Basic Moves

Some techniques are universal, simple, and used by all kinds of adventurers. They're the bread and butter of an adventurer's life. They address many situations likely to come up in fights, tense negotiations, and dangerous areas. All adventurers will know all of the basic moves.

All moves use 2d6 + relevant stat:

Some moves, have different thresholds for failure and success, and specify those thresholds in the move description. The description of individual moves takes priority to the basic guidelines. Additionally, some moves, have additional consequences with low results, representing catastrophic failures with severe repercussions.

Terms

Critical

This term refers to when the result of the dice is a natural 12, regardless of the end result of the roll. Some exceptional moves and situations will require both luck and talent to achieve, denoted by having a number alongside the term critical to achieve that result. (Such as "Critical 13+" which both requires the natural roll to have been a 12, and the end result of the roll to have been 13 or higher.)

Range

Range refers to distance of movement or of attacks, or spells.

[Range] Area

Area refers to everything within [range] of each other.

Saving Throw

A saving throw is a +STAT roll to measure a characters resistance to a particular effect, or situation. Saving throws are made in response to GM request when something dangerous occurs. Monsters do not roll for saving throws, instead having a fixed result.

Melee Attack

The foundation of close-quarters combat, this technique is a cornerstone for all adventurers who engage in melee. When you attack in melee, the attack damage is indicated by the tool you are using to make that attack. If you are attacking without a tool, the damage is 0+STR

When to Use:

A Melee Attack is employed when striking a prepared enemy with a physical weapon such as a sword, axe, or fist.

How to Execute:

Roll +STR to determine the effectiveness of your attack.

Outcomes:

Ranged Attack

Striking from a distance, the ranged attack is ideal for precision and safety, allowing adventurers to control the battlefield from afar. When you attack at range, the attack damage is indicated by the tool you are using to make that attack.

When to Use:

A Ranged Attack is used when targeting an enemy with a projectile, such as a bow, throwing tagger, or spells.

How to Execute:

Roll +DEX to determine the effectiveness of your attack.

Outcomes:

Preform feat

Whether through raw strength or dexterous finesse, adventurers often find themselves needing to perform extraordinary physical feats to overcome challenges.

When to Use:

A Perform Feat roll is used for tasks requiring exceptional physical effort or precision, such as:

How to Execute:

Roll +STR for strength-based feats or +DEX for dexterity-based feats, depending on the nature of the task.

Effect:

Protect Someone

An adventurer often finds themselves risking their safety to protect the lives of another, whether a companion, a client, or a passing civilian

When to Use:

A Protect Someone roll is used to shield them against oncoming attacks, triggered traps, or other immediately dangerous situations.

How to Execute:

Roll +CON to protect someone.

Effect:

Recite Information

Knowledge is a cornerstone of an adventurers survival, through study or lived experience, adventurers often find themselves relying on learned information for dangerous situations

When To Use:

A Recite Information roll is used to recall information that would be relevant to the subject at hand.

How to Execute

Roll +INT to see how much you remember about a given subject.

Effect:

Read a Situation

Adventurers must often quickly assess their surroundings to understand the dangers and opportunities present in unfamiliar or complex situations.

When to Use:

A Read a Situation roll is used when you need to understand what's happening around you, whether investigating a scene, evaluating threats, or assessing people and their motivations.

How to Execute:

Roll +WIS to determine how much you can discern about the situation.

Outcomes:

Available Questions:

Manipulate Someone

The art of persuasion is a valuable tool for adventurers, allowing them to achieve goals through words rather than weapons.

When to Use:

A Manipulate Someone roll is used when you attempt to convince a person to do something they might not otherwise do through persuasion, deception, or social pressure.

How to Execute:

Roll +CHA to determine how effectively you can influence the target.

Outcomes:

Help Someone

Cooperation and teamwork are essential for adventuring parties, allowing members to support each other in crucial moments.

When to Use:
A Help Someone roll is used when you want to assist another character with their action by offering your expertise, resources, or direct aid.

How to Execute: Describe how you intend to help them with their roll. If the GM approves, roll using the appropriate stat for your method of assistance.

Outcomes:

Safe Rest

When you rest in ideal conditions (Shelter, proper food, comfortable bedding, no immediate threats), you automatically:

Effect:

Make Camp

Finding shelter is not always a given for adventurers, occasionally being required to carve out a moment of rest in a precarious environment

When to Use:

Make camp when you attempt to rest in less-than-ideal conditions (exposed to elements, poor food, makeshift shelter, or potential danger)

How to Execute

Roll +WIS and spend a ration to see how well you can spend the night.

Effect: