About Basic Moves
Everyone may use basic moves. You do not need to put them into your character sheet.
Combat
Analyze
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:
- Take +1 Forward twice per that enemy type.
- Ignore armor or other defences for that enemy type.
- 2/Enemy of that type, roll your damage twice and take the better result.
6-: Your turn ends. The GM picks one:
- The enemy type deals +3 damage ignoring armor against you.
- You roll -1 Forward against that enemy twice.
- Your next move is rolled twice and takes the worse result.
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.
Attack
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:
- Avoid a direct counterattack
- Add 50% more damage (rounded up)
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.
Volley
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:
- Avoid a direct counterattack (only when outside of Melee range.)
- Add 50% more damage (rounded up.)
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.
Block
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:
- Redirect an attack from the thing you defend to yourself.
- Halve the attack’s effect or damage.
- Give an ally +1 Forward against your attacker.
Defy Danger
To take action despite an imminent threat or obvious risk, say how you do it and roll.
- To use physical strength or brute force Roll+Might
- To use your skills, stealth or precision, Roll+Speed
- To use your brains, knowledge, or perception, Roll+Wits
- To use your sex appeal, charm, or social grace, Roll+Charm
10+ You did it!
7–9: You stumble, hesitate, or flinch, but ultimately succeed. The GM may…
- Explain what went wrong and how you messed up.
- Offer a difficult choice.
- Apply a minor consequence.
- Make you face a different danger.
- …do something else, they're the GM, after all!
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.
Flee
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:
- You leave something behind such as gold or a consumable. The GM will tell you what this will be before choosing it.
- The enemy will follow you.
- You take damage from an enemy on your way past them.
- You suffer a debility in your escape.
If there is no way out, such as by being trapped or cornered, you will not lose your turn by attempting to Flee.
Magic
These are the basic Magic moves that everyone can use. For detailed information about using Magic, see: Magic
Cast
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.
Enscrollment
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.
Environment
Discern Realities
Closely study a situation or person. Name what and Roll+Wits.
10+: Ask 3 questions from the list.
7–9: Ask 2.
- 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?
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.
Sneak
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.
Spout Lore
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.
Take a Rest
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.
- Change 1 Move.
- Change up to three perks.
- Recover half your HP (stacks twice).
The GM may determine if your situation is dangerous or if there is sufficient time (several hours) for your character to rest.
Interjection
Aid
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.
Interfere
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.
Conversation
Hustle and Bustle
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.
- You will deal with a higher cost, strings attached, or additional work.
- You will have to settle for less than exactly the thing you want.
- You will need to wait or travel about for the thing you want.
- You will draw some unwanted attention in your persuit.
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.
Negotiate
Make a serious, formal, or major request of something or someone you can communicate with.
Name a target and state an intent such as;
- Abandoning combat.
- Joining you as an ally.
- Betraying their allies.
- Giving you something important to them.
- Something else.
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.
- An amount of gold.
- An item, a weapon, or armor that they keep until the session ends or are defeated.
- An amount of HP.
- A sexual favor from you or an ally.
- To inflict a debility on you.
- Anything else!
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.
Parley
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.
Sexual
Take It
Take It is used when having sex with an aggressive or hostile partner, Roll+Might or +Charm.
10+: Choose two:
7-9: Choose one:
- Avoid taking damage from a sexual attack.
- Avoid any additional debilities (including Lust)
- Deal 50% of your incoming damage (including Lust) to the enemy.
- Escape being pinned or another kind of restraint.
Claim
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.
- Might: To take them forcefully.
- Speed: To ambush them.
- Charm: To use your wiles, or some kind of magic.
- Wits: To use some kind of trickery or magic.
10+: Choose 3.
7-9: Choose 2, but the enemy will counterattack you somehow.
- Deal 50% of your damage to the target (non-fatal, ignores armor, stacks twice)
- Briefly stun or restrain them.
Seduce
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:
- Whether the intended action is physically possible.
- Whether the target's kinks and preferences align with you and your actions.
- What physical and mental state the target is already in.
Roll+Forward.
10+: Hold 3.
7-9: Hold 2.
Spend holds to:
- Make your target agree with you about something, even if they don't mean it.
- Stun a target, forcing them to fall silent.
- Deal your damage to the target (non-fatal, ignores armor).
- Deal your damage to the target (non-fatal, ignores armor), but take damage to preserve 1 hold.