Moves

A move is a little packet of rules that shapes the conversation and the fiction. Every move has a trigger (the fictional condition that fires it), a result table (bust / success with no 6 / success with a 6), and guidance for interpreting the fiction.

Cut (2026-10-19): Aid and Interfere were removed from the lineup — the always-present follower made them awkward under stat-less play. Revisit only if followers change.

There are no stats. When a move says "roll," you push your luck (see 00-core-loop/dice-and-moves.md). Nothing is added.

The bust rule is global. Every move uses it. If a move doesn't say what happens on a bust, this is what happens: the GM makes a hard move, and you mark XP equal to the number of 1s in your final roll.

Basic moves

CLASH

When you fight in melee or close quarters, roll.

On a success, your maneuver works (deal your damage). For each 6 in the final roll, you may pick one:

Bands, plainly: a success with no 6 = you deal your damage, nothing more. A success with a 6 = damage plus one pick per six. A bust = the global bust rule (GM hard move; mark XP = number of 1s).

Clash covers hand-to-hand combat — hatchet, brawl, wrestle, duel. If the foe can't or won't fight back, it's not Clash — the PC just deals damage. When an attack could hurt multiple foes, roll Clash once and damage each separately.


DEFEND

When you take up a defensive stance or jump in to protect others, roll.

On a success, hold 1 Readiness — +1 if you hold a shield, and +1 for each 6 in the final roll.

You can spend Readiness 1-for-1 to:

When you go on offense, cease defending, or the threat passes, lose remaining Readiness.


DEFY DANGER

When danger looms, the stakes are high, and you do something chancy, check if another move applies. If not, describe your approach, then roll.

On a success, you can do it, but the GM will present a lesser success, a cost, or a consequence (and maybe a choice between them, or a chance to back down).

For each 6 present in the final roll, you may choose 1:

Bands, plainly: a success with no 6 = you do it, but with a cost or lesser success. A success with a 6 = you do it and buy off the cost (and/or scale it up), one per six. A bust = the global bust rule.

If an action could trigger both Defy Danger and another move, the other move takes precedence.


KNOW THINGS

When you consult your accumulated knowledge, describe your method / thought process, then roll.

On a success, the GM will tell you something interesting, though not necessarily useful. The GM might ask "how do you know this?"

For each 6 present in the final roll, choose one:

Bands, plainly: a success with no 6 = something interesting. A success with a 6 = interesting and useful (and/or a second fact), one per six. A bust = the global bust rule.

Don't roll for common knowledge or details the player simply forgot — just remind them.


LET FLY

When you take an easy shot with a ranged weapon, deal your damage.

If the shot is tricky or you're under pressure, describe your approach, then roll: on a success, deal your damage and pick 1. Pick an additional 1 for each 6 present in the final roll.

Bands, plainly: a success with no 6 = you deal damage and pick 1. A success with a 6 = one pick per six. A bust = the global bust rule.

What counts as "easy" varies by character. Only triggers when there's a real chance of harming the target.


PERSUADE (vs. NPCs)

When you press or entice an NPC, say what you want them to do (or not do). If they have reason to resist, roll.

On a success with no 6, they reveal something you can do to convince them — though it'll likely be costly, tricky, or distasteful.

For each 6 present in the final roll, choose 1:

Bands, plainly: a success with no 6 = they show you the path to convincing them. A success with a 6 = they do it (and/or offer something more), one per six. A bust = the global bust rule.

A player can't Persuade an NPC to violate their core nature. If the NPC has no reason to resist, they just do it.


SEEK INSIGHT

When you study a situation or person, looking to the GM for insight, roll.

On a success, ask 1 question from the list below — plus one additional question for each 6 present in the final roll. The next move you take to act on the answers has advantage.

Bands, plainly: a success with no 6 = ask 1 question. A success with a 6 = 1 question per six. A bust = the global bust rule.


Special moves

Always in play, but they either affect other moves or trigger in very specific circumstances.

ADVANTAGE / DISADVANTAGE

BURN BRIGHTLY

When you have enough XP to Level Up (6 + twice your current level), you may spend 2 XP after any roll to add +1 to a die in that roll (maximum +1 per die).

That turns a 1 into a 2 (saving a bust) or a 5 into a 6 (upgrading your band). Usable on any roll you make — including damage — but never on another character's roll.

DEATH'S DOOR

→ see harm-and-hp.md (roll; unchanged).

End of Session — the old book's "End of Session" move is folded into Keep Company (the reflection questions + XP prompts). Kept as one move, not two. (Provenance: [adapted].)


Follower moves

ORDER FOLLOWERS

When you direct your follower to do something that would trigger a player move, and they do it, they trigger the move. If the move involves rolling, you roll for them, and…

When a follower is without orders or acts on their own initiative, the GM says what they do and decides how it goes.

STRENGTHEN YOUR BOND

When you pay your follower's cost, and you haven't done so recently, they hold +1 Loyalty (max 3).

Spend your follower's Loyalty 1-for-1 to have them:

Each follower has a cost ("genuine affection," "coin," "training"). Paying it should be a meaningful, on-camera moment. At 3 Loyalty, Strengthen Your Bond doesn't trigger.


Prune notes

Open questions