Hack and Slash
When you attack an enemy in melee, roll+Str.
✴On a 10+, you deal your damage to the enemy and avoid their attack. At your option, you may choose to do +1d6 damage but expose yourself to the enemy’s attack.
✴On a 7–9, you deal your damage to the enemy and the enemy makes an attack against you.
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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, choose one (whichever you choose you deal your damage):
-You have to move to get the shot placing you in danger as described by the GM
-You have to take what you can get: -1d6 damage
-You have to take several shots, reducing your ammo by one
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Defy Danger
When you act despite an imminent threat or suffer a calamity, say how you deal with it and roll. If you do it
- by powering through, +Str
- by getting out of the way or acting fast, +Dex
- by enduring, +Con
- with quick thinking, +Int
- through mental fortitude, +Wis
- using charm and social grace, +Cha
✴On a 10+, you do what you set out to, 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.
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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
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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.
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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 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?
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Parley
When you have leverage on a GM Character and manipulate them, roll+Cha. Leverage is something they need or want.
✴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.
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Aid or Interfere
When you help or hinder someone , roll+bond with them.
✴On a 10+, they take +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.
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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). Then roll (just roll, +nothing—yeah, Death doesn’t care how tough or cool you are). ✴On a 10+, you’ve cheated Death—you’re in a bad spot but you’re still alive.
✴On a 7–9, Death himself will offer you a bargain. Take it and stabilize or refuse and pass beyond the Black Gates into whatever fate awaits you.
✴On 6-, your fate is sealed. You’re marked as Death’s own and you’ll cross the threshold soon. The GM will tell you when.
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Make Camp
When you settle in to rest consume a ration. If you’re somewhere dangerous decide the watch order as well. If you have enough XP you may level up. When you wake from at least a few uninterrupted hours of sleep heal damage equal to half your max HP.
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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, everyone in the camp takes +1 forward.
✴On a 7–9, you react just a moment too late; your companions in camp are awake but haven’t had time to prepare. They have weapons and armor but little else.
✴On a miss, whatever lurks outside the campfire’s light has the drop on you.