Player Moves
Click on the name of a move below to view the move card, Click the Full Details link to see the full details on a move.
Hack and Slash
Full Details- roll+str
Attack an Enemy in Melee.
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.
You deal your damage to the enemy and the enemy makes an attack against you.
Volley
Full Details- roll+dex
When you take aim and shoot at an enemy at range
You have a clear shot, deal your damage.
choose one (whichever you choose you deal your damage):
- 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 damage
- You have to take several shots, reducing your ammo by one
Defy Danger
Full Details- if powering through, +Str
- if getting out of the way or acting fast, +Dex
- if enduring, +Con
- if using quick thinking, +Int
- if using mental fortitude, +Wis
- if using charm and social grace, +Cha
When you act despite an imminent threat or suffer a calamity, say how you deal with it and roll. If you do it
you do what you set out to, the threat doesn’t come to bear.
you stumble, hesitate, or flinch: the GM will offer you a worse outcome, hard bargain, or ugly choice.
Defend
Full Details- roll+con
When you stand in defense of a person, item, or location under attack
hold 3
As 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
hold 1
As 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
Full Details- roll+Int
When you consult your accumulated knowledge about something
the GM will tell you something interesting and useful about the subject relevant to your situation.
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
Full Details- roll+Wis
When you closely study a situation or person
ask the GM 3 questions from the list below.
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?
ask the GM 1 question from the list below.
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
Full Details- roll+Cha.
When you have leverage on a GM Character and manipulate them, roll+Cha. Leverage is something they need or want.
They do what you ask if you first promise what they ask of you.
They will do what you ask, but need some concrete assurance of your promise, right now.
Aid or Interfere
Full Details- roll+bond with player
When you help or hinder someone.
They take +1 or -2 to their roll, your choice.
They take +1 or -2 to their roll, your choice.
They still get a modifier, but you also expose yourself to danger, retribution, or cost.
Last Breath
Full Details- roll+nothing
When you're dying you catch a glimpse of what lies beyond the Black Gates of Death's Kingdom (the GM will describe it). Then roll (just roll, +nothing-yeah, Death doesn't care how tough or cool you are).
You’ve cheated Death—you’re in a bad spot but you’re still alive.
Death himself will offer you a bargain. Take it and stabilize or refuse and pass beyond the Black Gates into whatever fate awaits you.
Your fate is sealed. You’re marked as Death’s own and you’ll cross the threshold soon. The GM will tell you when.
Encumbrance
Full DetailsWhen you make a move while carrying weight you may be encumbered. If your weight carried is:
- Equal to or less than your load, you suffer no penalty
- Less than or equal to your load+2, you take -1 ongoing until you lighten your burden
- Greater than your load+2, you have a choice: drop at least 1 weight and roll at -1, or automatically fail
Make Camp
Full DetailsWhen you settle in to rest consume a ration. If you’re somewhere dangerous decide the watch order as well. If you have enough XP you may level up. When you wake from at least a few uninterrupted hours of sleep heal damage equal to half your max HP.
Take Watch
Full Details- roll+wis
When you’re on watch and something approaches the camp.
you’re able to wake the camp and prepare a response, everyone in the camp takes +1 forward.
you react just a moment too late; your companions in camp are awake but haven’t had time to prepare. They have weapons and armor but little else.
whatever lurks outside the campfire’s light has the drop on you.
Undertake a Perilous Journey
Full Details- each involed player rolls+Wis.
When you travel through hostile territory, choose one member of the party to act as trailblazer, one to scout ahead, and one to be quartermaster. Each character with a job to do
- the quartermaster reduces the number of rations required by one
- the trailblazer reduces the amount of time it takes to reach your destination (the GM will say by how much)
- the scout will spot any trouble quick enough to let you get the drop on it
each role performs their job as expected: the normal number of rations are consumed, the journey takes about as long as expected, no one gets the drop on you but you don’t get the drop on them either.
End of Session
Full DetailsWhen you reach the end of a session, choose one of your bonds that you feel is resolved (completely explored, no longer relevant, or otherwise). Ask the player of the character you have the bond with if they agree. If they do, mark XP and write a new bond with whomever you wish.
Once bonds have been updated look at your alignment. If you fulfilled that alignment at least once this session, mark XP. Then answer these three questions as a group:
- Did we learn something new and important about the world?
- Did we overcome a notable monster or enemy?
- Did we loot a memorable treasure?
For each “yes” answer everyone marks XP.
Level Up
Full DetailsWhen youhave downtime (hours or days) and XP equal to (or greater than) your current level+7, you can reflect on your experiences and hone your skills.
- Subtract your current level+7 from your XP.
- Increase your level by 1.
- Choose a new advanced move from your class.
- If you are the wizard, you also get to add a new spell to your spellbook.
- Choose one of your stats and increase it by 1 (this may change your modifier). Changing your Constitution increases your maximum and current HP. Ability scores can’t go higher than 18.
Carouse
Full Details- roll+ (1 for each 100 coind spent)
When you return triumphant and throw a big party, spend 100 coins and roll +1 for every extra 100 coins spent.
choose 3
- You befriend a useful NPC.
- You hear rumors of an opportunity.
- You gain useful information.
- You are not entangled, ensorcelled, or tricked.
choose 1
- You befriend a useful NPC.
- You hear rumors of an opportunity.
- You gain useful information.
- You are not entangled, ensorcelled, o
you still choose one, but things get really out of hand (the GM will say how).
Supply
Full Details- roll+cha
When you go to buy something with gold on hand, if it’s something readily available in the settlement you’re in, you can buy it at market price. If it’s something special, beyond what’s usually available here, or non-mundane,
you find what you’re looking for at a fair price.
you’ll have to pay more or settle for something that’s not exactly what you wanted, but close. The GM will tell you what your options are.
Recover
Full DetailsWhen you do nothing but rest in comfort and safety after a day of rest you recover all your HP. After three days of rest you remove one debility of your choice. If you’re under the care of a healer (magical or otherwise) you heal a debility for every two days of rest instead.
Recruit
Full DetailsWhen you put out word that you’re looking to hire help, roll:
- +1 if you make it known that your pay is generous
- +1 if you make it known what you’re setting out to do
- +1 if you make it known that they’ll get a share of whatever you find
- +1 if you have a useful reputation around these parts
You’ve got your pick of a number of skilled applicants, your choice who you hire, no penalty for not taking them along.
You’ll have to settle for someone close to what you want or turn them away.
On a miss someone influential and ill-suited declares they’d like to come along (a foolhardy youth, a loose-cannon, or a veiled enemy, for example), bring them and take the consequences or turn them away. If you turn away applicants you take -1 forward to recruit.
Outstanding Warrants
Full Details- roll+cha
When you return to a civilized place in which you’ve caused trouble before
word has spread of your deeds and everyone recognizes you.
word has spread of your deeds and everyone recognizes you...
and the GM chooses a complication:
- The local constabulary has a warrant out for your arrest.
- Someone has put a price on your head.
- Someone important to you has been put in a bad spot as a result of your actions.
