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Move Handout v0.41
Move Handout v0.41
When you seek to trade for something of When you set out into the wilds of Wake ask
BASIC MOVES worth which is valuable, rare, or hard to part each player for 1 hope they have for the road
JUKE TROUBLE with roll +MASK. On a 10+, You find what you ahead and 1 fear. Also answer these 3
When you act in the face of trouble, roll were looking for at a fair price. On a 7-9, The questions:
+SUIT. On a 10+, you do it. On a 7-9, It doesn’t deal hits a snag. You may have to pay more
go as smoothly as you’d like, The GM may offer than expected for this item, owe someone a ● Is the group properly prepared for the
a hard bargain, or worse outcome. favor, or you can only find something close to journey?
what you were looking for. ● Is the group free of duress or any
injury that may inhibit their journey?
MEASURE ● Has the group eluded dangerous
When you closely study a situation or person EXPLORE MOVES attention in the area?
roll +EYE. On a roll of 10+, ask the GM 3
questions from the list below. 7-9 ask 1. When DELVE One player rolls 2d6 and adds the number of
you act on these answers, take +1 forward. When you lead the way into a dangerous or times the group could answer yes to the above
unfamiliar place in search of something, roll questions. The resulting journey takes the
● What happened here recently? +EYE. On a +10 choose 2 from the options result into consideration. On a +10, the GM
● What is about to happen? below. On a 7-9 choose 1: chooses 2 hopes to be realized along the way.
● What should I be on the lookout for? On a 7-9, the GM chooses 1 hope and 1 fear to
● What here is useful or valuable to ● Gain 1 Key be realized. On a Miss, The GM chooses 2 fears
me? ● Avoid danger to be realized, this is going to be a long
● Who’s really in control here? ● Gain something valuable or useful journey.
● What here is not what it appears to
be? Keys represent familiarity with the area and
insight on the location of your goal. You can
spend keys to do the following:
ACCOMPANY/INTERRUPT
When you help or hinder another player roll ● 1 Key to return to an area you’ve
+BOND. On a 10+, You can add +1 or -2 to their visited before
roll, your choice. On a 7-9, You also expose ● 3 keys to locate what you are
yourself to danger, paying a cost, or retaliation. searching for
EJECT
CONFLICT MOVES When you use an opening to escape the scene.
Any allies may choose to make good on this
CLASH exit as well. You are safe, but what hasn’t killed
When you engage someone to create an your opponent has made them stronger. Your
opening, roll the relevant +SUIT. On a 10+, you opponent gains a facet next time you meet. If
create an opening. On a 7-9 the GM chooses 1 they do not yet have a name, give them one.
of the following as well: