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.
  • 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.
  • 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.
  • 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?

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.
  • 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.