Bolster
Full DetailsWhen you spend your leisure time in study, meditation, or hard practice, you gain preparation. If you prepare for a week or more, take 1 preparation. If you prepare for a month or longer, take 3 instead. When your preparation pays off spend 1 preparation for +1 to any roll. You can only spend one preparation per roll.
Race Moves
get these based on your character race.
Dwarf
Full DetailsWhen you share a drink with someone, you may parley with them using CON instead of CHA.
Elf
Full DetailsChoose one weapon—you can always treat weapons of that type as if they had the precise tag.
Basic Moves
you start with these moves
Bend Bars, Lift Gates
Full Details- roll+str
When you use pure strength to destroy an inanimate obstacle.
Choose 3
- It doesn’t take a very long time
- Nothing of value is damaged
- It doesn’t make an inordinate amount of noise
- You can fix the thing again without a lot of effort
Choose 1
- It doesn’t take a very long time
- Nothing of value is damaged
- It doesn’t make an inordinate amount of noise
- You can fix the thing again without a lot of effort
Signature Weapon
Full DetailsThis is your weapon. There are many like it, but this one is yours. Your weapon is your best friend. It is your life. You master it as you master your life. Your weapon, without you, is useless. Without your weapon, you are useless. You must wield your weapon true.
Choose a base description, all are 2 weight:
- Sword
- Axe
- Hammer
- Spear
- Flail
- Fists
Choose the range that best fits your weapon:
- Hand
- Close
- Reach
Choose two enhancements:
- Hooks and spikes. +1 damage, but +1 weight.
- Sharp. +2 piercing.
- Perfectly weighted. Add precise.
- Serrated edges. +1 damage.
- Glows in the presence of one type of creature, your choice.
- Huge. Add messy and forceful.
- Versatile. Choose an additional range.
- Well-crafted. -1 weight.
Choose a look:
- Ancient
- Unblemished
- Ornate
- Blood-stained
- Sinister
Advanced Moves Level 2-5
when you gain a level between 2-5 choose from these moves.
Heirloom
Full Details- roll+cha
When you consult the spirits that reside within your signature weapon, they will give you an insight relating to the current situation, and might ask you some questions in return
The GM will give you good detail.
The GM will give you an impression.
Armor Mastery
Full DetailsWhen you make your armor take the brunt of damage dealt to you, the damage is negated but you must reduce the armor value of your armor or shield (your choice) by 1. The value is reduced each time you make this choice. If the reduction leaves the item with 0 armor it is destroyed.
Interrogator
Full DetailsWhen you parley using threats of impending violence as leverage, you may use STR instead of CHA.
Scent of Blood
Full DetailsWhen you hack and slash an enemy, your next attack against that same foe deals +1d4 damage.
Multiclass Dabbler
Full DetailsGet one move from another class. Treat your level as one lower for choosing the move.
Blacksmith
Full DetailsWhen you have access to a forge you can graft the magical powers of a weapon onto your signature weapon. This process destroys the magical weapon. Your signature weapon gains the magical powers of the destroyed weapon.
Advanced Moves Level 6-10
when you gain a level between 6-10 choose from these moves or the 2-5 moves.
Armored Perfection
Full DetailsReplaces: Armor Mastery
When you choose to let your armor take the brunt of damage dealt to you, the damage is negated and you take +1 forward against the attacker, but you must reduce the armor value of your armor or shield (your choice) by 1. The value is reduced each time you make this choice. If the reduction leaves the item with 0 armor it is destroyed.
Evil Eye
Full DetailsRequires: Seeing Red
roll+CHA
When you enter combat.
Spend your hold to make eye contact with an NPC present, who freezes or flinches and can’t act until you break it off.
Hold 2
Hold 1
Your enemies immediately identify you as their biggest threat.
Taste of Blood
Full DetailsReplaces: Scent of Blood
When you hack and slash an enemy, your next attack against that same foe deals +1d8 damage.
Multiclass Initiate
Full DetailsRequires: Multiclass Dabbler
Get one move from another class. Treat your level as one lower for choosing the move.
Through Death's Eyes
Full Detailsroll+WIS
When you go into battle.
Name someone who will live and someone who will die. Name NPCs, not player characters. The GM will make your vision come true, if it’s even remotely possible.
Name someone who will live or someone who will die. Name NPCs, not player characters. The GM will make your vision come true, if it’s even remotely possible.
You see your own death and consequently take -1 ongoing throughout the battle.
Eye for Weaponry
Full DetailsWhen you look over an enemy’s weaponry, ask the GM how much damage they do.
Superior Warrior
Full DetailsWhen you hack and slash on a 12+ you deal your damage, avoid their attack, and impress, dismay, or frighten your enemy.
Race Moves
get these based on your character race.
Elf
Full DetailsThe sap of the elder trees flows within you. In addition to any other attunements, the Great Forest is always considered your land.
Human
Full DetailsAs your people learned to bind animals to field and farm, so too are you bound to them. You may always take the shape of any domesticated animal, in addition to your normal options.
Halfling
Full DetailsYou sing the healing songs of spring and brook. When you make camp, you and your allies heal +1d6.
Basic Moves
you start with these moves
Shapeshifter
Full Details- roll+Wis
When you call upon the spirits to change your shape
hold 3
The GM will also tell you one or more moves associated with your new form. Spend 1 hold to make that move. Once you’re out of hold, you return to your natural form. At any time, you may spend all your hold and revert to your natural form.
hold 2
The GM will also tell you one or more moves associated with your new form. Spend 1 hold to make that move. Once you’re out of hold, you return to your natural form. At any time, you may spend all your hold and revert to your natural form.
hold 1 in addition to whatever the GM says.
The GM will also tell you one or more moves associated with your new form. Spend 1 hold to make that move. Once you’re out of hold, you return to your natural form. At any time, you may spend all your hold and revert to your natural form.
Born of the Soil
Full DetailsYou learned your magic in a place whose spirits are strong and ancient and they've marked you as one of their own. No matter where you go, they live within you and allow you to take their shape. Choose one of the following. It is the land to which you are attuned-when shapeshifting you may take the shape of any animal who might live in your Land.
- The Great Forests
- The Whispering Plains
- The Vast Desert
- The Stinking Mire
- The River Delta
- The Depths of the Earth
- The Sapphire Islands
- The Open Sea
- The Towering Mountains
- The Frozen North
- The Blasted Wasteland
Chose a tell-a physical attribute that marks you as born of the soil-that reflects the spirit of your land. It may be an animal feature like antlers or leopard's spots or something more general: hair like leaves or eyes of glittering crystal. Your tell remains no matter what shape you take.
By Nature Sustained
Full DetailsYou don't need to eat or drink. If a move tells you to mark off a ration just ignore it.
Spirit Tongue
Full DetailsThe grunts, barks, chirps, and calls of the creatures of the wild are as language to you. You can understand any animal native to your land or akin to one whose essence you have studied.
Studied Essence
Full DetailsWhen you spend time in contemplation of an animal spirit, you may add its species to those you can assume using shapeshifting.
