Speed Moves
Assassin
Use the skills of a trained killer to take down an opponent while using a Fast or Medium weapon with a range of Near or Melee,
In Cover: Roll+Speed.
In Open: Roll+Speed. Choose one less option.
10+: Deal your damage and choose three.
7-9: Deal your damage and choose two.
- Quiet: You don't let them cry out, make noise, or draw attention.
- Risk: Roll your damage a second time and take that instead.
- Mute: You Silence them for one turn.
- Evade: You avoid a counterattack.
- Fade: You get away, returning to cover after your strike.
- Rend: Deal +50% damage to them.
Perks
Smooth Criminal
Assassin: 10+: You always Evade a counterattack.
Bound
Assassin: Additional Option: You bind them to where they are in some way. The bindings are not strong, but keep them from immediately pursuing you or running away.
Cohort
Assassin: When in cover with an ally, they may join you for an assault. This action consumes their turn, and risks the consequences of your failure. On success, they choose separate options and deal damage, sharing your perks as well.
Deadly Strike
Assassin: 10+: Additional Option: Your assault ignores their armor.
Coup
Assassin: Additional Option: Give an ally +1 forward against your target once per target.
Master Cutthroat
Assassin: Restrict assassin two turns to pick one additional option.
Cat Burglar
Use feats of agility, stealth, and deception to achieve the otherwise impossible. Roll+Speed.
10 : Hold 3.
7-9: Hold 2.
6-: Hold 1. Cat Burglar is restricted for 3 turns and you face a GM consequence.
Spend this hold to perform one of the following feats of agility without needing a roll or breaking Cover:
- Move past an alarm or trap without activating it.
- Slip past a guard without getting their attention.
- Cross a slippery, unstable or flimsy surface without issue.
- Climb to a difficult to reach place.
- Fit through a tight space that would otherwise be too small.
- Make a difficult jump or stick a tough landing.
Perks
Dodgy
Using Cat Burglar: 1/Combat you may drop all remaining holds to avoid an attack.
Smooth Moves
Using Cat Burglar: Use 1 hold from that roll to take 1 to another non-combat Speed roll.
Masked
Using Cat Burglar: Use 1 hold to disguise your appearance as a different gender or person of a similar race. The mask might fail when you do.
Perfect Poise
You never lose your balance, even on a high wire, or fall without being pushed. If you are pushed, as long as there is something to break your fall, you can saving throw to use it and take no damage.
Antisocial Behavior
Using Defy Danger with Speed: 7-9: You can choose not to suffer consequences. Someone else suffers them for you.
Baton Pass
At the end of your turn, spend 1 hold to give the next player's turn a 50% damage increase if they use Attack. Cannot be used on self.
Called Shot
Name a target and take a shot!
Against an unsuspecting target: Roll+Speed+1
Against an aware target: Roll+Speed.
10+: Choose 3 and roll damage.
7-9: Choose 2 and roll damage.
- Deal 50% of your damage (stacking)
- Knock them down.
- Make them drop something.
- Take their attention.
- Silence them for one turn, or interrupt a spell they're casting.
Perks
Assist Shot
Called Shot: Additional Option: The next ally who's not you takes +1 forward against the opponent.
Elemental Shot
Called Shot: Additional Option: Add an elemental effect to your shot.
Master Marksman
Called Shot: 10+: Pick an additional option.
Multi Shot
Called Shot: You can split your options amongst multiple targets.
Quick Shot
Called Shot: Additional Option: Your weapon is considered Fast for that shot.
Quiet Shot
Called Shot: Additional Option: Maintain your Cover.
Deflector
Catch, block or even even deflect projectiles, magical and physical. Roll+Speed.
10+: You're unharmed. Choose to catch or deflect the projectile to a target of your choice. If deflected, it hits for half damage or potency.
7-9: Choose one.
- The projectile is deflected, leaving you unharmed, but the GM determines where it goes.
- The projectile is struck down, rendering you unharmed, but cannot be deflected.
- The projectile is deflected to a target of your choice, but you take its halved damage or potency.
Perks
Elemental Deflection
Deflector: 10+: You can apply a basic elemental effect to the projectile. (Non-combinable)
Split Arrow
Deflector: 7-9: You can deflect the projectile at two targets, and the damage is split between them. 10+: Full damage.
Impeccable Aim
Deflector: 10+: You can deflect a projectile at the source enemy's weapon, causing them to drop it. (Non-combinable.)
Counter-Fire
Deflector: 10+: You can immediately use Volley. (Non-combinable)
Perfect Deflection
Deflector: 10+: Your deflected projectiles hit their intended targets for full force.
Redirection
Deflector: 7-9: Additional Choice: Avoid taking damage, but deflect the projectile at an ally for half it's potency.
Doppelganger Rush
Combine speed and magical forces to create copies of yourself. Roll+Speed.
10+: 1d2 clones of you appear.
7-9: 1d2 clones appear and choose one:
- (Limited) You only get one clone instead of your roll.
- (Slowed) Take -1 to Speed while you have clones.
- (Fragile) If you fail a roll your clones are immediately dismissed.
Remember the following about clones:
- You share effects with them, good and bad.
- Clones must stay in Near range of each other or you.
- Clones may use all the same moves and spell schools.
- Clones vanish when they fail a move, in addition to other consequences.
If a clone takes damage choose to either dismiss it, or dismiss all of them and put yourself at the position of the clone.
Doppelganger Rush may only be used outside of combat or 1/combat.
Perks
Silent Partners
Doppelganger Rush: You can call forth your clones without breaking Sneak.
Plus One
Doppelganger Rush: You can call 1d2+1 clones.
Broad Audience
Doppelganger Rush: Your clones may be further apart, up to Long range instead of Near.
Stunt Double
Doppelganger Rush: You may sacrifice your clones to dismiss an effect, debility, or other consequence directed at you.
Self-Centered
Doppelganger Rush: Your clones are considered allies for the purposes of other moves.
Deadly Double
Doppelganger Rush: 10+: Your clones cause small explosions upon taking damage, doing 1d5 damage to enemies in Melee range.
Escape Artist
Escape (or try to) from, or dodge, a grapple, restraint, or other movement hindering attack, or use your abilities to free someone else who's bound. Roll+Speed.
7-9: Choose 2:
10+: Choose 3:
- Escape from, or completely avoid, the movement impairment. You aren't grappled, caught, or whatever else.
- Avoid taking any other kind of harm in the process, be it from an attack, your struggling, even damage.
- Escape with subtlety, without anyone immediately realizing that you've freed yourself from bondage.
Perks
Scaly Assistant
Escape Artist: 7+: Additional option: Free another a person in melee range in addition to yourself.
Serpent's Tongue
Escape Artist: 10+: Additional option: You tell a lie to your captor that distracts them during your escape.
Shedding Skin
Escape Artist: 10+: Additional option: You leave a illusory image of yourself behind that makes it seem like you've never left unless it's investigated.
Slither Away
Escape Artist: 10+: Additional option: After your escape, you enter Cover.
Snakebite
Escape Artist: 7+: Additional option: Roll your damage and deal it to an attacker after an escape.
Snakeskin
Escape Artist: 7+: Additional option: The enemy or hazard cannot bind you the same way again for two turns.
Leaf on the Wind
To dance away from an opponent's attack while wearing Light or Airy armor. Roll+Speed.
10+: You take no damage from an incoming attack. Choose 2:
7-9: Incoming (pre-armor) damage from an attack is halved. Choose 1:
- You change the distance between you and the enemy by one level.
- Deal your damage to the attacker.
- You suffer no debility from the attack or magic.
Like A Tree
Leaf on the Wind: 10+: Instead of options: Go into Cover as if you had used Sneak.
Blowback
Leaf on the Wind: 10+: Additional option: Take 1 forward against your attacker on the next turn.
Razor Wind
Leaf on the Wind: Additional Option when dealing damage: Deal +50% more damage.
Fluid Dynamics
Leaf on the Wind: 7+: Additional option while in Melee range: Redirect your attacker's movements and put them somewhere within Near range.
Stunning Beauty
Leaf on the Wind: 10+: Additional option: Stun your attacker.
Impossible Grace
Leaf on the Wind: Restrict Leaf on the Wind for 1 turn to choose an additional option.
Poisoner
To apply a poison to a weapon or inject someone in Melee range, choose one from the list and roll Speed.
- Bloodweed: The target's body is weakened, and they deal -1d4 damage.
- Wicked Honey: Take +1 forward against the target when using a sexual move.
- Black Sap: The target loses all inhibitions, until they act upon their deepest and darkest desire.
- Anesthetic: The target's affected area loses sensation for a while.
- Oil of Tagit: The target falls into a light sleep or becomes drowsy.
- Goldenroot: The target treats the next creature they see as an intimate lover, until proven otherwise.
- Maiden's Kiss: The target has an immediate orgasm, and adds 1 Lust stack.
- Serpent’s Tears: The target's sensitivity is heightened. Anyone dealing damage to it rolls twice and takes the better result.
10+: If injected: The poison lasts 3 turns. If applied: It will last 2 turns and applies to 3 strikes or targets.
7-9: If injected: The poison lasts 2 turns. If applied: It will last 1 turns per contact and applies to 2 strikes or targets.
Perks
Black Widow
Poisoner: You can use poisoner on the same turn as sexual move. No other perks will apply if you do.
Combo
Poisoner: For -1 duration, you can apply two effects instead of one.
Poison Immunity
You're immune to poisons or venomous attacks both mundane and magical. You can detect poisons by taste or smell.
Poison Master
Poisoner: +1 to poison durations.
Sticky
Poisoner: Poisons don't wear from a weapon unless you make contact.
Two Fangs
Poisoner: You can inject poison into to two targets in Melee range
Riposte
When you are attacked in melee and raise a Fast or Medium weapon or shield to counter. Roll+Speed.
10+: Deal half your damage and choose 3.
7-9: Deal half your damage and choose 2.
- Take halved damage.
- Disarm or disrobe your attacker.
- Trip, hamper, or embarrass your attacker.
- Change up the distance by one level (Melee to Near, Near to Far.)
- Deal full damage instead of halved damage.
Perks
Deflect
Riposte: 10+: Additional Option: Damage reduced by Reposte can be redirected to a target in Near range of your choice.
Down Boy
Reposte: 10+: Choosing to trip or humiliate your opponent does both, knocking down your opponent.
Dueling Block
Having a Fast weapon as your Secondary Weapon gives you 1 Armor.
One Handed
When using any Fast weapon without a Secondary Weapon, it's considered Dual Weilded with itself.
Perfect Riposte
Riposte: 10+: Additional Option: Incoming damage is reduced to 1/4th.
Reposition
Riposte: 7+: Additional Option: Take 1 on your next Attack or Riposte.
Rush Attack
Unleash a flurry of attacks. Name multiple targets in Near range and Roll+Speed.
10: Roll Damage, double it, and apply it across your targets at will. Restricted 2 turns.
7-9: Roll Damage twice, double the worse of the two and distribute it to your targets at will. Restricted 3 turns.
6-: Rush Attack is restricted 5 turns or until combat ends, plus another consequence comparable to a failed Attack against a single opponent.
Perks
First Strike
Rush Attack: You can use rush attack from Long range 1/combat.
Perfect Combination
Rush Attack: Restricted 2 to triple the damage instead of doubling it.
Vicious Drive
Rush Attack: Restricted 1 to ignore armor.
Lightning Attack
Rush Attack: Restricted-1.
Surprise Attack
Rush Attack: If hidden; Add 50% to your weapon base.
Power Tackle
Rush Attack: Restricted 1 to knock down your last target.
Sniper
Move into position in order to get a better shot, Roll+Speed
10+: You're in position and may use Volley or Called Shot immediately.
7-9: You're in a better position, but it took a little while getting there.
When using ranged weapons or related moves while in this stance, roll your damage twice and take the better result.
Failing a move, moving to another position, or taking significant damage disrupts your positioning.
Perks
Ghillie
Sniper: Moving into position does not break cover. 10+: Your first shot doesn't, either.
Ranger
Sniper: Your weapon can be used at one range tier higher than usual, the same applies to an ally brought with you.
Resilient
Sniper: Failing a move does not compromise your position, once per use of Sniper.
Steady
Sniper: Taking damage does not compromise your position, once per use of Sniper.
Spotter
Sniper: You may take someone into position with you. They may use ranged moves or cast magic without compromising your stance, and receive the benefit of Sniper.
Timing
Sniper: You can leave your position and do +50% damage, but you won't be able to re-use Sniper until combat ends.
Swift Technique
Choose one or more enemies in your weapon's range and an effect.
If using a fast or medium melee weapon, you may choose two effects.
- You disarm the enemy or force them to drop what they're holding for a brief time.
- You leave the enemy stunned or dazed, distracting them for moments.
- You destroy the enemy's clothing. This does not affect armor but is probably humiliating.
- You disrupt the enemy's magic, significantly weakening or interrupting their cast.
- You damage/injure the enemy's armaments, reducing their damage by 2 until mended.
Then Roll+Speed.
10+: Apply your weapon's damage and apply the effects. Swift Technique is Restricted 2 turns.
7-9: Apply half of your weapon's damage and the effects. Swift Technique is Restricted 3 turns.
Perks
A Setup
Swift Technique: Restrict an additional turn and name a partner. They take +1 forward if they use Attack, Forceful Technique or Swift Technique.
Precision Moves
Swift Technique: 7+: Restrict an additional turn to deal full damage.
