Basic Moves

Basic Moves

These moves come from Dungeon World by Sage LaTorra & Adam Koebel.

Hack & Slash
When you attack an enemy in melee, roll +STR: on a 10+, you deal your damage to the enemy and avoid their attack, unless you choose expose yourself to their attack to do +1d6 damage; on a 7–9, you deal your damage to the enemy and the enemy makes an attack against you.

Volley
When you take aim and shoot at an enemy at range, roll +DEX: on a 10+, you have a clear shot — deal your damage; on a 7–9, deal your damage and choose one:

  • You have to move to get the shot, placing yourself in danger (ask the GM how)
  • Take what you can get: -1d6 damage
  • You have to take several shots, reducing your ammo by one

Defy Danger
When you act in the fact of imminent threat or calamity, say what you do and roll…

  • … +STR if you power through
  • … +DEX if you act fast
  • … +CON if you endure
  • … +INT if you think fast
  • … +WIS if you steel your will
  • … +CHA if you charm your way out

On a 10+, you do it, and the threat doesn’t come to bear; on a 7–9, you stumble, hesitate, or flinch: the GM will offer you a worse outcome, hard bargain, or ugly choice.

Defend
When you stand in defense of a person, item, or location under attack, roll +CON: on a 10+, hold 3; on a 7–9, hold 1. As long as you stand in defense, when you or the thing you defend is attacked you may spend hold, 1 for 1, to choose an option:

  • Redirect an attack from the thing you defend to yourself
  • Halve the attack’s effect or damage
  • Open up the attacker to an ally giving that ally +1 forward against the attacker
  • Deal damage to the attacker equal to your level

Spout Lore
When you consult your accumulated knowledge about something, roll +INT: 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.

Discern Realities
When you closely study a situation or person, roll +WIS: on a 10+, ask the GM 3 questions from the list below; on a 7–9, ask 1. Either way, take +1 forward when acting on the answers.

  • What happened here recently?
  • What is about to happen?
  • What should I be looking out for?
  • What here is useful or valuable?
  • Who’s really in control here?
  • What here is not as it appears?

Parley
When you have leverage on an NPC or monster and manipulate them, roll +CHA: on a 10+, they do what you ask if you first promise what they ask of you; on a 7-9, they will do what you ask, but need some concrete assurance of your promise, right now.

Aid or Interfere
When you help or hinder someone, roll +bond with them: on a 10+, they take &343;1 or -2 to their roll, your choice; on a 7–9, they still get a modifier, but you also expose yourself to danger, retribution, or cost.

Basic Moves

Inferno of the Living Jason