Advanced Moves Level 2-5
when you gain a level between 2-5 choose from these moves.
Red of Tooth and Claw
Full DetailsWhen you are in an appropriate animal form (something dangerous) increase your damage to d8.
Communion of Whispers
Full Details- roll+Wis
When you spend time in a place, making note of its resident spirits and calling on the spirits of the land. You will be granted a vision of significance to you, your allies, and the spirits around you.
The vision will be clear and helpful to you.
The vision is unclear, its meaning murky.
The vision is upsetting, frightening, or traumatizing. The GM will describe it. Take -1 forward.
Eyes of the Tiger
Full DetailsWhen you mark an animal (with mud, dirt, or blood) you can see through that animal’s eyes as if they were your own, no matter what distance separates you. Only one animal at a time may be marked in this way.
Shed
Full DetailsWhen you take damage while shapeshifted you may choose to revert to your natural form to negate the damage.
Thing-Talker
Full DetailsYou see the spirits in the sand, the sea and the stone. You may now apply your spirit tongue, shapeshifting and studied essence to inanimate natural objects (plants and rocks) or creatures made thereof, as well as animals. Thing-talker forms can be exact copies or can be mobile vaguely humanoid-shaped entities.
Formcrafter
Full DetailsWhen you shapeshift choose a stat: you take +1 ongoing to rolls using that stat while shifted. The GM will choose a stat, too: you take -1 ongoing to rolls using that stat while shifted.
Elemental Mastery
Full Details- roll+Wis
When you call on the primal spirits of fire, water, earth or air to perform a task for you.
Choose two.
- The effect you desire comes to pass
- You avoid paying nature’s price
- You retain control
Choose One
- The effect you desire comes to pass
- You avoid paying nature’s price
- You retain control
Some catastrophe occurs as a result of your calling.
Balance
Full DetailsWhen you deal damage, take 1 balance. When you touch someone and channel the spirits of life you may spend balance. For each balance spent, heal 1d4 HP.
Advanced Moves Level 6-10
when you gain a level between 6-10 choose from these moves or the 2-5 moves.
Doppleganger’s Dance
Full DetailsYou are able to study the essence of specific individuals to take their exact form, including men, elves, or the like. Suppressing your tell is possible, but if you do, take -1
Blood And Thunder
Full DetailsReplaces: Red Of Tooth And Claw
When you are in an appropriate animal form (something dangerous) increase your damage to d10.
The Druid Sleep
Full DetailsWhen you take this move, the next opportunity that you have safety and time to spend in an appropriate location, you may attune yourself to a new land. This effect occurs only once and the GM will tell you how long it will take and what cost you must pay. From then on, you are considered to be born of the soil in both lands.
Weather Weaver
Full DetailsWhen you are under open skies when the sun rises the GM will ask you what the weather will be that day. Tell them whatever you like, it comes to pass.
World-talker
Full DetailsRequires: Thing-talker
You see the patterns that make up the fabric of the world. You may now apply your spirit tongue, shapeshifter and studied essence moves to pure elements—fire, water, air and earth.
Formshaper
Full DetailsRequires: Formcrafter
You may choose one...
- increase your armor by 1
- deal an additional +1d4 damage
while in an animal form. Choose when you Shapeshift
Healthy Distrust
Full DetailsWhenever the unclean magic wielded by mortal men causes you to Defy Danger, treat any result of 6- as a 7–9.
Chimera
Full DetailsWhen you shapeshift, you may create a merged form of up to three different shapes. You may be a bear with the wings of an eagle and the head of a ram, for example. Each feature will grant you a different move to make. Your chimera form follows the same rules as shapeshifter otherwise.
Race Moves
get these based on your character race.
Elf
Full DetailsWhen you enter an important location (your call) you can ask the GM for one fact from the history of that location.
Human
Full DetailsWhen you first enter a civilized settlement someone who respects the custom of hospitality to minstrels will take you in as their guest.
Basic Moves
you start with these moves
Arcane Art
Full Detailsroll+cha
When you weave a performance into a basic spell, choose an ally and an effect:
- Heal 1d8 damage
- +1d4 forward to damage
- Their mind is shaken clear of one enchantment
- The next time someone successfully assists the target with aid, they get +2 instead of +1
The ally gets the selected effect.
Your spell still works, but you draw unwanted attention or your magic reverberates to other targets affecting them as well, GM’s choice.
Bardic Lore
Full DetailsChoose an area of expertise (durring charactor creation):
- Spells and Magicks
- The Dead and Undead
- Grand Histories of the Known World
- A Bestiary of Creatures Unusual
- The Planar Spheres
- Legends of Heroes Past
- Gods and Their Servants
When you first encounter an important creature, location, or item (your call) covered by your bardic lore you can ask the GM any one question about it; the GM will answer truthfully. The GM may then ask you what tale, song, or legend you heard that information in.
Charming and Open
Full DetailsWhen you speak frankly with someone, you can ask their player a question from the list below. They must answer it truthfully, then they may ask you a question from the list (which you must answer truthfully).
- Whom do you serve?
- What do you wish I would do?
- How can I get you to ______?
- What are you really feeling right now?
- What do you most desire?
A Port in the Storm
Full DetailsWhen you return to a civilized settlement you’ve visited before, tell the GM when you were last here. They’ll tell you how it’s changed since then.
Advanced Moves Level 2-5
when you gain a level between 2-5 choose from these moves.
Vicious Cacophony
Full DetailsWhen you grant bonus damage with Arcane Art,
- grant an extra +1d4 damage.
It Goes To Eleven
Full DetailsWhen you unleash a crazed performance
- choose a target who can hear you and
- roll+CHA.
the target attacks their nearest ally in range.
they attack their nearest ally, but you also draw their attention and ire.
Metal Hurlant
Full DetailsWhen you shout with great force or play a shattering note choose a target and roll+CON.
The target takes 1d10 damage and is deafened for a few minutes.
You still damage your target, but it’s out of control: the GM will choose an additional target nearby.
A Little Help From My Friends
Full DetailsWhen you successfully aid someone you take +1 forward as well.
Eldritch Tones
Full DetailsYour Arcane Art is strong, allowing you to choose two effects instead of one.
Bamboozle
Full DetailsWhen you parley with someone, on a 7+ you also take +1 forward with them.
you also take +1 forward with them
you also take +1 forward with them
Multiclass Dabbler
Full DetailsGet one move from another class. Treat your level as one lower for choosing the move.
Multiclass Initiate
Full DetailsGet one move from another class. Treat your level as one lower for choosing the move.
Advanced Moves Level 6-10
when you gain a level between 6-10 choose from these moves or the 2-5 moves.
Healing Chorus
Full DetailsReplaces: Healing Song
When you heal with Arcane Art, you heal +2d8 damage.
Vicious Blast
Full DetailsReplaces: Vicious Cacophony
When you grant bonus damage with Arcane Art, you grant an extra +2d4 damage
Unforgettable Face
Full DetailsWhen you meet someone you’ve met before (your call) after some time apart you take +1 forward against them.
