Moves

Basic Moves

Bard Moves

Optional Moves

Starting Moves

Advanced Moves

Expert Moves

Fighter Moves

Optional Moves

Starting Moves

Advanced Moves

Expert Moves

Paladin Moves

Optional Moves

Starting Moves

Advanced Moves

Expert Moves

Ranger Moves

Optional Moves

Starting Moves

Advanced Moves

Expert Moves

Thief Moves

Optional Moves

Starting Moves

Advanced Moves

Expert Moves

A Little Help From My Friends

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

A Port in the Storm

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.

A Safe Place

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

A Safer 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.

Aid or Interfere

When you help or hinder someone you have a bond with, roll+Bond with them. On a 10+ they take +1 or -2, your choice. On a 7–9 you also expose yourself to danger, retribution, or cost.

Alchemist

When you have 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

An Ear For Magic

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.

Animal Companion

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 Choose a base:

  • Ferocity +2, Cunning +1, 1 Armor, Instinct +1
  • Ferocity +2, Cunning +2, 0 Armor, Instinct +1
  • Ferocity +1, Cunning +2, 1 Armor, Instinct +1
  • Ferocity +3, Cunning +1, 1 Armor, Instinct +2 Choose as many strengths as its ferocity: Fast, burly, huge, calm, adaptable, quick reflexes, tireless, camouflage, ferocious, intimidating, keen senses, stealthy Your animal companion is trained to fight humanoids. Choose as many additional trainings as its cunning: Hunt, search, scout, guard, fight monsters, perform, labor, travel Choose as many weaknesses as its instinct: Flighty, savage, slow, broken, frightening, forgetful, stubborn, lame

Arcane Art

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 Then roll+Cha. ✴On a 10+, the ally gets the selected effect. ✴On a 7-9, your spell still works, but you draw unwanted attention or your magic reverberates to other targets affecting them as well, GM’s choice.

Armor Mastery

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.

Armored (Fighter)

You ignore the clumsy tag on armor you wear.

Armored (Paladin)

You ignore the clumsy tag on armor you wear.

Armored Perfection (Fighter)

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.

Backstab

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. ✴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

Bamboozle

When you parley with someone, on a 7+ you also take +1 forward with them.

Bardic Lore

Choose an area of expertise:

  • 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.

Bend Bars, Lift Gates

When you use pure strength to destroy an inanimate obstacle, roll+Str. ✴On a 10+, choose 3. ✴On a 7-9 choose 2.

  • 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

Blacksmith

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.

Bloodthirsty

When you deal damage, deal +1d8 damage.

Bloody Aegis

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.

Blot Out the Sun

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.

Brewer

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.

Called Shot

When you attack a defenseless or surprised enemy at range, you can choose to deal your damage or name your target and roll+DEX.

  • Head ✴10+: As 7–9, plus your damage ✴7-9: They do nothing but stand and drool for a few moments.
  • Arms ✴10+: As 7-9, plus your damage ✴7-9: They drop anything they’re holding.
  • Legs ✴10+: As 7-9, plus your damage ✴7-9: They’re hobbled and slow moving.

Camouflage

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

Cautious

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

Charge!

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

Charming and Open

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?

Cheap Shot

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

Command

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

Con

When you parley with someone, on a 7+ you also take +1 forward with them and get to ask their player one question which they must answer truthfully.

Connections

When you put out word to the criminal underbelly about something you want or need, roll+CHA. ✴On a 10+, someone has it, just for you. ✴On a 7–9, you’ll have to settle for something close or it comes with strings attached, your call.

Defend

When you stand in defense of a person, item, or location under attack, roll+Con. On a 10+, hold 3. On a 7–9, hold 1. So 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.

