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Basic Moves (PG 55) Special Moves (PG 72) : Move Roll Move Roll
Basic Moves (PG 55) Special Moves (PG 72) : Move Roll Move Roll
Special Moves (pg 72) Carouse (pg 77) +1 for each extra 100 coins spent
You throw a triumphant party! Spend 100 coins, plus however much extra.
Move Roll Move Roll 10+: choose any 3 below.
Hack and Slash (pg 56) STR Last Breath (pg 72) None 7-9: choose any 1 below.
When you attack an enemy who can defend himself, otherwise just deal damage. Can only When youre dying you catch a glimpse of what lies beyond the Black Gates of Deaths 6-: choose 1, but it gets out of hand, at the GMs discretion.
be done if the attack would could deal damage (ex. stabbing a ghost). Kingdom (the GM will describe it). You befriend a useful NPC. You gain useful information.
10+: deal your damage or do +1d6 damage but expose yourself to attack. 10+: youve cheated Deathyoure in a bad spot but youre still alive. However, Death You hear rumors of an opportunity. You are not entangled, or tricked.
7-9: deal your damage and the enemy attacks you. remembers this slight.
7-9: Death itself offers you a bargain with signi cant consequences. Take it and Recruit (pg 78) None
Volley (pg 58) DEX stabilize or refuse and die. When you put out word that youre looking to hire help. Your bonuses can be:
When you draw, aim, and re a ranged weapon or throw a thrown weapon. 6-: your fate is sealed, and you will die. Sometimes it is instant, sometimes you may +1 if you make it known that your pay is generous
10+: deal your damage. 7-9: deal your damage and choose one below: have weeks to live, but it is imminent. The GM will tell you when. +1 if you make it known what youre setting out to do
+1 if you make it known that theyll get a share of whatever you nd
You must endanger yourself to take the shot. GM puts you in danger. Make Camp (pg 74) - +1 if you have a useful reputation around these parts
Your only shot is sub-optimal. Damage -1d6. When you settle in to rest and consume a ration. You may need to keep watch. If you have
You must take several shots, breaking or losing ammo. Ammo -1. enough XP you may level up. When you awaken from a few hours of sleep, heal 10+: you can pick whoever you want to hire from a list of skilled applicants.
damage equal to half your max hp. This is also when you prepare spells. 7-9: you can settle for someone close to what you want or turn them away.
Defy Danger (pg 60) Depends 6-: someone in uential and ill-suited wants to join (a foolish youth, a loose cannon,
Take Watch (pg 75) WIS or a veiled foe, etc), bring them and take the consequences or turn them away.
When you act despite an imminent threat or suffer a calamity, choose how you defy:
When youre on watch and something approaches the camp: If you turn away applicants you take -1 forward to recruit.
by powering through, + STR by thinking quick, + INT
10+: youre able to wake the camp and prepare a response, everyone in the camp
by dodging or acting fast, + DEX through mental fortitude, + WIS Outstanding Warrants (pg78) CHA
takes +1 forward.
by enduring, + CON using charm and social grace, + CHA 7-9: you react just a moment too late; your companions in camp are awake but When you return to a civilized place in which youve caused trouble before.
10+: you do what you set out to, the threat doesnt come to bear. havent had time to prepare. They have only weapons and armor. 10+: word has spread of your deeds and everyone recognizes you.
7-9: you stumble, hesitate, or inch: you must choose a worse outcome, hard bargain, 6-: whatever lurks outside the camp res light gets the drop on you. 7-9: as above, but choose a complication:
or ugly choice. The local constabulary has a warrant out for your arrest.
Undertake a Perilous Journey (pg 75) WIS Someone has put a price on your head.
Spout Lore (pg 64) INT
When you travel through hostile territory, a party member to act as trailblazer, to scout Your actions put someone important into a bad spot.