Reputation
Full DetailsWhen you first meet someone who’s heard songs about you, roll+CHA.
tell the GM two things they’ve heard about you.
tell the GM one thing they’ve heard, and the GM tells you one thing.
Eldritch Chord
Full DetailsReplaces: Eldritch Tones
When you use Arcane Art,
- you choose two effects.
- You also get to choose one of those effects to double.
An Ear For Magic
Full DetailsWhen you hear an enemy cast a spell the GM will tell you the name of the spell and its effects. Take +1 forward when acting on the answers.
Devious
Full DetailsWhen you use Charming & Open you may also ask “How are you vulnerable to me?” Your subject may not ask this question of you.
Duelist’s Block
Full DetailsReplaces: Duelist’s Parry
When you Hack & Slash, you take +2 armor forward.
Con
Full DetailsReplaces: Bamboozle
When you parley with someone,
you also take +1 forward with them and get to ask their player one question which they must answer truthfully.
you also take +1 forward with them and get to ask their player one question which they must answer truthfully.
Multiclass Master
Full DetailsGet a move from another class. Treat your level as one lower for choosing the move.
Race Moves
get these based on your character race.
Basic Moves
you start with these moves
Spellbook
Full DetailsYou have mastered several spells and inscribed them in your spellbook. You start out with three first level spells in your spellbook as well as the cantrips. Whenever you gain a level, you add a new spell of your level or lower to your spellbook. You spellbook is 1 weight.
Prepare Spells
Full DetailsWhen you spend uninterrupted time (an hour or so) in quiet contemplation of your spellbook, you:
- Lose any spells you already have prepared
- Prepare new spells of your choice from your spellbook whose total levels don't exceed your own level+1.
- Prepare your cantrips which never count against your limit.
Cast a Spell
Full Details- roll+int
When you release a spell you've prepared.
On a 10+, the spell is successfully cast and you do not forget the spell-you may cast it again later.
On a 7-9, the spell is cast, but choose one:
- You draw unwelcome attention or put yourself in a spot. The GM will tell you how.
- The spell disturbs the fabric of reality as it is cast-take -1 ongoing to cast a spell until the next time you Prepare Spells.
- After it is cast, the spell is forgotten. You cannot cast the spell again until you prepare spells.
Spell Defense
Full DetailsYou may end any ongoing spell immediately and use the energy of its dissipation to deflect an oncoming attack. The spell ends and you subtract its level from the damage done to you.
Ritual
Full DetailsWhen you draw on a place of power to create a magical effect, tell the GM what you're trying to achieve. Ritual effects are always possible, but the GM will give you one to four of the following conditions:
- It's going to take days/weeks/months
- First you must ____
- You'll need help from ____
- It will require a lot of money
- The best you can do is a lesser version, unreliable and limited
- You and your allies will risk danger from ____
- You'll have to disenchant ____ to do it
Advanced Moves Level 2-5
when you gain a level between 2-5 choose from these moves.
Empowered Magic
Full DetailsWhen you cast a spell, on a 10+ you have the option of choosing from the 7-9 list. If you do, you may choose one of these as well:
- The spell's effects are maximized
- The spell's targets are doubled
Fount of Knowledge
Full DetailsWhen you spout lore about something no one else has any clue about, take +1.
Know-It-All
Full DetailsWhen another player's character comes to you for advice and you tell them what you think is best, they get +1 forward when following your advice and you mark experience if they do.
Enchanter
Full DetailsWhen you have time and safety with a magic item you may ask the GM what it does, the GM will answer you truthfully.
Logical
Full DetailsWhen you use strict deduction to analyze your surroundings, you can discern realities with INT instead of WIS.
Arcane Ward
Full DetailsAs long as you have at least one prepared spell of first level or higher, you have +2 armor.
Counterspell
Full Detailsroll+Int
When you attempt to counter an arcane spell that will otherwise affect you, stake one of your prepared spells on the defense.
The spell is countered and has no effect on you. Your counterspell protects only you; if the countered spell has other targets they get its effects.
The spell is countered and you forget the spell you staked. Your counterspell protects only you; if the countered spell has other targets they get its effects.
Quick Study
Full DetailsWhen you see the effects of an arcane spell, ask the GM the name of the spell and its effects. You take +1 when acting on the answers.
Advanced Moves Level 6-10
when you gain a level between 6-10 choose from these moves or the 2-5 moves.
Master
Full DetailsRequires: Prodigy
Choose one spell in addition to the one you picked for Prodigy. You prepare that spell as if it were one level lower.
Greater Empowered Magic
Full Details-
Replaces: Empowered Magic When you cast a spell
on a 10-11 you have the option of choosing from the 7-9 list. If you do, you may additionally choose one of the following effects.
On a 12+ you get to choose one of these effects for free:
- The spell’s effects are maximized
- The spell’s targets are doubled
Enchanter’s Soul
Full DetailsRequires: Enchanter
When you have time and safety with a magic item in a place of power you can empower that item so that the next time you use it its effects are amplified, the GM will tell you exactly how.
Highly Logical
Full DetailsReplaces: Logical
When you use strict deduction to analyse your surroundings, you can Discern Realities with INT instead of WIS.
- On a 12+ you get to ask the GM any three questions, not limited by the list.
Mystical Puppet Strings
Full DetailsWhen you use magic to control a person’s actions, they have no memory of what you had them do and bear you no ill will.
Arcane Armor
Full DetailsReplaces: Arcane Ward
As long as you have at least one prepared spell of first level or higher, you have +4 armor.
Protective Counter
Full DetailsRequires: Counterspell
When an ally within sight of you is affected by an arcane spell, you can
- counter it as if it affected you.
- If the spell affects multiple allies you must counter for each ally separately
Ethereal Tether
Full DetailsWhen you have time with a willing or helpless subject you can craft an ethereal tether with them. You perceive what they do and can discern realities about them or their surroundings, no matter the distance. Someone willingly tethered to you can communicate with you over the tether as if you were in the room with them.
Spell Augmentation
Full DetailsWhen you deal damage to a creater, you can shunt a spell’s energy into them—end one of your ongoing spells and add the spell’s level to the damage dealt.
Self-Powered
Full DetailsWhen you have time, arcane materials, and a safe space, you can create your own place of power. Describe to the GM what kind of power it is and how you’re binding it to this place, the GM will tell you one kind of creature that will have an interest in this.
Race Moves
get these based on your character race.
Human
Full DetailsYou are a professional. When you spout lore or discern realities about criminal activities, take +1.
Basic Moves
you start with these moves
Trap Expert
Full Details- roll+DEX
When you spend a moment to survey a dangerous area.
Spend your hold as you walk through the area to ask these questions:
- Is there a trap here and if so, what activates it?
- What does the trap do when activated?
- What else is hidden here?
On a 10+, hold 3.
On a 7-9, hold 1.
Tricks of the Trade
Full Details- roll+DEX
When you pick locks or pockets or disable traps.
