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.

Basic Moves

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.

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
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.

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
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.

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?
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.

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.

Special Moves

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.

Full Details

When 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
Full Details

When 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.

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.

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.

Full Details

When 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.

Full Details

When 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.
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).

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.

Full Details

When 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.

Full Details

When 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.

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.
Full Details

When 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.

The Fighter Moves

Race Moves

get these based on your character race.
Full Details

When you share a drink with someone, you may parley with them using CON instead of CHA.

Full Details

Choose one weapon—you can always treat weapons of that type as if they had the precise tag.

Full Details

When you defy danger and use your small size to your advantage, take +1.

Full Details

Once per battle you may reroll a single damage roll (yours or someone else’s).

Basic Moves

you start with these moves
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
Full Details

You ignore the clumsy tag on armor you wear.

Full Details

This 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.
Full Details

When you deal damage, deal +1d4 damage.

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.

Full Details

When 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.

Full Details

Choose one extra enhancement for your signature weapon.

Full Details

When you discern realities during combat, you take +1.

Full Details

When you parley using threats of impending violence as leverage, you may use STR instead of CHA.

Full Details

When you hack and slash an enemy, your next attack against that same foe deals +1d4 damage.

Full Details

Get one move from another class. Treat your level as one lower for choosing the move.

Full Details

You gain +1 armor.

Full Details

When 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.
Full Details

Replaces: Merciless

When you deal damage, deal +1d8 damage.

Full Details

Replaces: 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.

Full Details

Requires: 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.

Full Details

Replaces: Scent of Blood

When you hack and slash an enemy, your next attack against that same foe deals +1d8 damage.

Full Details

Requires: Multiclass Dabbler

Get one move from another class. Treat your level as one lower for choosing the move.

Full Details

Replaces: Iron Hide

You gain +2 armor.

Full Details

roll+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.

Full Details

When you look over an enemy’s weaponry, ask the GM how much damage they do.

Full Details

When you hack and slash on a 12+ you deal your damage, avoid their attack, and impress, dismay, or frighten your enemy.

The Druid Moves

Race Moves

get these based on your character race.
Full Details

The sap of the elder trees flows within you. In addition to any other attunements, the Great Forest is always considered your land.

Full Details

As 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.

Full Details

You 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
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.

Full Details

You 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.

Full Details

You don't need to eat or drink. If a move tells you to mark off a ration just ignore it.

Full Details

The 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.

Full Details

When 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.
Full Details

Choose one move from the ranger class list.

Full Details

When you are in an appropriate animal form (something dangerous) increase your damage to d8.

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.

Full Details

So long as your feet touch the ground you have +1 armor.

Full Details

When 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.

Full Details

When you take damage while shapeshifted you may choose to revert to your natural form to negate the damage.

Full Details

You 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.

Full Details

When 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.

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.

Full Details

When 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.
Full Details

When you shapeshift, roll 1d4 and add that total to your hold.

Full Details

You 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 

Full Details

Replaces: Red Of Tooth And Claw

When you are in an appropriate animal form (something dangerous) increase your damage to d10.

Full Details

When 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.

Full Details

When 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.

Full Details

Requires: 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.

Full Details

Requires: Formcrafter

You may choose one...

  • increase your armor by 1
  • deal an additional +1d4 damage

while in an animal form. Choose when you Shapeshift

Full Details

Whenever the unclean magic wielded by mortal men causes you to Defy Danger, treat any result of 6- as a 7–9.

Full Details

When 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.

Full Details

Choose one move from the ranger class list.

The Bard Moves

Race Moves

get these based on your character race.
Full Details

When you enter an important location (your call) you can ask the GM for one fact from the history of that location.

Full Details

When 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
Full Details

roll+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.

Full Details

Choose 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.

Full Details

When 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?
Full Details

When 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.
Full Details

When you heal with Arcane Art

  • heal +1d8 damage
Full Details

When you grant bonus damage with Arcane Art,

  • grant an extra +1d4 damage.
Full Details

When 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.

Full Details

When 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.

Full Details

When you successfully aid someone you take +1 forward as well.

Full Details

Your Arcane Art is strong, allowing you to choose two effects instead of one.

Full Details

When you Hack & Slash,

  • take +1 armor forward.
Full Details

When 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

Full Details

Get one move from another class. Treat your level as one lower for choosing the move.

Full Details

Get 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.
Full Details

Replaces: Healing Song

When you heal with Arcane Art, you heal +2d8 damage.

Full Details

Replaces: Vicious Cacophony

When you grant bonus damage with Arcane Art, you grant an extra +2d4 damage

Full Details

When you meet someone you’ve met before (your call) after some time apart you take +1 forward against them.

Full Details

When 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.

Full Details

Replaces: Eldritch Tones

When you use Arcane Art,

  • you choose two effects.
  • You also get to choose one of those effects to double.
Full Details

When 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.

