Last Breath
When
you're dying, you catch a glimpse of what lies Beyond the Black Gates of Death's Kingdom. (The GM will describe it.) Roll (+nothing; Death doesn't care how cool you are). On a
10+ you have cheated Death—you're in a bad spot, but you're still alive. On a
7-9, Death will offer you a bargain. Take it and stabilize, or refuse it and pass beyond the Black Gates to whatever fate awaits you. On a miss, your fate is sealed.
Carouse
When you return triumphant and throw a big party spend 100 coin and roll +extra 100s of coins spent. On a 10+ choose three; on a 7-9 choose one. On a miss, still choose 1, but things get out of hand.
... You befriend a useful NPC.
... You hear rumors of an opportunity.
... You gain useful information.
... You are NOT entangled, ensorcelled, or tricked.
Encumbrance
When you make a move while carrying weight up to you Load, you're fine. If you are carrying weight equal to your Load+1 or +2, take -1. If you are carrying weight greater than your Load+2, make a choice: Drop at least 1 weight and roll a -1 or automatically fail.
Make Camp
When you settle in to rest, consume 1 ration. If you are somewhere dangerous, also decide the watch order. If you have enough XP, you may Level Up. When you wake from at least a few hours of uninterrupted sleep, heal damage equal to half you max HP.
Take Watch
When you're on watch and something approaches the camp, roll +Wis. On a 10+, you're able to wake the camp and prepare a response, and everyone takes +1 forward. On a 7-9, you react a moment too late—the party has weapons and armor, but little else. On a miss, whatever lurks outside the campfire light has the drop on you.
Outstanding Warrants
When you return to a civilized place where you've caused trouble in the past, roll +Cha. On a 10+, word has spread of your great deeds, and everyone recognizes you. On a 7-9, that and the GM chooses a complication:
... The local constabulary has a warrant for your arrest.
... Someone has put a price on your head.
... Someone important to you is now in a bad spot because of your actions.
Recruit
When you put out the word that you're hiring help, roll. If you make it known...
... that your pay is generous, take +1.
... what you are setting out to do, take +1.
... that they'll get a share of whatever you find, take +1.
If you have a good reputation in these parts, take an additional +1, and the above bonuses are cumulative.
On a 10+, you have your pick of a number of skilled applicants, your choice of who to hire, and have no penalty for turning anyone away. On a 7-9, you'll have to settle for someone close to what you want, or turn them away. On a miss, someone inappropriate declares that they'd like to come along (e.g. a foolhardy youth, a loose-canon, or a veiled enemy): Bring them along anyway and take the consequences or turn them away. If you do turn away applicants, take -1 forward to Recruit.
Supply
When you go to buy something with money on hand, if it's something readily available in this settlement, you can buy it at market price. If it's something special, beyond what's typical here, or non-mundane, roll +Cha. On a 10+ you find what you want at a fair price. On a 7-9 you'll have to pay more for it or settle for something similar.
Recover
When you do nothing but rest in comfort and safety, after a day of rest you recover all of your lost HP. After three days of rest, you remove one debility of your choice. If you're under the care of a healer (magical or otherwise), you remove one debility per two days of rest instead.
Bolster
When you spend your leisure time in study, meditation, or practice, you gain preparation. If you bolster for a week or two, gain 1 preparation. If you bolster for a month or longer, gain 3 preparation. When your preparation pays off, spend 1 preparation for +1 forward.
Level Up
When you have sufficient downtime and XP equal to your current level +7, subtract your current level+7 from your XP, and increase your level by 1. You may then choose a new Advanced Move for your class. If you are a wizard, you may also add a new spell to your spellbook. Also choose one of your stats and increase it by 1. (This may increase your modifier.) Note that increasing your Constitution will increase your maximum and current HP. Ability scores cannot go higher than 18.
End of Session
When you reach the end of a session, you may choose to resolve one of your Bonds. If the other player agrees, erase that Bond and write a new one. Also mark 1 XP.
As a group, answer the following questions:
... Did we learn something new and important about the world?
... Did we overcome a notable monster or enemy?
... Did we loot a memorable treaure?
For each "Yes", mark 1 XP.