On a 10+, you do it, no problem.
On a 7-9, you still do it, but the GM will offer you two options between suspicion, danger, or cost.
Backstab
Full Details- roll+DEX or just deal your damage on a surprized, or defenceless enemy.
When you attack a surprised or defenseless enemy with a melee weapon, you can choose to deal your damage or roll+DEX.
On a 10+ choose two.
- You don't get into melee with them
- You deal your damage+1d6
- You create an advantage, +1 forward to you or an ally acting on it
- Reduce their armor by 1 until they repair it
On a 7-9 choose one.
- You don't get into melee with them
- You deal your damage+1d6
- You create an advantage, +1 forward to you or an ally acting on it
- Reduce their armor by 1 until they repair it
Flexible Morals
Full DetailsWhen someone tries to detect your alignment you can tell them any alignment you like.
Poisoner
Full DetailsYou've mastered the care and use of a poison. Choose a poison from the list below; that poison is no longer dangerous for you to use. You also start with three uses of the poison you choose. Whenever you have time to gather materials and a safe place to brew you can make three uses of the poison you choose for free. Note that some poisons are applied, meaning you have to carefully apply it to the target or something they eat or drink. Touch poisons just need to touch the target, they can even be used on the blade of a weapon.
- Oil of Tagit (applied): The target falls into a light sleep
- Bloodweed (touch): The target deals -1d4 damage ongoing until cured
- Goldenroot (applied): The target treats the next creature they see as a trusted ally, until proved otherwise
- Serpent's Tears (touch): Anyone dealing damage to the target rolls twice and takes the better result.
Advanced Moves Level 2-5
when you gain a level between 2-5 choose from these moves.
Cheap Shot
Full DetailsWhen using a precise or hand weapon, your backstab deals an extra +1d6 damage.
Wealth and Taste
Full DetailsWhen you make a show of flashing around your most valuable possession, choose someone present. They will do anything they can to obtain your item or one like it.
Shoot First
Full DetailsYou’re never caught by surprise. When an enemy would get the drop on you, you get to act first instead.
Envenom
Full DetailsYou can apply even complex poisons with a pinprick. When you apply a poison that’s not dangerous for you to use to your weapon it’s touch instead of applied.
Brewer
Full DetailsWhen you have time to gather materials and a safe place to brew you can create three doses of any one poison you’ve used before.
Connections
Full Details- roll+cha
When you put out word to the criminal underbelly about something you want or need.
Someone has it, just for you.
You’ll have to settle for something close or it comes with strings attached, your call.
Advanced Moves Level 6-10
when you gain a level between 6-10 choose from these moves or the 2-5 moves.
Dirty Fighter
Full DetailsReplaces: Cheap Shot
When using a precise or hand weapon,
- your Backstab deals an extra +1d8 damage
- all other attacks deal +1d4 damage.
Extremely Cautious
Full DetailsReplaces: Cautious
When you use use Trap Expert you always get +1 hold,
- even on a 6-.
- On a 12+ you get 3 hold and the next time you come near a trap the GM will immediately tell you what it does, what triggers it, who set it, and how you can use it to your advantage.
Serious Underdog
Full DetailsReplaces: Underdog
You have +1 armor. When you’re outnumbered, you have +2 armor instead.
Evasion
Full DetailsWhen you Defy Danger
- on a 12+, you transcend the danger.
- You not only do what you set out to, but the GM will offer you a better outcome, true beauty, or a moment of grace.
Heist
Full DetailsWhen you take time to make a plan to steal something, name the thing you want to steal and ask the GM these questions. When acting on the answers you and your allies take +1 forward.
- Who will notice it’s missing?
- What’s its most powerful defense?
- Who will come after it?
- Who else wants it?
Alchemist
Full DetailsReplaces: Brewer
When you have time to gather materials and a safe place to brew you can create three doses of any poison you’ve used before. Alternately you can describe the effects of a poison you’d like to create. The GM will tell you that you can create it, but with one or more caveats:
- It will only work under specific circumstances.
- The best you can manage is a weaker version.
- It’ll take a while to take effect.
- It’ll have obvious side effects.
Escape Route
Full DetailsWhen you’re in too deep and need a way out, name your escape route and
roll+DEX
On a 10+ you’re gone.
On a 7–9 you can stay or go, but if you go it costs you: leave something behind or take something with you, the GM will tell you what.
Disguise
Full DetailsWhen you have time and materials you can create a disguise that will fool anyone into thinking you’re another creature of about the same size and shape. Your actions can give you away but your appearance won’t.
Strong Arm, True Aim
Full DetailsYou can throw any melee weapon, using it to volley. A thrown melee weapon is gone; you can never choose to reduce ammo on a 7–9.
Race Moves
get these based on your character race.
Human
Full DetailsWhen you pray for guidance, even for a moment and ask “what here is evil?” the GM will tell you, honestly.
Basic Moves
you start with these moves
Quest
Full DetailsWhen you dedicate yourself to a mission through prayer and ritual cleansing, state what you set out to do:
- Slay , a great blight on the land.
- Defend from the iniquities that beset them
- Discover the truth of .
Then choose up to two boons:
- An unwavering sense of direction to .
- Invulnerability to (edged weapons, fire, enchantment, etc.)
- A mark of divine authority.
- Senses that pierce lies.
- A voice that transcends language.
- Freedom from hunger, thirst, and sleep.
The GM will then tell you what vow or vows is required of you to maintain your blessing:
- Honor (forbidden: cowardly tactics and tricks)
- Temperance (forbidden: gluttony in food, drink, and pleasure of the flesh)
- Piety (required: observance of daily holy services)
- Valor (forbidden: suffering an evil creature to live)
- Truth (forbidden: lies) • Hospitality (required: comfort to those in need, no matter who they are)
Lay On Hands
Full DetailsWhen you touch someone, skin to skin, and pray for their well-being,
roll+CHA
you heal 1d8 damage or remove one disease.
they are healed, but the damage or disease is transferred to you.
I Am The Law
Full DetailsWhen you give an NPC an order based on your divine authority
roll+Cha.
they choose one:
- Do what you say.
- Back away cautiously, then flee.
- Attack you.
you also take +1 forward against them.
they choose one:
- Do what you say.
- Back away cautiously, then flee.
- Attack you.
they do as they please and you take -1 forward against them.
Advanced Moves Level 2-5
when you gain a level between 2-5 choose from these moves.
Divine Favor
Full DetailsDedicate yourself to a deity (name a new one or choose one that’s already been established). You gain the commune and cast a spell cleric moves. When you select this move, treat yourself as a cleric of level 1 for using spells. Every time you gain a level thereafter, increase your effective cleric level by 1.
Bloody Aegis
Full DetailsWhen you take damage you can grit your teeth and accept the blow. If you do you take no damage but instead suffer a debility of your choice. If you already have all six debilities you can’t use this move.
Exterminatus
Full DetailsWhen you speak aloud your promise to defat an enemy,
- you deal +2d4 damage against that enemy and -4 damage against anyone else.
