.
10+: You find cover, and no one suspects anything.
7-9: You find cover, but the enemies may suspect something is amiss or start searching.
Your cover will be broken if you deal damage to an enemy, cast a spell, or use a move unless otherwise specified by the move or perk.
In some cases, the GM may opt to let you perform one of the above without revealing your cover, but may require another roll of Sneak.
Sneak may not be re-rolled to 'hide' from alerted or suspicious enemies once broken.
Consult your accumulated knowledge about a topic or subject, Roll+Wits.
10+: The GM will tell you something interesting and useful about the subject relevant to your situation.
7–9: The GM will only tell you something interesting—it’s on you to make it useful.
6-: Spout Lore is restricted until you use another move.
The GM might ask you “How do you know this?” and you must provide a reasonable answer.
When not in danger (at the GM's discretion), find a place to rest a while. Roll+Any Stat.
10+: Choose two.
7-9: Choose one.
The GM may determine if your situation is dangerous or if there is sufficient time (several hours) for your character to rest.
To Aid another player's action, declare so and justify how before the player's roll.
The target player takes +1 to their roll, but whatever ill consequence (danger, retribution, cost) befalls them as a result of will include you as well.
Aid does not stack, a player can only take +1 to their roll regardless of how many other players assist them.
To Interfere with another player's action, declare so and justify how before or after a player's roll.
The target player receives -2 to the roll or it's outcome. The GM will determine who suffers ill consequences from the interference.
Ask around for someone or something you want. Roll+Charm.
10+: You have a great source, but choose 1, and then the GM will declare the cost.
7-9: You have a decent source, but choose 2, and then the GM will declare the cost.
Things you might ask for: A mercenary, a group, useful information, a unique item, a location, a lot of supplies, a service, a list of opportunities, a specific person, a buyer, a paycheck, etc.
While similar to Parley or Negotiate, Hustle and Bustle is intended for use against towns, cities, or groups of targets, and commercial transactions.
Make a serious, formal, or major request of something or someone you can communicate with.
Name a target and state an intent such as;
The GM will tell you if the target willing to hear you out, or if you can use Parley instead.
If not: You face no consequence and may use another move or take another action instead.
If so: You and the target can have a brief conversation with you and your allies. Allies may use Aid during the conversation.
After the GM will give you a modifier (+/-X) based on how things went. Roll+Charm+Modifier.
10+: Your words work! They give in.
7-9: You succeed, but they throw in a demand.
You may make a counter-offer if you do not like their demand, but they may refuse it. Yielding to the demand gets what you want from them. Refusing invokes a consequence.
For small, insignificant requests or situations where the target doesn't consider it important, Parley may be a better choice.
Ask a target for a modest or simple something you want, such as a trade, a small favor, or passage.
Name a target and a favor and Roll+Charm.
10+: They agree, but may (or may not) ask for something modest something in return.
7–9: They agree, but may demand some kind of immediate payment, or something that favors them more.
While similar to Negotiate, Parley skips needing to have a conversation or use a modifier for it's roll. The GM may offer to use this instead to save time, or opt to use Negotiate if the topic is more important to your target.
Take It is used when having sex with an aggressive or hostile partner, Roll+Might or +Charm.
10+: Choose two:
7-9: Choose one:
Note: I need to fix this. :|
To set upon an unwilling target name them, and briefly describe to the GM how you want to do it.
10+: Choose 3.
7-9: Choose 2, but the enemy will counterattack you somehow.
To throw yourself at a target, or targets, willing or not, name your target, describe briefly what you would do to them, and ask the GM if it's possible. The GM will give +1-2 or -1-2 based on things like:
Roll+Forward.
10+: Hold 3.
7-9: Hold 2.
Spend holds to: