Basic Moves
- 6 or less: Failure - You don't achieve your goal and the GM makes a move.
- 7-9: Partial Success - You succeed, but with complications or a cost.
- 10+: Full Success - You achieve what you set out to do.
- Critical:* Critical Success - You succeed spectacularly with additional benefits
Terms
Critical
Range
- Near Range - Within a few steps, close enough to have a conversation.
- Far Range - Across a room or battlefield, requiring significant movement to reach.
- Distant Range - At the edge of sight, requiring ranged weapons or spells.
[Range] Area
Saving Throw
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:
- 7+ Hit the target: Your attack lands, but with an additional cost (choose one):
- Leave Opening You are left vulnerable, and the target attacks.
- Lose Positioning You are separated from an ally.
- Damage Weapon Your weapon is damaged / stuck.
- 11+ Hit the target with an extra effect (choose one):
- Gain Advantage: You or an ally gain advantage (+1) on the next action.
- Inflict Terrible Harm: Your attack deals an additional 50% damage.
- Evade Counterattack: You avoid any retaliation from the enemy.
- Critical 12+ Hit the target with a superior effect (choose one):
- Complete Advantage: All allies gain advantage (+1) on their next actions.
- Inflict Critical Harm: Your attack deals double damage.
- Evade Counterattack: You avoid any retaliation from the enemy, and may reposition yourself.
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:
- 7+ Hit the target: Your attack lands, but you reveal your position or leave yourself open for counteraction. (Such as the enemy closing the distance).
- 11+ Hit the target: with an extra effect (choose one):
- Precise Shot: Target suffers a debilitating effect (e.g., reduced mobility, disarmed).
- Inflict Terrible Harm. Your attack deals an additional 50% damage.
- Maintain Concealment Your position remains hidden from the enemy.
- Critical 12+ Hit the target with a superior effect (choose one):
- Critical Precision: You disable a key aspect of the target (e.g., destroy a weapon, inflict blindness).
- Inflict Critical Harm. Your attack deals double damage.
- Tactical Edge. Your position remains hidden from the enemy, you or an ally gain advantage (+1) on the next action.
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:
- Strength Feats: Heavy lifting, withstanding immense force, or athletic maneuvers.
- Dexterity Feats: Stealth, acrobatics, or tasks requiring fine motor skills.
How to Execute:
Roll +STR for strength-based feats or +DEX for dexterity-based feats, depending on the nature of the task.
Effect:
- 7-9 You succeed, but at a GM-prescribed cost (e.g., fatigue, minor injury, or drawing unwanted attention).
- 10+ You accomplish your intended action without complication.
- Critical You achieve your goal with perfect precision, leaving no room for error or cost. Alternatively you gain some unintended additional benefit.
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:
- 7+ You successfully protect them, but suffer the harm they would have received
- On a 11+ You successfully protect them, with an extra effect (Choose one):
- Be Defensive: You take 50% less harm from the effect.
- Take Aggro: You attract attention, focusing the danger on yourself.
- Counterattack: You may deal damage back to the attacker with a Melee Attack.
- Critical You completely protect them and yourself, with an extra effect (Choose one of the above effects):
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:
- 7+ The GM will tell you a fact about the subject.
- 11+ The GM will also tell you how that fact is helpful to the situation.
- Critical The GM may give you helpful information regardless of chosen topic, or may offer a follow up question.
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:
- 7-10 Ask one question from the list below.
- 11+ Ask up to 3 questions from the list below.
- Critical Ask up to 3 questions from the list below, or replace any question with one not on this list.
Available Questions:
- 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?
- What is my best way in / out?
- Is this person telling the truth?
- Is this person who they say they are?
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:
- 7+ They'll do it for an immediate cost or favor.
- 11+ They'll do it for the right cost (which may be negotiated or deferred).
- Critical They will do as you ask and will serve as a temporary (or permanent) ally.
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:
- 7+ You help them, but at a cost to yourself or the situation.
- 11+ You grant them advantage (+1).
- Critical You grant them success as though they rolled a 12, regardless of what they actually rolled (not natural).
Safe Rest
When you rest in ideal conditions (Shelter, proper food, comfortable bedding, no immediate threats), you automatically:
Effect:
- Recover full health.
- Remove temporary conditions.
- You may level up.
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:
- 11+ Despite the conditions, you rest well: Gain full health, and you may level up.
- 7-9 You get some rest: gain base class health
- 6- You get little rest, an unexpected situation may occur: gain con health
- 4- The night goes poorly, gain no health and an unexpected situation occurs.