- This effect lasts until the enemy is defeated.
- If you fail to defeat the enemy or give up the fight, you can admit your failure, but the effect continues until you find a way to redeem yourself.
Setup Strike
Full DetailsWhen you Hack & Slash, choose an ally. Their next attack against your target does +1d4 damage.
Advanced Moves Level 6-10
when you gain a level between 6-10 choose from these moves or the 2-5 moves.
Evidence Of Faith
Full DetailsRequires: Divine Favor
When you see divine magic as it happens, you can ask the GM which deity granted the spell and its effects. Take +1 when acting on the answers.
Ever Onward
Full DetailsReplaces: Charge!
When you lead the charge into combat, those you lead take +1 forward and +2 armor forward.
Impervious Defender
Full DetailsReplaces: Staunch Defender
When you Defend you always get +1 hold, even on a 6-. When you get a 12+ to defend instead of getting hold the nearest attacking creature is stymied giving you a clear advantage, the GM will describe it.
Tandem Strike
Full DetailsReplaces: Setup Strike
When you Hack & Slash, choose an ally. Their next attack against your target does +1d4 damage and they take +1 forward against them.
Divine Authority
Full DetailsReplaces: Voice Of Authority
Take +1 to order hirelings. When you roll a 12+ the hireling transcends their moment of fear and doubt and carries out your order with particular effectiveness or efficiency.
Indomitable
Full DetailsWhen you suffer a debility (even through Bloody Aegis) take +1 forward against whatever caused it.
Race Moves
get these based on your character race.
Human
Full DetailsYour faith is diverse. Choose one wizard spell. You can cast and be granted that spell as if it was a cleric spell.
Dwarf
Full DetailsYou are one with stone. When you commune you are also granted a special version of Words of the Unspeaking as a rote which only works on stone.
Basic Moves
you start with these moves
Turn Undead
Full Detailsroll+Wis
When you hold your holy symbol aloft and call on your deity for protection
So long as you continue to pray and brandish your holy symbol, no undead may come within reach of you. You also momentarily daze intelligent undead and cause mindless undead to flee. Aggression breaks the effects and they are able to act as normal. Intelligent undead may still find ways to harry you from afar. They’re clever like that.
So long as you continue to pray and brandish your holy symbol, no undead may come within reach of you. Aggression breaks the effects and they are able to act as normal. Intelligent undead may still find ways to harry you from afar. They’re clever like that.
Diety
Full DetailsYou serve and worship some deity or power which grants you spells. Give your god a name (maybe Helferth, Sucellus, Zorica or Krugon the Bleak) and choose your deity’s domain
- Healing and Restoration
- Bloody Conquest
- Civilization
- Knowledge and Hidden Things
- The Downtrodden and Forgotten
Choose one precept of your religion:
- Your religion preaches the sanctity of suffering, add Petition: Suffering
- Your religion is cultish and insular, add Petition: Gaining Secrets
- Your religion has important sacrificial rites, add Petition: Offering
- Your religion believes in trial by combat, add Petition: Personal Victory
Divine Guidance
Full DetailsWhen you petition your deity according to the precept of your religion, you are granted some useful knowledge or boon related to your deity’s domain. The GM will tell you what.
Commune
Full DetailsWhen you spend uninterrupted time (an hour or so) in quiet communion with your deity, you:
- Lose any spells already granted to you.
- Are granted new spells of your choice whose total levels don’t exceed your own level+1, and none of which is a higher level than your own level.
- Prepare all of your rotes, which never count against your limit.
Cast a Spell
Full Details- roll+Wis
When you unleash a spell granted to you by your deity.
The spell is successfully cast and your deity does not revoke the spell, so you may cast it again.
The spell is cast, but choose one:
- You draw unwelcome attention or put yourself in a spot. The GM will tell you how.
- Your casting distances you from your deity—take -1 ongoing to cast a spell until the next time you commune.
- After you cast it, the spell is revoked by your deity. You cannot cast the spell again until you commune and have it granted to you. Note that maintaining spells with ongoing effects will sometimes cause a penalty to your roll to cast a spell.
Advanced Moves Level 2-5
when you gain a level between 2-5 choose from these moves.
The Scales Of Life And Death
Full DetailsWhen someone takes their last breath in your presence,
- they take +1 to the roll.
First Aid
Full DetailsCure Light Wounds is a rote for you, and therefore doesn’t count against your limit of granted spells.
Empower
Full DetailsWhen you cast a spell, on a 10+ you have the option of choosing from the 7–9 list. If you do, you may choose one of these effects as well:
- The spell’s effects are doubled
- The spell’s targets are doubled
Divine Intervention
Full DetailsWhen you Commune
- you get 1 hold and lose any hold you already had.
- Spend that hold when you or an ally takes damage to call on your deity.
- they intervene with an appropriate manifestation (a sudden gust of wind, a lucky slip, a burst of light) and negate the damage.
Penitent
Full DetailsWhen you take damage and embrace the pain, you may take +1d4 damage (ignoring armor). If you do...
- take +1 forward to cast a spell.
Orison For Guidance
Full DetailsWhen you sacrifice something of value to your deity and pray for guidance, your deity tells you what it would have you do. If you do it, mark experience
Devoted Healer
Full DetailsWhen you heal someone else of damage,
- add your level to the amount of damage healed.
Race Moves
get these based on your character race.
Elf
Full DetailsWhen you undertake a perilous journey through wilderness whatever job you take you succeed as if you rolled a 10+.
Basic Moves
you start with these moves
Hunt and Track
Full DetailsRoll+WIS
When you follow a trail of clues left behind by passing creatures.
you also choose 1:
- Gain a useful bit of information about your quarry
- the GM will tell you what Determine what caused the trail to end
you follow the creature’s trail until there’s a significant change in its direction or mode of travel.
Called Shot
Full DetailsRoll+DEX
When you attack a defenseless or surprised enemy at range, you can choose to deal your damage or name your target
- Head - They do nothing but stand and drool for a few moments plus your damage.
- Arms - They drop anything they’re holding plus your damage.
- Legs - They’re hobbled and slow moving plus your damage.
- Head - They do nothing but stand and drool for a few moments.
- Arms - They drop anything they’re holding.
- Legs - They’re hobbled and slow moving.
Animal Companion
Full DetailsYou have a supernatural connection with a loyal animal. You can’t talk to it per se but it always acts as you wish it to. Name your animal companion and choose a species
Wolf, cougar, bear, eagle, dog, hawk, cat, owl, pigeon, rat, mule
Command
Full DetailsWhen you work with your animal companion on something it’s trained in…
- …and you attack the same target, add its ferocity to your damage
- …and you track, add its cunning to your roll
- …and you take damage, add its armor to your armor
- …and you discern realities, add its cunning to your roll
- …and you parley, add its cunning to your roll
- …and someone interferes with you, add its instinct to their roll
Advanced Moves Level 2-5
when you gain a level between 2-5 choose from these moves.
Half-Elven
Full DetailsYou may take this move only if it is your first advancement.
