Basic Moves

Skirmish
When you engage in melee combat, take your enemy’s damage and roll Strength. On a hit, you inflict your damage. On a 10, choose two. On a 7-9, choose one:

  • You demoralize your foe
  • You defend yourself effectively. You’re +boosted on your damage move.
  • You get in a solid blow (+1harm)
  • You achieve some tactical objective. Name it.
    If you are engaging another PC in melee, they make your choices for you.

Volley
When you attack an enemy at range, roll Dexterity. On 10, you hit and inflict damage. On 7-9, you hit, but there is a complication (choose 1):

  • You need to move, exposing yourself to danger
  • You burn through ammo. Add the +reload tag (only if your weapon does not already have it)
  • You only graze the target (-1harm)
  • You take some return fire. Roll the damage move.
    On a miss, you may hit something important, or an ally if firing into melee.

Recall Your Training
When you remember what you’ve learned about something, roll +Intelligence.

On a 10+, the GM will tell you something interesting and useful about the subject relevant to your situation.
On a 7–9, the GM will only tell you something interesting—it’s on you to make it useful. The GM might ask you “How do you know this?” Tell them the truth, now.

Assess the Situation
When you cast your gaze over a charged situation or interaction, roll Intelligence. On 10, hold 2. On a 7-9, hold 1. You may spend your hold, one for one, at any point in that scene to:

  • Ask the GM any one question about the situation
  • Ask a question about another character in the scene
  • Name your way in/around/through/out. You are +boosted to get there
  • Name the most important character on the scene (your call). You are +boosted forward with or against them.

Negotiate
When you have leverage over someone (something they need, want, or wish to hide) and wish to get something from them, roll Charisma. For NPCs, on a hit, they ask for something before they do what you want, and if you promise, they’ll do it. On a 7-9, they need some concrete assurance, now.
For PCs, on a 10
, both, on a 7-9, choose 1:

  • If they do it, they mark experience.
  • If they don’t, they’re +glitched ongoing until they’re out of your presence.

Change the Game
When you take action despite consequences for failure, you must roll. The stat you add depends on how you’re addressing the risk. If you’re:

Counting on physical strength or endurance, roll +Strength.
Counting on agility or fine motor control, roll +Dexterity.
Methodically planning your course, roll +Intelligence.
Flashing a smile and banking on your charm, roll +Charisma.
Counting on the mystical forces of the world, roll +Other.
On a hit you succeed and accomplish your task. On 7-9, however, the GM chooses one:

  • You expose yourself to trauma, harm, or retaliation
  • You miss noticing something important
  • You attract additional unwanted attention
  • You have to make a hard choice, the GM will let you know what it is

Aid/Hinder
When you take the time to aid or hinder another PC, they are +boosted or +glitched, your choice, but you share in any consequences of their action. Only one person may Aid/Hinder any given action.

Damage
When you take physical damage from something, roll Armor. On a 10, you absorb or avoid the blow entirely. On a 7-9, the GM chooses 1:

You lose your footing. +glitched ongoing until you can regain it.
You lose your grip on, or otherwise damage whatever you’re holding. Lose an item of gear.
You lose track of someone or something you’re attending to.
It’s a glancing blow. Take 1-harm.
On a miss, you suffer the full brunt of the damage.

Barter
When you give 1-barter to someone, but with strings attached, it counts as leverage for negotiation and hitting the roll with a 10+, no roll required.

When you go into a bustling market, looking for some particular thing to buy, and it’s not obvious whether you should be able to just go buy one like that, roll Charisma. On a 10, yes, you can just go buy it like that. On a 7–9, the GM chooses one of the following:

It costs 1-barter more than you’d expect.
It’s not openly for sale, but you find someone who can lead you to someone selling it.
It’s not openly for sale, but you find someone who sold it recently, who may be willing to introduce you to their previous buyer.
It’s not available for sale, but you find something similar. Will it do?
When you make known that you want a thing and drop jingle to speed it on its way, roll barter spent (max roll3). It has to be a thing you could legitimately get this way. On a 10+ it comes to you, no strings attached. On a 7–9 it comes to you, or something pretty close. On a miss, it comes to you, but with strings very much attached.

Defy Death
When you hit 12:00-midnight or beyond on your harm clock, call on your inner strength and roll +Other.

On a 10+ you find some inner reserve that lets you keep going; you’re at 12:00 on the clock but still able to act. On a 7-9 you’re hanging on by a thread; you’re able to act, but choose 2:

You are +glitched.
You’ll pass out in a few moments, unconscious or dying but still revivable.
You’re making it worse. Future moves to aid or heal you will be +glitched.
On a miss, your life is untenable.

Basic Moves

Dragon Age: Dinlaselan Alcarda