Stop That
Swift Technique: Restrict an additional turn to prevent the enemy from casting on the next turn.
Swifter Technique
Swift Technique: Restricted -1 turn.
Two Shot
Swift Technique: On a weapon with Near or Long range, you may select a single target and name two effects.
Hey, Catch!
Swift Technique: 10+: Causing an enemy to drop something lets you put it into the hands of an ally in their melee range, but not you.
Thievery
You have the skills of a skilled criminal. Capable with your hands you can; pick locks, crack safes, disable traps or alarms, pick pockets, plant, and take goods without causing a stir or breaking cover. When you do so, roll+Speed.
10+: Choose 2.
7-9: Choose 1.
- You work quickly, without much time or effort
- You work quietly, discreetly, drawing little notice
- You work cleanly, without cost or leaving a trail
Perks
Misappropriation
Thievery: You can take an unsuspecting target's weapon. 7-9: They notice. 10+: They notice when you're gone. 12+: They never notice.
Thug
Thievery: 6-: Sloppy technique still yields results. You get something for your efforts, but there's still consequences.
Mugger
Thievery: You can do your main weapon's damage while using thievery against someone.
Paydirt
Thievery: 10+: When used on a container or person, find one gold.
Pockets
Your inventory is doubled.
Wiles
Thievery: 6-: When pick-pocketing or planting on a sentient, non-hostile enemy, you can immediately roll Wits or Charm to talk your way out of it. Success avoids consequences, but you cannot target them again without them becoming hostile.
Utility Belt
You have a variety of trinkets stashed onto your person, where they're easily accessible and obvious.
To reach into your bag of tricks, Roll+Speed.
10 : Take 2, and use or discard one immediately.
7-9: Take 1.
You can pull out any of the following:
- Pocket Sand (Melee): Briefly blinds an enemy, making their attacks aim at random within that attack's range.
- Dozecloth (Melee): Makes an enemy drowsy, slowing their attacks or miss them entirely.
- Stimulant (Self): Gives +1 forward a roll.
- Corrosive Fluid (Near): Reduces an enemy's armor by 2.
- Explosive (Near): Knocks an enemy back and stuns them.
Perks
Ace Up the Sleeve
Utility Belt: 10+: Additional Options:
- Flash (Near): Move yourself somewhere in Near range before anyone can react to it.
- Gas (Near): Silence the enemy for two turns.
- Accela (Self): Re-roll a damage roll.
Smoke Bombs
Utility Belt: Additional Options:
- Flashbang (Melee): Briefly blinds enemies, securing an escape or creating another advantage.
- Cloak (Melee): Covers you and anyone else in melee range in shadow, making it possible to enter cover.
- Noisemaker (Near): Creates so much noise that it becomes impossible to communicate or hear.
Throwing Knives
Utility Belt: Additional Option: 2x Throwing Knives (1d4+1/Fast/Near): A small knife that can be thrown to do a bit of damage. Can be used without rolling Volley. Can be used to break modest-sized objects as well as attack. Consumed on use.
Grappling Hook
Utility Belt: Additional Options:
- Hook-Shot (Near): A device that pulls you up or over to a place.
- Lasso-Shot (Near): A device that pulls someone to you.
Belt Pockets
Carry Capacity +3
Silent Release
Utility Belt: You can pull items from your belt without breaking cover.
Whip Driver
Special techniques can be used when using a whip or rope-like weapon. Roll+Speed.
10+: Choose one and optionally do your damage.
7+: Choose one and optionally do half your damage.
- Entangle one of their limbs, preventing them from using it as long as you keep your whip wrapped around it.
- Move them or yourself to somewhere within Near range.
- Knock them prone, off-balance, or otherwise hamper them.
- Make them drop an object they are holding.
Perks
Whip Mastery
Whip Driver: You may choose two options instead of doing damage.
Terror Whip
Add these to your list of Whip Driver options:
- You terrify the enemy: lesser enemies are sent running, while other foes are shaken; the next to act against them takes 1 forward
- You cause an ally to snap back to their senses, shaking off a mental effect like hypnosis or charm
- You snatch a small object they held or were guarding: now it’s yours!
Snap Back
Whip Driver: You may target two enemies.
Whip Tricks
Without rolling, you may always use a whip-like weapon to:
- Swing upon it like a grappling hook
- Grab small, unattended objects within reach range
- Pole vault or swing like a vine, allowing you to cross gaps easily.
Whip Play
Whip Driver: Additional Option: The next person who uses a sexual move on a stricken enemy takes +1 forward.
Rope Play
Whip Driver: Additional Option: Completely bind a knocked-down enemy of reasonable size.