Basic Moves

Everyone has access to Basic Moves. They're separate from your Playbook. The Godlike checkboxes must be unlocked through Advancements. They're not immediately available, even if you roll a 13+.

Smite Your Enemies
Roll 2d6 + Prowess when you step into the fight.

On a 10+ choose 3 from the list below, OR disarm your enemy.

On a 7-9 choose 1 from the list below.

GODLIKE: On a 13+ select all of the options from the list.


 * Exchange Harm: combatants trade Harm based on their weapons
 * Protect Yourself: -1 Harm to you, if you Exchanged Harm
 * Crush Them: +1 Harm to your enemy, if you Exchanged Harm
 * Gain an advantageous position: +1 forward on your next SMITE
 * Make an opening: +1 forward to an ally who follows your lead
 * Take something from your enemy

Perform Under Pressure
Roll 2d6 + Mettle when you do something while the heat is on. Land the plane, pick the lock, hack the mainframe. It's all you.

On a 10+ you get it done, for now, no problem.

On a 7-9 there's a complication, choose one option from the list.

GODLIKE: On a 13+ you do your thing and then some. This situation is under your control and you won't need to roll again for it in this scene.


 * It takes longer than it should
 * Something breaks
 * Take 1 Harm
 * The result is only partially effective
 * Your next roll is with Fate's Disfavor

Bend Fate
Roll 2d6 + Wyrd when you wield the supernatural forces of Fate.

On a 10+ choose 2 Boons and 1 Bane

On a 7-9 choose 1 Boon and 1 Bane

On a 6- choose 2 Banes. The Fates will have their price.

GODLIKE: On a 13+ narrate a significant change to the environment and storyline.


 * Boons:
 * Your Gift does something beyond its normal limits
 * Heal 1 Harm
 * Inflict 1 Harm
 * Give someone else Fate's Favor or Disfavor
 * Someone's supernatural ability is unusable for the scene
 * Restore someone else's supernatural ability
 * Banes:
 * One of your Gifts is unusable for the scene
 * Take 1 Harm ignoring armor
 * Become stunned for a few moments
 * Take Fate's Disfavor on your next roll
 * Something bad finds you

Sway Someone
Roll 2d6 + Awe when you want to convince someone that your way is the right way. Unlocking Godlike for this move checks both boxes below.

For NPCs

 * On a 10+ they accept your reasonable argument at no cost.
 * On a 7-9 they'll do it, but they demand some kind of price.
 * GODLIKE: On a 13+ say hello to your new best friend!

For a member of your Weave

 * On a 10+ they gain 1 Thread AND +1 forward working on your plan.
 * On a 7-9 they gain 1 Thread.
 * GODLIKE: On a 13+ all members of your Weave gain a Thread, and take +1 ongoing while in pursuit of your plan.

Members of your Weave may always choose to ignore your argument, reasonable or otherwise, and not gain any of the benefits above.

Pierce the Veil
Roll 2d6 + Judgement when you peer beyond the veneer of mortality.

On a 10+ ask three questions.

On a 7-9 ask two questions.

On a 6- ask one question and prepare for the worst.

GODLIKE: On a 13+ you may ask six questions.


 * What happened to this person, place, or thing recently?
 * What is the greatest danger with this person, place, or thing?
 * When was this person, place, or thing made?
 * When did ______ happen?
 * Where did this person, place, or thing come from?
 * Who is responsible for this person, place, or thing?
 * How can I get this person, place, or thing to ______?

Provide Aid
Roll 2d6 + Tangles when you want to help someone in your Weave accomplish a task, or avoid the Harm they just took. Describe how your character is able to assist.

On a 10+ choose 1:


 * They get +2 to their roll.
 * They get +1 to their roll AND they gain a Thread.
 * You both take 1 Harm, ignoring armor, instead of the Harm they would have taken.

On a 7-9 choose 1:


 * They get +1 to their roll.
 * Split the Harm with them- you take the extra if the Harm is odd.

On a 6- you make it worse, and are exposed to the same danger.