These Moves form the core of how a Hero interacts heroically with the world. Core Moves are triggered by describing the action taken by the Hero. Moves have what Triggers them listed in italics.
When you perform a Core Move with a Power the Move is altered, as described beside the POWERED notation.
Aggression
Harm and Impede through strength and brutality . When you attack an enemy with brute force, (ROLL Prowess).
- On a 6, you Harm and/or Impede the enemy
- On a 4–5, you Harm and/or Impede the enemy, and Narrator chooses one:
– The enemy Harms and/or Impedes you
– Something unintended inconveniently breaks
POWERED -ROLL Key Attribute.
Precision
Harm through quick well placed strikes or ranged attacks. When you take precise aim and strike an enemy or attack at range, (ROLL Agility).
- On a 6, you aim at a point of weakness and Harm the enemy
- On a 4–5, You Harm the enemy and choose one:
– The enemy manages to Harm you as well
– You must move to get the hit, which puts you in a dangerous situation
– The enemy finds cover, concealment, or protects themselves to any similarly made attack
POWERED – ROLL Key Attribute.
Fake Out
Harm and/or Impede through tricks, goading, and maneuvers. When you attempt to Impede and/or Harm an enemy indirectly with terrain or circumstances, through trickery (ROLL Intelligence), goading (ROLL Charisma) or speed (ROLL Agility).
- On a 6, the gambit works — the enemy is Impeded and/or Harmed.
- On a 4–5, you Harm and/or Impede the enemy, The Narrator chooses one:
– The enemy manages to Harm you.
– Your maneuvers place you in dangerous conditions
– The enemy will not be fooled again by this, or any similar, tactic this scene
POWERED – ROLL Key Attribute.
Defy Danger
When you act despite an imminent danger or to avoid a calamity. If you do it…
…by powering through, (ROLL Prowess)
…by getting out of the way or acting fast, (ROLL Agility)
…by enduring, (ROLL Stamina)
…with quick thinking, (ROLL Intelligence)
…through mental fortitude, (ROLL Willpower)
…using charm and social grace, (ROLL Charisma)
…by noticing a hidden danger (ROLL Perception)
- On a 6, you do what you set out to, the threat doesn’t come to bear.
- On a 4–5, you stumble, hesitate, or flinch: the Narrator will allow you to make a sacrifice, place you at new/continued risk or suffer a lesser calamity.
POWERED – ROLL Key Attribute.
Observe
When you take the time to closely study a situation or person, (ROLL Perception).
- On a 10+, you may ask the Narrator 3 questions from the list below.
- On a 7–9, you may ask 1.
Either way, take +1 Move Bonus when acting on the answers.
– What happened here recently?
– What is about to happen?
– What should I be on the lookout for?
– What here is useful or valuable to me?
– Who’s really in control here?
– What here is not what it appears to be?
– Which way did they go?
POWERED – It takes no time to closely study a situation or person. When you closely study a situation or person, ROLL Key Attribute. You may add “What happened in the distant past that is relevant here” and “What is likely to happen in the distant future that is relevant here” to the list above.
Manipulate
When you have leverage on a Narrator’s character and Manipulate them, (ROLL+Charisma). Leverage is a promise to fulfill a desire or carry out a threat.
- On a 6, they do what you ask, believing that you will make good on your promise soon.
- On a 4–5, they will do what you ask if provided some concrete assurance of your promise, right now.
POWERED – ROLL Key Attribute. Leverage is no longer required. Results are now:
- On a double 6 the target will briefly behave as you wish, believing their actions was of their own choosing.
- On a 6 the target will briefly behave as you wish
- On a 4-5 the target will briefly behave as you wish and the Narrator chooses 1:
– It is apparent that you are the source of the control.
– Your concentration on controlling leaves you distracted and vulnerable.
Knowledge is Power
When you consult your accumulated knowledge for relevant information,(ROLL Intelligence) and tell the Narrator how you would know this information. Having a reference on hand gives a +1 Move Bonus. Having related past experience in the area of knowledge you wish to display also provides a +1 Move Bonus
- On a 6, the Narrator will tell you something interesting and useful about the subject relevant to your situation.
- On a 4–5, the Narrator will only tell you something interesting—it’s on you to make it useful.
POWERED – You automatically receive the reference and expertise bonus, for a total +2 Move Bonus. ROLL Key Attribute.
Team Up
When you attempt to assist or disrupt the efforts of another Hero, that has triggered a Move with a ROLL, you may choose to have them re-roll their ROLL. The Narrator may, whole or in part, include you in any repercussions resulting from the results of the ROLL.
POWERED – You may now either have the Hero re-roll the entire ROLL or re-roll only one of the dice, of your choosing.