Player's Handbook · Chapter 4
Or Fall For Anything.
.04 Basic Moves
Overview
- This chapter holds the moves available to all characters, in two categories:
basic (fights, negotiations, dangerous areas) and special (rarer, more specific
situations — leveling, journeys, returning to town). - All PCs have all basic and special moves, plus moves from their class.
- Each move is presented with its name, then its rules; some include discussion and
play examples.
Basic Moves
Hack and Slash
- When you attack an enemy in melee, roll+Str.
- 10+: Deal your damage and avoid their attack. At your option, do +1d6 damage
but expose yourself to the enemy's attack. - 7–9: Deal your damage and the enemy makes an attack against you.
- 10+: Deal your damage and avoid their attack. At your option, do +1d6 damage
- For attacking a prepared enemy. If the enemy isn't prepared (unaware, restrained,
helpless), it's not hack and slash — you just deal your damage or murder them outright. - The counterattack can be any GM move made directly with that creature.
- An "attack" is any action with a chance of causing physical harm. Attacking a dragon's
inch-thick magical scales with a typical sword isn't an attack — no harm possible —
unless circumstances make it one (e.g., the soft underbelly). - If the trigger could reasonably hurt multiple targets, roll once and apply damage to
each (each gets their armor). - Attacks may have additional effects per the trigger, circumstances, or weapons —
knocking down, restraining, splatter.
Volley
- When you take aim and shoot at an enemy at range, roll+Dex.
- 10+: Clear shot — deal your damage.
- 7–9: Choose one (dealing your damage either way):
- Move to get the shot, placing you in danger as described by the GM
- Take what you can get: -1d6 damage
- Take several shots: reduce your ammo by one
- Covers drawing, aiming, firing/throwing. Ranged advantage: less likely to be attacked
back; cost: ammunition and clear shots. - On a 7–9, read "danger" broadly — bad footing, ending in a sword's path, losing your
sniper nest. It's impending and prompts "What do you do?" — often forcing defy danger. - Thrown weapons without ammo: can't choose the ammo option; pick from the other two.
Defy Danger
- When you act despite an imminent threat or suffer a calamity, say how you deal with
it and roll:- Powering through: +Str
- Getting out of the way / acting fast: +Dex
- Enduring: +Con
- Quick thinking: +Int
- Mental fortitude: +Wis
- Charm and social grace: +Cha
- 10+: You do what you set out to; the threat doesn't come to bear.
- 7–9: You stumble, hesitate, or flinch — the GM offers a worse outcome, hard
bargain, or ugly choice.
- The catch-all move: for when you clearly should roll but no other move applies. Also
applies when making another move despite danger not covered by that move (hack and
slash assumes trading blows; wall spikes are a different danger). - Danger = anything requiring resilience, concentration, or poise. Usually called for by
the GM, who tells you what the danger is. - The stat depends on your action, and the action must actually trigger the move —
you can't charm an icy floor. A leap over the ice is Str; careful footing is Dex.
Defend
- When you stand in defense of a person, item, or location under attack, roll+Con.
- 10+: hold 3. 7–9: hold 1.
- As long as you stand in defense, when you or the thing you defend is attacked, spend
hold 1-for-1 to choose:- Redirect the attack from the thing you defend to yourself
- Halve the attack's effect or damage
- Open up the attacker to an ally: that ally gets +1 forward against the attacker
- Deal damage to the attacker equal to your level
- Defending = standing nearby and focusing on preventing attacks. Leave or stop paying
attention → you lose any hold. - Hold is only spent when someone attacks you or the defended thing. Options depend on
the attacker and attack type — you can't deal damage to an attacker you can't reach. - An attack is any interferable action with harmful effects: swords, arrows, spells,
grabs, charges. - Non-damage attacks: "halving" means the attacker gets some of what they want, not all —
work it out with the GM; if you can't agree, you can't choose that option. - Defending yourself is an option — it amounts to giving up attacking to stay safe.
Spout Lore
- When you consult your accumulated knowledge about something, roll+Int.
- 10+: the GM tells you something interesting and useful about the subject,
relevant to your situation. - 7–9: the GM tells you something interesting — making it useful is on you.
- The GM may ask "How do you know this?" — tell the truth, now.
