Ability Scores

Score Forged
6—8 ○○○○
9—12 ●○○○
13—15 ●●○○
16—17 ●●●○
18 ●●●●

Basic Moves

Melee (Strength)

  • Critical: +1d6 damage
  • 6: Deal damage
  • 4/5: Trade damage

Ranged (Dexterity)

  • 6: Deal damage
  • 4/5: Deal damage and choose one:
    • Break cover, risking danger
    • Blind fire (-1d6 damage)
    • Reduce ammo by one

Persuade (Charisma)

When you have something a nonplayer character wants or needs to manipulate them.

  • 6: they ask you for something and do it if you make them a promise first.
  • 4/5: They need concrete assurance of your promise.

Saving Throw (Appropriate Ability)

Say how you deal when you act despite an imminent threat or suffer a calamity.

  • 6: You do what you set out to.
  • 4/5: You do it, but there’s a consequence.

Defend (Constitution)

When you defend a person, item, or location under attack.

  • 6: Hold 3
  • 4/5: Hold 1

Spend 1 Hold when you or your ward are attacked:

  • Redirect the attack to yourself
  • Halve the effect/damage
  • Give an ally +1 Forward against the attacker
  • Deal damage to the attacker equal to your level

Perception (Wisdom)

When you study a situation or person take +1 Forward when acting on those insights.

  • 6: Ask the GM three questions
  • 4/5: Ask the GM one question

Lore (Intelligence)

  • 6: The GM will tell you something interesting and useful about the subject relevant to your situation.
  • 4/5: The GM tells you something interesting.

Aid/Hinder

When you aid or hinder someone they take +1d or -1d, but you expose yourself to danger, retribution, or cost.

Pushing Yourself

You can exhaust Hit Points to push yourself for greater performance. Take -2 HP: Add +1d to your roll.