Full Details

When you use Charming & Open you may also ask “How are you vulnerable to me?” Your subject may not ask this question of you.

Full Details

Replaces: Duelist’s Parry

When you Hack & Slash, you take +2 armor forward.

Full Details

Replaces: 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.

Full Details

Get a move from another class. Treat your level as one lower for choosing the move.

The Wizard Moves

Race Moves

get these based on your character race.
Full Details

Magic is as natural as breath to you. Detect Magic is a cantrip for you.

Full Details

Choose one cleric spell. You can cast it as if it was a wizard spell.

Basic Moves

you start with these moves
Full Details

You 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.

Full Details

When 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.
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.
Full Details

You 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.

Full Details

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

 

Advanced Moves Level 2-5

when you gain a level between 2-5 choose from these moves.
Full Details

Choose a spell. You prepare that spell as if it were one level lower.

Full Details

When 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
Full Details

When you spout lore about something no one else has any clue about, take +1.

Full Details

When 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.

Full Details

Add a new spell from the spell list of any class to your spellbook.

Full Details

When you have time and safety with a magic item you may ask the GM what it does, the GM will answer you truthfully.

Full Details

When you use strict deduction to analyze your surroundings, you can discern realities with INT instead of WIS.

Full Details

As long as you have at least one prepared spell of first level or higher, you have +2 armor.

Full Details

roll+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.

Full Details

When 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.
Full Details

Requires: Prodigy

Choose one spell in addition to the one you picked for Prodigy. You prepare that spell as if it were one level lower.

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
Full Details

Requires: 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.

Full Details

Replaces: 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.
Full Details

When 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.

Full Details

Replaces: Arcane Ward

As long as you have at least one prepared spell of first level or higher, you have +4 armor.

Full Details

Requires: 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
Full Details

When 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.

Full Details

When 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.

Full Details

When 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.

The Thief Moves

Race Moves

get these based on your character race.
Full Details

When you attack with a ranged weapon, deal +2 damage.

Full Details

You are a professional. When you spout lore or discern realities about criminal activities, take +1.

Basic Moves

you start with these moves
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.

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.

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
Full Details

When someone tries to detect your alignment you can tell them any alignment you like.

Full Details

You'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.
Full Details

When using a precise or hand weapon, your backstab deals an extra +1d6 damage.

Full Details

When you use trap expert you always get +1 hold, even on a 6-.

Full Details

When 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.

Full Details

You’re never caught by surprise. When an enemy would get the drop on you, you get to act first instead.

Full Details

After you’ve used a poison once it’s no longer dangerous for you to use.

Full Details

You 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.

Full Details

When 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.

Full Details

When you’re outnumbered, you have +1 armor.

 

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.
Full Details

Replaces: Cheap Shot

When using a precise or hand weapon,

  • your Backstab deals an extra +1d8 damage
  • all other attacks deal +1d4 damage.
Full Details

Replaces: 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.
Full Details

Replaces: Underdog

You have +1 armor. When you’re outnumbered, you have +2 armor instead.

Full Details

When 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.
Full Details

When 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?
Full Details

Replaces: 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.
Full Details

When 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.

Full Details

When 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.

Full Details

You 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.

The Paladin Moves

Race Moves

get these based on your character race.
Full Details

When 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
Full Details

When 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)
Full Details

When 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.

Full Details

When 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.

Full Details

You ignore the clumsy tag on armor you wear.

Advanced Moves Level 2-5

when you gain a level between 2-5 choose from these moves.
Full Details

Dedicate 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.

Full Details

When 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.

Full Details

While on a Quest you deal +1d4 damage.

Full Details

You get +1 armor while on a Quest.

Full Details

Take +1 to order hirelings.

Full Details

When you heal an ally, you heal +1d8 damage.

Full Details

When 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.
Full Details

When you lead the charge into combat, those you lead take +1 forward.

Full Details

When you Defend you always get +1 hold, even on a 6-.

Full Details

When 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.
Full Details

Requires: 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.

Full Details

Replaces: Smite

While on a Quest you deal +1d8 damage.

Full Details

Replaces: Charge!

When you lead the charge into combat, those you lead take +1 forward and +2 armor forward.

Full Details

Replaces: 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.

Full Details

When you Quest you choose three boons instead of two.

Full Details

Replaces: 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.

Full Details

Replaces: Holy Protection

You get +2 armor while on a Quest.

Full Details

Replaces: 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.

Full Details

Replaces: Hospitaller

When you heal an ally, you heal +2d8 damage.

Full Details

When you suffer a debility (even through Bloody Aegis) take +1 forward against whatever caused it.

The Cleric Moves

Race Moves

get these based on your character race.
Full Details

Your faith is diverse. Choose one wizard spell. You can cast and be granted that spell as if it was a cleric spell.

Full Details

You 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
Full Details

roll+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.

Full Details

You 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
Full Details

When 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.