- 10+: the GM tells you something interesting and useful about the subject,
- Any time you search your memory for knowledge or facts. Like consulting a bestiary,
travel guide, or library — you get facts; 10+ shows how they're immediately useful. - On a miss, the GM's move often involves the time spent thinking (missing the goblin
behind you, the tripwire) or reveals an unwelcome truth. - The answers are always true, even if the GM made them up on the spot.
Discern Realities
- When you closely study a situation or person, roll+Wis.
- 10+: ask the GM 3 questions. 7–9: ask 1.
- Either way, take +1 forward when acting on the answers.
- Questions (ask from the list):
- 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?
- Requires closely observing the target — interacting with it or watching someone
else do so. Not a head-stick-in-the-door scan: look under and around things, tap walls,
check for weird dust. - It's about the bigger picture, not one detail — e.g., why the kobold mage stays at
the far end of the hall (he's pulling energy from the room behind him). - Answers are always honest — even if the GM figures them out on the spot — and once
given, set in stone. Use it to find the truth behind illusions. - Only list questions unless a move says otherwise; a non-list question gets a retry or
an equivalent list question. "Nothing, sorry" is a valid answer.
Parley
- When you have leverage on a GM character and manipulate them, roll+Cha. Leverage is
something they need or want.- 10+: they do what you ask if you first promise what they ask of you.
- 7–9: they'll do it, but need some concrete assurance of your promise, right now.
- Covers intimidation, diplomacy, anything holding a promise or threat over someone.
Tone doesn't matter; leverage can be nasty or nice. - Merely asking politely isn't parley — that's just talking. You need leverage: something
that could lure them (a sack of gold, or a punch in the face). - What counts depends on the people and the request — death threats work on a lone goblin;
a goblin with his gang may prefer to fight. - On a 7+, they ask for something related to your leverage (release, a favor, etc.).
10+ = a clear, unambiguous promise suffices; 7–9 = they need assurance now (the
fresh wolf pelt, before they act). - You don't actually have to keep your promise — but oath-breakers don't get dealt with
kindly in the future. - You may offer a promise ("flee and I'll let you live"); the target decides whether
that's the promise they want or names another.
Aid or Interfere
- When you help or hinder someone, roll+bond with them.
- 10+: they take +1 or -2 to their roll, your choice.
- 7–9: they still get the modifier, but you also expose yourself to danger,
retribution, or cost.
- When two players should roll against each other, the defender interferes with the
attacker — sabotage, arguing against a parley, being shifty and hard to discern. It's
getting in the way of another player's success. - Always ask how they're aiding/interfering — if they can answer, the move triggers.
The GM may need to point out interference players don't notice. - Aid: if the player can explain how they help and it makes sense, let them roll.
- Multiple aiders/interferers: the target gets +1 or -2 only once, no matter how many
people pile on.
Special Moves
Last Breath
- When you're dying you catch a glimpse of what lies beyond the Black Gates of Death's
Kingdom (the GM describes it). Then roll — just roll, +nothing (Death doesn't care
how tough or cool you are).- 10+: You've cheated death — a bad spot, but alive.
- 7–9: Death offers a bargain. Take it and stabilize, or refuse and pass
beyond the Black Gates. - 6-: Your fate is sealed — marked as Death's own; the GM tells you when.
- A brush with death, succeed or fail, is a significant moment that should always lead
to change. - GM notes: on 7–9, offer a real choice with significant consequence, tailored to what
Death knows of the character. On a miss, death is inevitable — instant, or slow
("a week to live"); the player may accept death and make a new character as normal.
Encumbrance
- When you make a move while carrying weight you may be encumbered. If your weight
carried is:- ≤ Load: no penalty
- ≤ Load+2: -1 ongoing until you lighten your burden
- > Load+2: drop at least 1 weight and roll at -1, or automatically fail
- A PC's Load is set by class and Str.
- Only applies to what a person could walk around with and still act — a boulder on your
back isn't encumbrance, it just affects what moves you can make in the fiction.
Make Camp
- When you settle in to rest, consume a ration. Somewhere dangerous, decide the
watch order too. - With enough XP, you may level up.
- After at least a few uninterrupted hours of sleep, heal damage equal to half your max HP.
- You usually camp to do other things: prepare spells, commune, sleep. Stopping to catch
your breath for more than an hour or so is probably making camp. - A night in an inn or house counts too — regain HP as usual, but only mark a ration if
eating your own food, not paid meals or hospitality.
Take Watch
- When you're on watch and something approaches the camp, roll+Wis.