Somewhere in your lineage lies mixed blood and it begins to show its presence. You gain the elf starting move if you took the human one at character creation or vice versa.
Viper's Strike
Full DetailsWhen you strike an enemy with two weapons at once, add an extra 1d4 damage for your off-hand strike.
Camouflage
Full DetailsWhen you keep still in natural surroundings, enemies never spot you until you make a movement.
Man's Best Friend
Full DetailsWhen you allow your animal companion to take a blow that was meant for you, the damage is negated and your animal companion's ferocity becomes 0. If its ferocity is already 0 you can't use this ability. When you have a few hours of rest with your animal companion its ferocity returns to normal.
Blot Out the Sun
Full DetailsWhen you volley you may spend extra ammo before rolling. For each point of ammo spent you may choose an extra target. Roll once and apply damage to all targets.
God Amidst the Wastes
Full DetailsDedicate yourself to a deity (name a new one or choose one that's already been established). You gain the commune and cast a spell cleric moves. When you select this move, treat yourself as a cleric of level 1 for using spells. Every time you gain a level thereafter, increase your effective cleric level by 1.
Follow Me
Full DetailsWhen you undertake a perilous journey you can take two roles. You make a separate roll for each.
Advanced Moves Level 6-10
when you gain a level between 6-10 choose from these moves or the 2-5 moves.
Wild Speech
Full DetailsReplaces: Wild Empathy
You can speak with and understand any non-magical, non-planar creature.
Hunter's Prey
Full DetailsReplaces: Familiar Prey
When you Spout Lore about a monster you use WIS instead of INT.
- On a 12+, in addition to the normal effects, you get to ask the GM any one question about the subject.
Viper's Fangs
Full DetailsReplaces: Viper's Strike
When you strike an enemy with two weapons at once, add an extra 1d8 damage for your off-hand strike.
Strider
Full DetailsReplaces: Follow Me
When you Undertake A Perilous Journey you can take two roles.
- Roll twice and use the better result for both roles.
A Safer Place
Full DetailsReplaces: A Safe Place
When you set the watch for the night, everyone takes +1 to Take Watch.
After a night in camp when you set the watch everyone takes +1 forward.
Observant
Full DetailsWhen you hunt and track, on a hit you may also ask one question about the creature you are tracking from the Discern Realities list for free.
Special Trick
Full DetailsChoose a move from another class. So long as you are working with your animal companion you have access to that move.
Unnatural Ally
Full DetailsYour animal companion is a monster, not an animal. Describe it. Give it +2 ferocity and +1 instinct, plus a new training.
Race Moves
get these based on your character race.
Basic Moves
you start with these moves
Burning Brand
Full DetailsWhen you conjure a weapon of pure flame,
roll+CON
You may treat your INT as your STR or DEX in regards to making attacks with this weapon. The weapon always begins with the fiery, touch, dangerous, and 3 uses tags. Each attack with the weapon consumes one use.
choose two of the following tags
- hand
- thrown, near
- +1 damage
- remove the dangerous tag
choose one.
- hand
- thrown, near
- +1 damage
- remove the dangerous tag
Fighting Fire with Fire
Full DetailsWhen you take damage, and that damage is odd (after armor) the flames within you come to your aid. Roll 1d4 and either add that many uses to your burning brand (if active), take that result forward to summon your burning brand, or reduce the damage by that amount, your choice.
Give Me Fuel, Give Me Fire
Full DetailsWhen you gaze intensely into someones eyes, you may ask their player “what fuels the flames of your desire?” they’ll answer with the truth, even if the character does not know or would otherwise keep this hidden.
Zuko Style
Full DetailsWhen you bend a flame to your will,
roll+WIS
It does as you command, taking the shape and movement you desire for as long as it has fuel on which to burn.
The effect is short-lived, lasting only a moment.
Hand Crafted
Full DetailsYou may use your hands in place of tools and fire to craft metal objects. Mundane weapons, armor and metal jewellery can all be formed from their raw components. You may unmake these things, as well, but to do so without time and safety might require that you Defy Danger first.
Advanced Moves Level 2-5
when you gain a level between 2-5 choose from these moves.
Lore Of Flame
Full DetailsWhen you stare into a source of fire, looking for answers,
roll+WIS
On a hit, the GM will tell you something new and interesting about the current situation.
The GM will give you good detail.
The GM will give you an impression. If you already know all there
Burns Twice As Bright
Full DetailsWhen you channel the flames of fate, you may treat a missed roll as a 7-9 or a 7-9 result as a 10+. This may be a roll you or another character has made. Tell the GM something you’ve lost; an emotion, a memory or some innate piece of your being.
- You may not use this move again until you’ve used Burns Half As Long.
Burns Half As Long
Full DetailsYou gain this move when you gain Burns Twice As Bright
When you sacrifice a victory to the flames of fate, treat any roll of 10+ as a miss.
This Killing Fire
Full DetailsAdd the following tags to your options for Burning Brand:
- messy
- forceful
- reach
- near
- far
Firebrand
Full DetailsWhen you introduce a new idea to an NPC,
roll+CHA
They believe the idea to be their own and take to it with fervour
Their passion fades after a day or two.
They respond negatively, speaking out against the idea
Ogdru Jahad
Full DetailsGain the Wizard move Ritual.
The GM will always tell you what you have to sacrifice to gain the effect you desire.
When you draw on a place of power to create a magical effect, tell the GM what you’re trying to achieve. Ritual effects are always possible, but the GM will give you one to four of the following conditions:
- It’s going to take days/weeks/months
- First you must ____
- You’ll need help from ____
- It will require a lot of money
- The best you can do is a lesser version, unreliable and limited
- You and your allies will risk danger from ____
- You’ll have to disenchant ____ to do it
Moth To The Flame
Full Detailsroll+WIS
When you tempt a weak mind with your inner fire,
- On a 10+ their will is suppressed, they’ll follow you and do as you desire, so long as nothing startles or surprises them.
- On a 7-9, the effect is only strong enough to distract or confuse them.
- On a miss, they become agitated and upset, your fire having sparked their hidden desires
Their will is suppressed, they’ll follow you and do as you desire, so long as nothing startles or surprises them.
The effect is only strong enough to distract or confuse them.
They become agitated and upset, your fire having sparked their hidden desires
Burning Bridges
Full DetailsWhen you would take your last breath, don’t. Instead, you may erase one of your Bonds.
This is permanent and lowers your total available Bonds forever. You are alive and have 1d6 hp. If you have no more Bonds, take your last breath as normal.
The Enkindler
Full Detailsroll+CHA
When you bolster the courage of others.
They shake off all fear and doubt, becoming brave in an instant.
This effect is fleeting, they realize its superficiality and resort to cowardice after a moment or two.
They’re cowed or terrified by your presence
Sick Burn
Full Detailsroll + CHA
When you insult an NPC.
You leave them no room to react, they bear your insult and the scorn of all who hear it.
You cross a line, they will have their revenge, someday.
You've gone too far, they blow up here and now.
