Moves
A Move is a reusable procedure with a trigger in play. Worlds add Moves to make recurring genre behavior mechanically distinct without rewriting core resolution.
StoryRig Core ships with four universal Moves.
Take a Risk
Use the basic 2d6 procedure when an action is uncertain and failure would matter. The rating comes from the approach.
Read the Situation
When you study a charged situation and the answer is not already obvious, describe how you read it and use the rating that matches that approach. On a strong hit, ask several useful questions; on a mixed hit, ask one. A setback still reveals something useful while the situation complicates. Obvious information is never hidden behind this Move.
Influence Under Pressure
When another person has a real reason to resist what you want, describe the leverage or pressure you apply and use the rating that matches that approach. The Move can change terms, leverage, commitments, and behavior. It does not control another person's private thoughts, feelings, consent, or core values by magic.
Help or Set Up
Describe how you help. If it is safe and straightforward, it works. If helping exposes you to risk, roll. Effective help usually improves Position or Effect instead of adding a numerical bonus.
Signature and world Moves
Archetypes may add a Signature Move, and a world can add Moves for recurring genre procedures such as feeding as a vampire, piloting a mech, conducting a séance, or invoking a family oath.
A useful Move starts from something characters do and produces outcomes that belong to the genre. It should not prescribe the player's method.
A Move is not a button the player must press before the GM accepts an action. If you describe something that triggers a Move, use it. If no Move applies but the action still warrants a roll, Take a Risk covers the gap.