When you want to search your memory for knowledge or facts about something speci c. ahead, and to be quartermaster. Setting off to explore is not a perilous journey. Its
The knowledge you get is precise, relevant, and may be useful. wandering around looking for cool things to discover. Bolster (pg 79) -
10+: the GM will tell you an interesting and immediately useful fact. 10+: each does the following.
7-9: the GM will tell you an interesting fact. You say why you dont remember. When you have downtime and spend time in study, meditation, or hard practice, you gain
Quartermaster: reduces the number of rations required by one preparation. If you prepare for 1 week, take 1 preparation. If you prepare for 1 month +,
Trailblazer: reduces the amount of time it takes to reach your Destination
Discern Realities (pg 66) WIS take 3. You can spend 1 for + 1 to any roll. You can only spend preparation once per roll.
Scout: will spot any trouble quick enough to let you get the drop on it
When you closely study and observe a target. Usually means physically interacting with it, 7-9: no bonus, no negative. Encumbrance (pg 74) -
not just a quick scan of something. The GM wont lie.
10+: ask the GM any 3 questions listed below. When you make a move you may be encumbered if your weight carried is:
End of Session (pg 76) -
7-9: ask the GM 1 question from below. =<load: you suffer no penalty
When you are at the end of a play session, choose up to one bond that you feel is resolved, <= load + 2: you take -1 ongoing until you lighten your burden
What happened here recently? What here is useful or valuable to me? completely explored, irrelevant, etc. If the bonded player agrees, mark xp and write a > load + 2: choose: drop at least 1 weight and roll at -1, or automatically fail
What is about to happen? Whos really in control here? new bond.
What should I be on the lookout for? What here is not what it appears to be? Then, check your alignment. If you ful lled that alignment at least once this session, mark Terms
XP. Then answer these three questions as a group, and mark xp for each that the entire
Term How it Works
Parley (pg 68) CHA group answered yes to.
Did we learn something new and important about the world? Hold x - Keep track of this number. It can only be spent on the move that created it. Hold
When you have leverage on an NPC and manipulate/make a request of them. Leverage is
Did we overcome a notable monster or enemy? empties when the condition upon its creation is no longer met.
something they need/want.
Did we loot a memorable treasure? +/- x Forward - Modi es your next roll that isnt damage, and then fades. This can be a
10+: they do what you ask if you rst promise what they ask of you.
modi er to a speci c move only, or on a speci c target.
7-9: theyll do what you ask, but need proof of your promise, right now.
+/- x Ongoing - Like forward but until the effect ends.
Level Up (pg 76) -
Stun Damage - This non-lethal subdual damage wont kill something, but can disrupt
Aid or Interfere (pg 70) Number of Bonds with that player When you have downtime and XP >= current level + 7, you can level up. Subtract that cur lvl nonetheless. Defying Danger from stun damage is like trying to clear your head.
When you help or hinder someone, chosen before the main roll. + 7 from your total XP. Choose a new advanced class move. If youre a wizard, gain a b[2d6]/w[2d6] - B denotes, take the highest roll of the two dice, W is to take the lower.
Any time you act against another players move, you roll to decrease the others modi er. new spell. Increase a stat by 1 and recalculate the modi er. Scores cannot go above Similar to D&Ds advantage and disadvantage.
This doesnt always mean sabotaging, it could be anything from arguing against a 18. Bonds - Bonds are a players connections to other players. You always have at least 1, and
parley to stopping a character from pick pocketing on morals. If you were to go beyond 10th level, instead choose one of these: Retire your character, as many as you start off with (3-6 depending on class). Replace when done.
If you can explain how youre aiding a move and if it makes sense, you can roll to aid. take an apprentice to play and your old stops gaining XP, change to a new class
10+: they take +1 or -2 to their roll, your choice. while keeping some your scores and moves at the GMs discretion.
