Keyboard shortcuts

Press ← or → to navigate between chapters

Press S or / to search in the book

Press ? to show this help

Press Esc to hide this help

Common Moves

Everyone gets the following moves.

Fight

When you fight ask:

  • Are you defending yourself or someone you love?
  • Are you well rested and sober?
  • Are you of sound mind not driven by rage or hubris?

Roll 1d6 for each yes and choose 1 for each hit:

  • Cause physical harm
  • Be taken seriously
  • Scramble away

Risk ideas:

  • Harm
  • A grudge against you
  • A bad reputation

Catch someone’s eye

When you catch someone’s eye tell them what you hope or expect them to do about it then ask:

  • Do you hold station over them?
  • Is your hope or expectation safe and sane?
  • Is your hope or expectation congruent with a reputation or bond you have with them?

Roll 1d6 for each “yes” and choose one for each hit.

They either are or are not:

  • provoked
  • inspired
  • alerted
  • charmed
  • unsettled
  • reassured

Invoke your station

When you invoke your position, rank, or station to make a request or demand, ask:

  • Do they recognise the symbols of your station?
  • Do they see others defering to you?
  • Do they fall under your official jurisdiction?

Roll 1d6 for each ‘yes’ and THEY either heed your words or THEY choose 1 for each hit:

  • Accept the punnishments your station allows
  • Accept a reputation for insolence with the institution or movement granting your station
  • Accept an economic setback (give valuables, lose a job, etc.)

Risk ideas:

  • The institution or movement that grants you your station demands something of you
  • You lose your station
  • Gain a bad reputation

Take a risk

When you take a risk discuss with the GM what the risks are and what outcomes are not given then ask the GM how many dice to roll. GM and the rest of the table may ask relevant questions to help decide how many dice to roll.

Avoid a risk or achieve an outcome for each hit.

Speculate

When you speculate about something you’ve encountered, tell the GM what you think it must mean, the GM may establish specific risks if any are relevant. The GM may also establish any number of Miss Something (see below) tokens at risk, then ask:

  • Is the speculation plausible?
  • Does the speculation build on what we know of the world?
  • Does the speculation connect two or more seemingly unrelated facts?

Ask the GM 1 question for each hit:

  • Where can I go or who can I ask to learn more?
  • What detail here did I almost miss?
  • What omen is there to be guided by?

Make a read

When you Read a curious character, interaction, or situation, the GM may establish specific risks if any are relevant. The GM may also establish any number of Miss Something (see below) tokens at risk.

Ask:

  • Has your background or past experience prepared you to understand this?
  • Are you unencombered by distraction, tunnelvision, or hurry?
  • Do you fear the danger of this?

Roll 1d6 for each “yes”. Hold one for each hit until the end of the situation. Spend one point to either say how you didn’t miss something after all (wheh the GM spends a token to say what you missed) or ask the GM one of the following questions:

If you read a situation:

  • What just happened and what is about to happen?
  • What should I be on the lookout for?
  • What opportunities or vulnerabilities are available to me?
  • What here is not as it appears?
  • What might cause ___ to happen?
  • What here is a threat?
  • Who’s in control here?
  • How might my antagonist benefit or or be frustrated by the situation?

If you read a character:

  • Who is really in controll here?
  • What are they avoiding?
  • Who is being honest and who is not?
  • What are they really feeling?
  • What do they wish I’d do?
  • What would it take to get them to ___?
  • What are their intentions?

Miss Something

When encountering something new it is generally a risk that one might miss something important. Use tokens to represent that something was missed. When a Miss Something token is at risk and that risk is not avoided, the GM gains the token and may spend it to introduce complications, difficulties, challenges, twists, or novelties when they see the opportunity for one. The GM holds these tokens until the circumstances that created them pass or another unrelated circumstance creates some tokens. Use your judgement.