- 10+: You wake the camp and prepare a response — everyone in camp takes +1 forward.
- 7–9: You react a moment too late — companions are awake, with weapons and armor,
but little else and no time to prepare. - Miss: whatever lurks outside the campfire's light has the drop on you.
Undertake a Perilous Journey
- When you travel through hostile territory, choose one party member as
trailblazer, one to scout ahead, and one to quartermaster. Each character
with a job rolls+Wis.- 10+:
- Quartermaster reduces rations required by one
- Trailblazer reduces travel time (GM says by how much)
- Scout spots trouble quickly enough to get the drop on it
- 7–9: each role performs as expected — normal rations, normal duration, no one
gets the drop on anyone.
- 10+:
- No character takes more than one job. Not enough members (or a job unassigned)? Treat
that job as assigned with a rolled 6. - Distance is measured in rations — one ration = supplies for a day. Journeys cost
more rations when long or slow. - One roll covers the entire trip — not per day.
- Only applies when you know where you're going. Setting off to explore isn't a
perilous journey — that's wandering: use up rations as you camp, and the GM reveals
the world as you discover it.
Level Up
- When you have downtime (hours or days) and XP equal to (or greater than) your current
level+7:- Subtract your current level+7 from your XP.
- Increase your level by 1.
- Choose a new advanced move from your class.
- If the wizard: also add a new spell to your spellbook.
- Choose one stat and increase it by 1 (may change the modifier). Raising
Constitution raises max and current HP. Ability scores cap at 18.
End of Session
- When you reach the end of a session:
- Choose one bond that feels resolved (completely explored, no longer relevant, or
otherwise). Ask the bonded player if they agree — if so, mark XP and write a new
bond with whomever you wish. - Look at your alignment: if you fulfilled it at least once this session, mark XP.
- Answer these three questions as a group — for each "yes," everyone marks XP:
- Did we learn something new and important about the world?
- Did we overcome a notable monster or enemy?
- Did we loot a memorable treasure?
- Choose one bond that feels resolved (completely explored, no longer relevant, or
Carouse
- When you return triumphant and throw a big party, spend 100 Wealth and roll
+1 for every extra 100 Wealth spent.- 10+: choose 3. 7–9: choose 1. Miss: you still choose one, but
things get really out of hand (the GM says how). - You befriend a useful NPC.
- You hear rumors of an opportunity.
- You gain useful information.
- You are not entangled, ensorcelled, or tricked.
- 10+: choose 3. 7–9: choose 1. Miss: you still choose one, but
- You can only carouse when you return triumphant — that's what draws the revelers.
No proclaimed success or failure, no party.
Supply
- When you go to buy something with gold on hand: readily available in the settlement?
Buy at market price. Something special, beyond the local usual, or non-mundane?
Roll+Cha.- 10+: you find it at a fair price.
- 7–9: pay more, or settle for something close but not exact — the GM gives the options.
Recover
- 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, remove one debility of your choice.
- Under a healer's care (magical or otherwise): heal a debility for every two days of
rest instead.
Recruit
- When you put out word that you're looking to hire help, roll:
- +1 if you make it known your pay is generous
- +1 if you make it known what you're setting out to do
- +1 if you make it known they'll get a share of whatever you find
- +1 if you have a useful reputation around these parts
- 10+: your pick of skilled applicants; hire whomever, no penalty for passing.
- 7–9: settle for someone close to what you want, or turn them away.
- Miss: someone influential and ill-suited (foolhardy youth, loose-cannon, veiled
enemy) wants to come — bring them and take the consequences or turn them away.
- Turning away applicants: take -1 forward to recruit.
Outstanding Warrants
- When you return to a civilized place in which you've caused trouble before,
roll+Cha.- 10+: word has spread of your deeds — everyone recognizes you.
- 7–9: as above, 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.
- Only for places where you've caused trouble — not every patch of civilization.
Being publicly caught up in someone else's trouble still triggers this move. - "Civilization" = villages, towns, cities of humans, elves, dwarves, halflings — but
also any relatively lawful establishment of monstrous species (orcs, goblins). If the
PCs stayed there as part of the community, it counts.
Bolster
- When you spend your leisure time in study, meditation, or hard practice, you gain
preparation:- A week or two of preparation: 1 preparation.
- A month or longer: 3 preparation.
- When your preparation pays off, spend 1 preparation for +1 to any roll — one
preparation per roll.
Manual updated Oct 1, 2026.