Defy Danger

When you act despite an imminent threat or suffer a calamity, say how you deal with it and roll. If you do it:

  • …by powering through, +Str
  • …by getting out of the way or acting fast, +Dex
  • …by enduring, +Con
  • …with quick thinking, +Int
  • …through mental fortitude, +Wis
  • …using charm and social grace, +Cha On a 10+, you do what you set out to, the threat doesn’t come to bear. On a 7–9, you stumble, hesitate, or flinch: the GM will offer you a worse outcome, hard bargain, or ugly choice.

Devious

When you use charming and open you may also ask “How are you vulnerable to me?” Your subject may not ask this question of you.

Dirty Fighter

When using a precise or hand weapon, your backstab deals an extra +1d8 damage and all other attacks deal +1d4 damage.

Discern Realities

When you closely study a situation or person, roll+Wis. On a 10+ ask the GM 3 questions from the list below. On a 7–9 ask 1. 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?

Disguise

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.

Divine 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.

Divine Favor

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.

Divine Protection

You get +2 armor while on a quest.

Duelist’s Block

When you hack and slash, you take +2 armor forward.

Duelist’s Parry

When you hack and slash, you take +1 armor forward.

Dwarf

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

Eldritch Chord

When you use arcane art, you choose two effects. You also get to choose one of those effects to double.

Eldritch Tones

Your arcane art is strong, allowing you to choose two effects instead of one.

Elf (Bard)

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

Elf (Fighter)

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

Elf (Ranger)

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

Envenom

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.

Escape Route

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.

Evasion

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.

Ever Onward

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

Evidence of Faith

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.

Evil Eye

When you enter combat, roll+CHA. ✴On a 10+, hold 2. ✴On a 7-9, hold 1. Spend your hold to make eye contact with an NPC present, who freezes or flinches and can’t act until you break it off. ✴On a 6-, your enemies immediately identify you as their biggest threat.

Exterminatus

When you speak aloud your promise to defeat 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.

Extremely Cautious

When you 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.

Eye for Weaponry

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

Familiar Prey

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

Flexible Morals

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

Follow Me

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

God Amidst the Wastes

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.

Hack and Slash

When you attack an enemy in melee, roll+Str. On a 10+ 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. On a 7–9, you deal your damage to the enemy and the enemy makes an attack against you.

Half-Elven

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.

Halfling (Fighter)

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

Halfling (Thief)

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

Healing Chorus

When you heal with arcane art, you heal +2d8 damage.

Healing Song

When you heal with arcane art, you heal +1d8 damage.

Heirloom

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, roll+CHA. ✴On a 10+, the GM will give you good detail. ✴On a 7-9, the GM will give you an impression.

Heist

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?

Holy Protection

You get +1 armor while on a quest.

Holy Smite

While on a quest you deal +1d8 damage.

Hospitaller

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

Human (Bard)

When you first enter a civilized settlement someone who respects the custom of hospitality to minstrels will take you in as their guest.

Human (Fighter)

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

Human (Paladin)

When you pray for guidance, even for a moment, and ask, “What here is evil?” the GM will tell you, honestly.

Human (Ranger)

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

Human (Thief)

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

Hunt and Track (Wis)

When you follow a trail of clues left behind by passing creatures, roll+WIS. ✴On a 7+, you follow the creature’s trail until there’s a significant change in its direction or mode of travel. ✴On a 10+, 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

Hunter’s 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.

I Am the Law

When you give an NPC an order based on your divine authority, roll+Cha. ✴On a 7+, they choose one:

  • Do what you say
  • Back away cautiously, then flee
  • Attack you ✴On a 10+, you also take +1 forward against them. ✴On a miss, they do as they please and you take -1 forward against them.

Impervious 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.

Improved Weapon

Choose one extra enhancement for your signature weapon.

Indomitable

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

Interrogator

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

Iron Hide

You gain +1 armor.

It Goes To Eleven

When you unleash a crazed performance (a righteous lute solo or mighty brass blast, maybe) choose a target who can hear you and roll+Cha. ✴On a 10+ the target attacks their nearest ally in range. ✴On a 7–9 they attack their nearest ally, but you also draw their attention and ire.

