Adventure Moves
The adventure moves encompass broadly useful actions to overcome obstacles, reinforce your position, conduct investigations, influence others, and support your fellow protagonists. When you face a peril or try to gain leverage, and another move does not apply, you'll likely find your answer among these moves.
Face Danger
When you attempt something risky or react to an imminent threat, envision your action and roll. If you act...
- With speed, mobility, or agility: Roll +edge
- With resolve, command, or sociability: Roll +heart
- With strength, endurance, or aggression: Roll +iron
- With deception, stealth, or trickery: Roll +shadow
- With expertise, focus, or observation: Roll +wits
On a strong hit, you are successful. Take +1 momentum.
On a weak hit, you succeed, but not without a cost. Make a suffer move (-1).
On a miss, you fail, or a momentary success is undermined by a dire turn of events. Pay the Price.
Secure an Advantage
When you assess a situation, make preparations, or attempt to gain leverage, envision your action and roll. If you act...
- With speed, mobility, or agility: Roll +edge
- With resolve, command, or sociability: Roll +heart
- With strength, endurance, aggression: Roll +iron
- With deception, stealth, or trickery: Roll +shadow
- With expertise, focus, or observation: Roll +wits
On a hit, you succeed. On a strong hit, take both. On a weak hit, choose one.
- Take +2 momentum
- Add +1 on your next move (not a progress move)
On a miss, you fail or your assumptions betray you. Pay the Price.
Gather Information
When you search for clues, conduct an investigation, analyze evidence, or do research, roll +wits.
On a strong hit, you discover something helpful and specific. The path you must follow or action you must take to make progress is made clear. Envision what you learn. Then, take +2 momentum.
On a weak hit, the information provides new insight, but also complicates your quest. Envision what you discover. Then, take +1 momentum.
On a miss, your investigation unearths a dire threat or reveals an unwelcome truth that undermines your quest. Pay the Price.
Compel
When you try to persuade someone or make them an offer, envision your approach. If you...
- Charm, pacify, encourage, or barter: Roll +heart
- Threaten or incite: Roll +iron
- Lie or swindle: Roll +shadow
On a strong hit, they'll do what you want or agree to your conditions. Take +1 momentum.
On a weak hit, as above, but their agreement comes with a demand or complication. Envision their counteroffer.
On a miss, they refuse or make a demand that costs you greatly. Pay the Price.
Aid Your Ally
When you act in direct support of an ally, envision how you aid them. Then, Secure an Advantage or Gain Ground to take action. If you score a hit, they (instead of you) take the benefits of the move.
If you Gain Ground and score a strong hit, you are both in control. On a weak hit, your ally is in control but you are in a bad spot.
Check Your Gear
When you check to see if you have a specific helpful item or resource, roll +supply.
On a strong hit, you have it, and are ready to act. Take +1 momentum.
On a weak hit, you have it, but must choose one.
- Your supply is diminished: Sacrifice Resources (-1)
- It's not quite right, and causes a complication or delay: Lose Momentum (-2)
On a miss, you don't have it and the situation grows more perilous. Pay the Price.