Let's Make A Game And Play It
Aid
When youhelp another character who’s about to
roll,theyTake Advantage but you are exposed to any
risks, costs, or consequences.
Parley
When you press or entice an NPC, saywhat you want
them to do (or not do). If they have reason to resist,
roll+CHA. On a 10+, they either do as you want or
reveal the easiest way to convince them. On a 7–9, they
reveal something you can do to convince them, though
it’ll likely be costly, tricky, or distasteful.
Deal Damage
When youharm a foe but don’tmurder them
outright, roll your damage and say the result (plus any
tags like messy, forceful, etc.). Add 1 to the damage for
each Follower or NPC assisting in the attack. The GM
will reduce the target’s HP by the total damage, less
armor and any partial (+1 armor) or major cover (+2
armor). The GMwill either describe the result of the
harm or ask you to do so.
When a creature is reduced to 0 HP, they are out of
the action: dead, unconscious, cowering, etc.
When youhave advantage or disadvantage to a
damage roll, roll the main damage die twice and take
the higher or lower result; then add any bonus dice that
apply.
If youharmmultiple foes at once, roll damage
separately for each.
Defend
When you take up a defensive stance or jump in to
protect someone or something else, roll+CON. On a
10+, hold 3 to later spend on 3 different options below.
On a 7–9, hold 1. Spend your hold to:
Suffer an attack’s damage/effects instead of your
ward
Halve an attack’s damage/effects
Draw all attention from your ward to yourself
Strike back at an attacker; Deal Damage with
disadvantage.
When you go on the offense, cease to focus on defense,
or the threat passes, lose any hold left on this move.
Give Chase
When you pursue your quarry, roll and add…
...+DEX to outrun or outmaneuver them
...+CON to outlast them
...+WIS to track them or seek them out.
On a 10+, you corner your prey or catch them in the
open. On a 7–9, your prey picks one:
You've almost got them, there's just one last obstacle
in your way
They've gone to ground; you knowwhere they are but
they're hard to get at
Theywheel unexpectedly and attack.
Hack & Slash
When you fight inmelee or close quarters, roll+STR.
On a 10+, Deal Damage and choose 1:
You evade, prevent, or counter the enemy’s attack;
You strike hard and fast; deal 1d6 extra damage, but
suffer the enemy’s attack.
On a 7–9, Deal Damage, but also suffer the enemy’s
attack
Level Up: It Doesn’t Go to 11
When you would attain level 11, instead:
Retire to safety. Create a new character to play
instead and work with the GM to establish their
place in the world.
Take on an apprentice. Play a new character (the
apprentice) alongside your current character, who
stops gaining XP.
Change entirely to a new playbook. Keep your ability
scores, background, HP, and whatever moves you
and the GM agree are core to who your character is.
You lose all other playbook moves, replacing them
with the starting moves from your new playbook.
Steeped in Lore
When you spend any downtime (hours or days)
sifting through rumors and information in a
library, watering-hole, or other scholarly or social
nexus, roll+INT. On a 10+ choose three. On a 7-9 choose
two:
You learn of a valuable treasure.
You learn of a dangerous enemy or group.
You learn something useful about an area’s history,
layout, or politics.
Your research went unnoticed byyour enemies.
For each one you choose, the GM might ask you, “How
did you learn this?” Tell them the truth.
I Know a Guy
When you know someone who can help, name them and roll
+CHA. On a 10+, yeah, sure, they can help, though you might need
to make it worth their while. On a 7–9, pick 1:
They can help, but they need your help first.
They're going to ask for a lot.
They're not quite cut out for this.
You can't exactly trust them.
On a 6-, the GM picks 1 and then some.
Supply
When you go looking for something specific and uncommon,
saywho you ask about it and roll +CHA. On a 10+, they knowwhere
you can find it, and it can be had for a fair trade. On a 7–9, the GM
chooses 1 from the list below:
It’ll cost you more than expected.
You find a poor substitute.
You can get it, but only if you see a guywho knows a guy.
Itwas on hand until just recently,when someone else acquired it.
It’s not here, but there’s something else that might do the job.
Make Camp
When you settle in to rest, choose one
member of the party to Manage
Provisions. Then, if you eat and drink,
and have enough XP, you may Level Up.
If you’re bedding down in dangerous
lands, decide on a watch order. Then, the
GM chooses one person on watch during
the night to roll +nothing. On a 10+, the
night passes without incident. On a 7–9,
the GM chooses 1 from the list below.
The person on watch notices a nearby
Discovery.
One partymember of the GM’s choice
suffers a restless night.
One or more followers causes trouble.
A Danger approaches–it’s not
immediately hostile, but if it
approaches TakeWatch.
When you wake from at least a few hours
of uninterrupted sleep, and you ate and
drank the night before, heal damage
equal to half of your max HP.
Scout Ahead
When you take point and look for
anything out of the ordinary, roll
+WIS. On a 10+, choose 2 from the list
below. On a 7–9, choose 1 from the list
below.
You get the drop on whatever lies
ahead.
You discern a beneficial aspect of the
terrain–short-cut, shelter, or tactical
advantage (describe it).
You make a Discovery(ask the GM).
You notice a sign of a nearby Danger–
ask the GM what it is, and what it
might signify.
TakeWatch
When you are on watch and
something approaches, roll +WIS. On
a 10+, you notice in time to alert
everyone and prepare a response; all
partymembers take +1 forward. On a
7–9, you manage to sound the alarm, but
no one has time to prepare. On a 6-, mark
XP, and whatever approaches has the
drop on you.
Undertake a Perilous Journey
When you travel through dangerous
lands, and not on a safe route, indicate
the course you want to take on the map
and ask the GM how far you should be
able to get before needing to Make
Camp. If you’re exploring with no set
destination, indicate which wayyou go.
Then, choose one partymember to Scout
Ahead, and one to Navigate, resolving
those moves in that order.