Advanced Moves Level 6-10
when you gain a level between 6-10 choose from these moves or the 2-5 moves.
From Hell’s Heart
Full DetailsWhen you summon fire with any of your moves, you can replace it with the black fires of hell itself.
This fire does not burn with heat and ignores armor, scorching the soul itself.
Those creatures without souls cannot be harmed by this type of flame.
roll+CHA
When you fuse a willing person’s soul to yours.
This fusion, once performed, cannot be undone by mortal means.
On a hit you are bound together, able to sense each other at any distance, as well as sharing your emotional state.
On a 7-9, the connection is unstable and dangerous, when you take a debility, so do they (and vice versa).
On a miss, the branding is rejected and you both erase any Bonds you have to each other. You may write new Bonds with them at the End of Session as usual.
Fanning The Flames
Full DetailsRequires: Firebrand
You may apply the effects of your Firebrand move to a group of people - a dozen or so - all at once.
Watch The World Burn
Full Detailsroll+WIS
... and tell the GM what you’re sacrificing,
when you open a channel to the burning planes and call a firestorm,
The sky opens up and fire pours like rain from it within an area about equal to a small village. Everyone and everything in the area takes damage as appropriate.
You can extinguish the storm with a little effort.
The fires rage out of your control, spreading and gusting where they are carried by wind and weather.
Something cruel, intelligent and hungry comes with the storm.
Race Moves
get these based on your character race.
Outsider
Full DetailsYou may be elf, dwarf, halfling, or human, but you and your people are not from around here. At the beginning of each session, the GM will ask you something about your homeland, why you left, or what you left behind. If you answer them, mark XP.
Basic Moves
you start with these moves
Full Plate And Packing Steel
Full DetailsYou ignore the clumsy tag on armor you wear.
- Choose to start with this move, or Unencumbered, Unharmed.
Unencumbered, Unharmed
Full DetailsSo long as you are below your Load and neither wear armor nor carry a shield, take +1 armor.
- Choose this move, or Full PLate and Packing Steel to start with
The Upper Hand
Full DetailsYou take +1 ongoing to last breath rolls. When you take your last breath.
You passed your Last Breath roll.
7–9 you make an offer to Death in return for your life. If Death accepts he will return you to life. If not, you die.
What Are You Waiting For?
Full Detailsroll+Con
When you cry out a challenge to your enemies.
They treat you as the most obvious threat to be dealt with and ignore your companions, take +2 damage ongoing against them.
Only a few (the weakest or most foolhardy among them) fall prey to your taunting.
Herculean Appetites
Full DetailsOthers may content themselves with just a taste of wine, or dominion over a servant or two, but you want more. Choose two appetites. While pursuing one of your appetites if you would roll for a move, instead of rolling 2d6 you roll 1d6+1d8. If the d6 is the higher die of the pair, the GM will also introduce a complication or danger that comes about due to your heedless pursuits.
- Pure destruction
- Power over others
- Mortal pleasures
- Conquest
- Riches and property
- Fame and glory
Appetite For Destruction
Full DetailsTake a move from the Fighter, Bard, or Thief class list. You may not take multiclass moves from those classes.
Advanced Moves Level 2-5
when you gain a level between 2-5 choose from these moves.
My Love For You Is Like A Truck
Full DetailsWhen you perform a feat of strength, name someone present whom you have impressed and take +1 forward to parley with them.
What Is Best In Life
Full DetailsAt the end of a session, if during this session you have crushed your enemies, seen them driven before you, or have heard the lamentations of their kinfolk mark XP
Wide-Wanderer
Full DetailsYou’ve travelled the wide world over. When you arrive someplace ask the GM about any important traditions, rituals, and so on, they’ll tell you what you need to know.
Usurper
Full DetailsWhen you prove yourself superior to a person in power, take +1 forward with their followers, underlings, and hangers on.
Khan Of Khans
Full DetailsYour hirelings always accept the gratuitous fulfillment of one of your appetites as payment.
Samson
Full DetailsYou may take a debility to immediately break free of any physical or mental restraint.
Smash!
Full DetailsWhen you Hack & Slash, on a 12+ deal your damage and choose something physical your target has (a weapon, their position, a limb): they lose it.
Indestructible Hunger
Full DetailsWhen you take damage you can choose to take -1 ongoing until you sate one of your appetites instead of taking the damage. If you already have this penalty you cannot choose this option.
Eye For Weakness
Full DetailsWhen you Discern Realities add "What here is weak or vulnerable?" to the list of questions you can ask.
On The Move
Full DetailsWhen you defy a danger caused by movement (maybe falling off a narrow bridge or rushing past an armed guard) take +1.
Advanced Moves Level 6-10
when you gain a level between 6-10 choose from these moves or the 2-5 moves.
A Good Day To Die
Full DetailsAs long as you have less than your CON in current HP (or 1, whichever is higher) take +1 ongoing.
Kill ‘Em All
Full DetailsRequires: Appetite for Destruction
Take another move fromt he Fighter, Bard, or Thief class list. You may not take multiclass moves from those classes
War Cry
Full Detailsroll +CHA
When you enter the battle with a show of force.
both
- Your allies are rallied and take +1 forward.
- Your enemies feel fear and act accordingly (avoiding you, hiding, attacking with fear-driven abandon)
one or the other.
- Your allies are rallied and take +1 forward.
- Your enemies feel fear and act accordingly (avoiding you, hiding, attacking with fear-driven abandon)
Mark Of Might
Full DetailsWhen you take this move and spend some uninterrupted time reflecting on your past glories, you may mark yourself with a symbol of your power (a long braid tied with bells, ritual scars or tattoos, etc.) Any intelligent mortal creature who sees this symbol knows instinctively that you are a force to be reckoned with and treats you appropriately.
More! Always More!
Full DetailsWhen you satisfy an appetite to the extreme (destroying something unique and significant, gaining enormous fame, riches, power, etc.) you may choose to resolve it. Cross it off the list and mark XP. While you may pursue that appetite again, you no longer feel the burning desire you once did. In its place, choose a new appetite from the list or write your own
The One Who Knocks
Full DetailsWhen you Defy Danger, on a 12+ you turn the danger back on itself, the GM will describe how.
Healthy Distrust
Full DetailsWhenever the unclean magic wielded by mortal men causes you to Defy Danger, treat any result of 6- as a 7–9.
For The Blood God
Full Detailsroll+WIS
You are initiated in the old ways, the ways of sacrifice.
Choose something your gods (or the ancestor spirits, or your totem, etc) value—gold, blood, bones or the like.
When you sacrifice those things as per your rites and rituals,
- On a 10+ the GM will grant you insight into your current trouble or a boon to help you.
- On a 7-9 the sacrifice is not enough and your gods take of your flesh as well, but still grant you some insight or boon.
- On a miss, you earn the ire of the fickle spirits.
The GM will grant you insight into your current trouble or a boon to help you.
The sacrifice is not enough and your gods take of your flesh as well, but still grant you some insight or boon.
You earn the ire of the fickle spirits