Debility (pg 26) Description
7-9: they still get a modi er, but you also expose yourself to danger, retribution, or
cost. At the GMs discretion of course. Supply (pg 77) CHA Weak (STR) - You cant exert much force. Youre fatigued, hurt, or magically drained.
Shaky (DEX) - Youre unsteady on your feet and youve got shaky hands.
When you go shopping. If the item is special, rare or not local, you must roll to nd it.
Sick (CON) - Your innards are distressed. Maybe youre diseased, ill, or hungover.
Defend (pg 62) CON 10+: you nd what youre looking for at a fair price.
Stunned (INT) - You are light headed and cant think straight. That last knock to the head
When you stand in defense of a person, item, or location under attack. 7-9: youll have to pay more or settle for something thats not exactly what you
shook something loose, you might have brained your damage.
10+: hold 3. 7-9: hold 1. wanted, but close.
Confused (WIS) - Your ears are ringing, your vision of blurred. Youre out of it.
As long as you defend you retain this hold, and when you or whatever youre defending is
Scarred (CHA) - It might not be permanent, but you dont look good.
attacked, you can spend this hold to choose an option: Recover (pg 77) -
Not all attacks in ict a debilities, you get them from magic, poison, monsters, etc.
Redirect an attack from it to yourself Give an ally +1 forward against the attacker When you do nothing but rest in comfort and safety for a day, you recover all your HP. Debilities modi es rolls that use that score by -1, and the same dont stack.
Halve the attacks effect or damage Deal damage to the attacker equal to your level Every 3 days (or 2 if youre under care) of you remove one debility of your choice. This are usually healed by the Recovery move
Introduce a New Type of Faction or Creature (pg 169) Requires Has certain requirements in order to be used.
GM Moves (pg 163) Give some clear sensory evidence or substantiated information. Don't be coy, the players Slow Takes a minute or two to use.
should have some idea what you're showing the presence of. You can be subtle in Touch Used by touching to the targets skin.
Move your approach. You don't have to warn the players about this move. A hard Two-Handed Requires two hands to use effectively.
Use a Monster, Danger, or Location Move (pg 165) application of this move can jump right into a combat scene or ambush. Worn To use it, you must be wearing it.
Use a Threat from an Existing Faction/Type of Creature (pg 169) Weapon Tags (pg 323)
A description of what a location or monster does, such as hurl someone away or bridge
the planes. This can also have the monster Deal Damage. This is very straightforward, and is one of the most common dungeon moves. As the Forceful It can knock someone back a pace, maybe even off their feet.
Your fronts should have dangers associated with them as well, dont forget to use those. name implies, use a threat theyve seen before, or otherwise have it return. Ignores Armor Armor is not subtracted from the damage dealt by this weapon.
Make them Backtrack (pg 169) Messy Deals damage in a destructive way, ripping things apart.
Reveal an Unwelcome Truth (pg 165) Look over the map. Is there anything useful yet undiscovered? Can you add a new Precise It rewards careful strikes, you hack and slash using DEX.
obstacle that requires backtracking to be overcome? Maybe a key was missed? Reload After you attack with it, it takes a moment to reset.
Reveal one of your devious machinations: that the room is trapped, or an ally is actually a
Take this opportunity to show the effect the players have had on the areas they've left Stun When you attack with it, it does stun damage instead.
spy. Dont make up something on the spot, this is revealing a truth not creating it.
behind. What new or unresolved threats lurk the halls and chambers? Thrown Throw it at someone to hurt them.
Use this move the make the dungeon a living, breathing, and evolving place. Range Tags (pg 324)
Show Signs of an Approaching Threat (pg 165)
Present Riches at a Price (pg 169) Hand Can hit enemies within arms reach.
This is a very versatile move. 'Threat' is anything bad that's coming. You just show them
Show the players something they want, but just out of reach. Make them work to get it. Close Can hit enemies at arms reach plus a couple feet.
that something's going to happen unless they do something about it.
Reach Can hit enemies several feet away, a max of about 10 feet.