Full Details

When 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.
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.
Full Details

Choose one spell. You are granted that spell as if it was one level lower

Full Details

When you heal someone they take +2 forward to their damage.

Full Details

When someone takes their last breath in your presence,

  • they take +1 to the roll.
Full Details

When you cast a spell you ignore the first -1 penalty from ongoing spells.

Full Details

Cure Light Wounds is a rote for you, and therefore doesn’t count against your limit of granted spells.

Full Details

When 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
Full Details

When 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.
Full Details

When you take damage and embrace the pain, you may take +1d4 damage (ignoring armor). If you do...

  • take +1 forward to cast a spell.
Full Details

When 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

Full Details

When you wear no armor or shield you

  • get 2 armor.
Full Details

When you heal someone else of damage,

  • add your level to the amount of damage healed.

The Ranger Moves

Race Moves

get these based on your character race.
Full Details

When you undertake a perilous journey through wilderness whatever job you take you succeed as if you rolled a 10+.

Full Details

When you make camp in a dungeon or city, you don’t need to consume a ration.

Basic Moves

you start with these moves
Full Details

Roll+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.

Full Details

Roll+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.
Full Details

You 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

 

 

Full Details

When 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.
Full Details

You 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.

Full Details

You can speak with and understand animals.

Full Details

When you spout lore about a monster you use WIS instead of INT.

Full Details

When you strike an enemy with two weapons at once, add an extra 1d4 damage for your off-hand strike.

Full Details

When you keep still in natural surroundings, enemies never spot you until you make a movement.

Full Details

When 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.

Full Details

When 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.

Full Details

Choose another training for your animal companion.

Full Details

Dedicate 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.

Full Details

When you undertake a perilous journey you can take two roles. You make a separate roll for each.

Full Details

When you set the watch for the night, everyone takes +1 to take watch.

Advanced Moves Level 6-10

when you gain a level between 6-10 choose from these moves or the 2-5 moves.
Full Details

Replaces: Wild Empathy

You can speak with and understand any non-magical, non-planar creature.

Full Details

Replaces: 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.
Full Details

Replaces: Viper's Strike

When you strike an enemy with two weapons at once, add an extra 1d8 damage for your off-hand strike.

Full Details

When you know your target's weakest point your arrows have 2 piercing.

Full Details

Replaces: Follow Me

When you Undertake A Perilous Journey you can take two roles.

  • Roll twice and use the better result for both roles.
Full Details

Replaces: 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.

Full Details

When 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.

Full Details

Choose a move from another class. So long as you are working with your animal companion you have access to that move.

Full Details

Your animal companion is a monster, not an animal. Describe it. Give it +2 ferocity and +1 instinct, plus a new training.

The Immolator Moves

Race Moves

get these based on your character race.
Full Details

When you Make Camp next to a large, open flame, regain all of your HP.

Full Details

Non-magical heat and fire cannot harm you.

Basic Moves

you start with these moves
Full Details

When 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
Full Details

When 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.

Full Details

When 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.

Full Details

When 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.

Full Details

You 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.
Full Details

When 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 

Full Details

When 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.
Full Details

You 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.

Full Details

Add the following tags to your options for Burning Brand:

  • messy
  • forceful
  • reach
  • near
  • far
Full Details

When 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

Full Details

Gain 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
Full Details

roll+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

Full Details

When 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.

Full Details

roll+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

Full Details

roll + 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.
Full Details

When 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.

Full Details

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.

Full Details

Requires: Firebrand

You may apply the effects of your Firebrand move to a group of people - a dozen or so - all at once.

Full Details

roll+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.

The Barbarian Moves

Race Moves

get these based on your character race.
Full Details

You 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 Details

You ignore the clumsy tag on armor you wear.

  • Choose to start with this move, or Unencumbered, Unharmed. 
Full Details

So 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 
Full Details

You 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.

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roll+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.

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Others 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
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Take 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.
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While you wield a weapon it gains the forceful and messy tags.

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Choose an additional appetite.

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When you perform a feat of strength, name someone present whom you have impressed and take +1 forward to parley with them.

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At 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

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You’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.

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When you prove yourself superior to a person in power, take +1 forward with their followers, underlings, and hangers on.

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Your hirelings always accept the gratuitous fulfillment of one of your appetites as payment.

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You may take a debility to immediately break free of any physical or mental restraint.

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When 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.

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When 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.

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When you Discern Realities add "What here is weak or vulnerable?" to the list of questions you can ask.

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When 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.
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As long as you have less than your CON in current HP (or 1, whichever is higher) take +1 ongoing.

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Requires: Appetite for Destruction

Take another move fromt he Fighter, Bard, or Thief class list. You may not take multiclass moves from those classes

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roll +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)
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When 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.

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When 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

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When you Defy Danger, on a 12+ you turn the danger back on itself, the GM will describe how.

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Whenever the unclean magic wielded by mortal men causes you to Defy Danger, treat any result of 6- as a 7–9.

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roll+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