Lay on Hands (Cha)

When you touch someone, skin to skin, and pray for their well-being, roll+CHA. ✴On a 10+ you heal 1d8 damage or remove one disease. ✴On a 7–9, they are healed, but the damage or disease is transferred to you.

Man’s Best Friend

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.

Merciless

When you deal damage, deal +1d4 damage.

Metal Hurlant

When you shout with great force or play a shattering note choose a target and roll+Con. ✴On a 10+ the target takes 1d10 damage and is deafened for a few minutes. ✴On a 7–9 you still damage your target, but it’s out of control: the GM will choose an additional target nearby.

Multiclass Dabbler (Bard)

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

Multiclass Dabbler (Fighter)

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

Multiclass Initiate (Bard)

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

Multiclass Initiate (Fighter)

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

Multiclass Master

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

Observant

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.

Parley

When you have leverage on a GM character and manipulate them, roll+Cha. Leverage is something they need or want. On a hit they ask you for something and do it if you make them a promise first. On a 7–9, they need some concrete assurance of your promise, right now.

Perfect Hospitaller

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

Perfect Knight

When you quest you choose three boons instead of two.

Poison Master

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

Poisoner

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.

Quest

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 _____ (e.g., edged weapons, fire, enchantment, etc.)
  • A mark of divine authority
  • Senses that pierce lies
  • A voice that transcends language
  • A 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)

Reputation

When you first meet someone who’s heard songs about you, roll+Cha. ✴On a 10+, tell the GM two things they’ve heard about you. ✴On a 7-9, tell the GM one thing they’ve heard, and the GM tells you one thing.

Scent of Blood

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

Seeing Red

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

Serious Underdog

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

Setup Strike

When you hack and slash, choose an ally. Their next attack against your target does +1d4 damage.

Shoot First

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

Signature Weapon

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

Smaug’s Belly

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

Smite

While on a quest you deal +1d4 damage.

Special Trick

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

Spout Lore

When you consult your accumulated knowledge about something, roll+Int. On a 10+ the GM will tell you something interesting and useful about the subject relevant to your situation. On a 7–9 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.

Staunch Defender

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

Steel Hide

You gain +2 armor.

Strider

When you undertake a perilous journey you can take two roles. Roll twice and use the better result for both roles.

Strong Arm, True Aim

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.

Superior Warrior

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

Tandem Strike

When you hack and slash, choose an ally. Their next attack against your target does +1d4 damage and they take +1 forward against them.

Taste of Blood

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

Through Death’s Eyes

When you go into battle, roll+WIS. ✴On a 10+, name someone who will live and someone who will die. ✴On a 7-9, 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. ✴On a 6- you see your own death and consequently take -1 ongoing throughout the battle.

Trap Expert

When you spend a moment to survey a dangerous area, roll+DEX. ✴On a 10+, hold 3. ✴On a 7–9, hold 1. 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?

Tricks of the Trade

When you pick locks or pockets or disable traps, roll+DEX. ✴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.

Underdog

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

Unforgettable Face

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

Unnatural Ally

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

Vicious Blast

When you grant bonus damage with arcane art, you grant an extra +2d4 damage.

Vicious Cacophony

When you grant bonus damage with arcane art, you grant an extra +1d4 damage.

Viper’s Fangs

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

Viper’s Strike

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

Voice of Authority

Take +1 to order hirelings.

Volley

When you take aim and shoot at an enemy at range, roll+Dex. On a 10+ you have a clear shot—deal your damage. On a 7–9, choose one (whichever you choose you deal your damage):

  • You have to move to get the shot placing you in danger of the GM’s choice
  • You have to take what you can get: -1d6 damage
  • You have to take several shots, reducing your ammo by one.

Wealth and Taste

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.

Well-Trained

Choose another training for your animal companion.

Wild Empathy

You can speak with and understand animals.

Wild Speech

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