Basic Moves
Note that basic moves have advanced versions, as indicated in their descriptions. You can take these advanced moves when you advance in level.
Read A Person[ +- ] Details
Read A Person
When you read a person while interacting with them, roll+Canny. On a 10+, ask two. On a 7-9, ask one. The GM (or the player, if used against another PC) answers truthfully.
● What are you not telling me?
● What are you really feeling?
● What do you intend to do about ___?
● What do you want me to do?
● How could I get you to ___?
❑ Advanced: On a 12 +, ask any two questions, not limited to the list.
Check Out The Scene[ +- ] Details
Check Out The Scene
When you take a moment to check out the scene, roll+Canny. On a 10+, ask two. On a 7-9, ask one. The GM answers truthfully. Take +1 ongoing to act on the answers.
● What's happened here recently?
● What should I be on the lookout for?
● What's the best way to ___?
● What am I missing here?
● What's my greatest opportunity here?
● What here can I use to ___?
❑ Advanced: On a 12 +, ask any two questions, not limited to the list.
Act Under Pressure[ +- ] Details
Act Under Pressure
When you act fast or smart under pressure, roll+Cool. On a 10+, you pull it off without a hitch. On a 7–9, it's going to cost you - the GM will offer you a worse outcome or a hard choice.
❑ Advanced: On a 12+, whatever you were trying to do, you don't only overcome it, you transcend it.
Trust Your Feelings[ +- ] Details
Trust Your Feelings
When you trust your feelings and what they're trying telling you, roll+Deep. On a hit, you gain new insight into your current situation and take +1 forward to act on it. On a 10+, the information is clear and decisive. On a 7-9, it's vague and foreboding.
❑ Advanced: On a 12+, you see things for what they truly are. The GM will tell you exactly what's going on and how you can best deal with it.
Draw On Your Training[ +- ] Details
Draw On Your Training
When you draw on your training to overcome an obstacle, extend your senses, or create an effect, roll+Deep. On a hit, you do it. On a 7-9, it costs you or it's imperfect or compromised.
❑ Advanced: On a 12+, you do it and then some; make an important discovery or take hold of something secure.
Defend[ +- ] Details
Defend
When you stand in defence of a person, place or thing, roll+Rugged. On a hit, you protect it from harm, suffering in its place. On a 10+, choose two. On a 7-9, choose one.
● You suffer little harm
● You inflict harm on your attackers
● You see what you're defending to safety
● Your efforts inspire or frighten others
❑ Advanced: On a 12+, choose all four, then double the effect of one.
Go In Blazing[ +- ] Details
Go In Blazing
When you go in blazing against a threat, roll+Rugged. On a hit, inflict harm and suffer harm in return. On a 10+, choose two. On a 7-9, choose one.
● You inflict terrible harm
● You don't suffer harm in return
● Expose or create a weakness
● Take something from your opposition
❑ Advanced: On a 12+, choose all four.
Apply Leverage[ +- ] Details
Apply Leverage
When you apply leverage (whether political, financial, physical, or sexual) on someone to get them to do what you want, roll+Suave.
● For NPC's: On a 10+, they'll do it for little to no cost. On a 7-9, they'll do it, but only after you agree to something big and/or provide concrete assurances.
● For PC's: On a hit, they mark experience if they do what you want. On a 10+, they must offer you something else of value if they refuse you.
❑ Advanced
● Against NPC's: On a 12+, they will do what you want and help you see it to its end.
● Against PC's: On a 12+, they must do what you're asking.
Help or Interfere[ +- ] Details
Help or Interfere
When you help or interfere after a PC has rolled, roll+the number of bonds you have with them. On a hit, they take +1 (if you're helping) or -2 (if you're interfering) to their roll. On a 7–9, you expose yourself to fire, danger, retribution or cost.
❑ Advanced: On a 12+, apply the +1 or -2, then increase or decrease their roll to the next tier (6- to a 7-9, 10+ to a 12+, etc.).