## Actions & Outcomes
### Survey
Observe the situation and predict outcomes.
| Roll | Outcome |
| ------------------- | ---------------------------------------------------------------------------------------------------------------------------------------------------- |
| SUCCESS (10+) | You get a lay of the land. Ask the DM 2 questions about the situation, location, or person. |
| MIXED SUCCESS (7-9) | You get a sense of the situation. Ask the DM a question and get a clouded response. Mark 1 stress, or plunge forward recklessly and take -1 forward. |
| MISS (6 or lower) | Your awareness fails you. DM makes a move. |
### Study
Scrutinize details and interpret evidence.
| Roll | Outcome |
| ------------------- | -------------------------------------------------------------------------------------------------------------------------------------- |
| SUCCESS (10+) | You study well. Gain a new insight, and a +1 forward on utilizing this knowledge. |
| MIXED SUCCESS (7-9) | You begin to comprehend. The DM gives you clouded information. Mark 1 stress, or become distracted by the details and take -1 forward. |
| MISS (6 or lower) | It doesn't click. DM makes a move. |
### Hunt
Carefully track a target, arrange an ambush, or attack from a distance.
| Roll | Outcome |
| ------------------- | ----------------------------------------------------------------------------------------------------------------- |
| SUCCESS (10+) | You hunt your target.<br>Choose 1: <br> - They gain a Condition <br> - You spot a weakness or opportunity |
| MIXED SUCCESS (7-9) | You hunt your target, but something's tricky.<br>Choose 1: <br> - They spot you <br> - There's a new obstacle |
| MISS (6 or lower) | You lose your target, or something finds you. DM makes a move. |
### Cook
Take ingredients and combine them into something new. Tinker, brew, build.
| Roll | Outcome |
| ------------------- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| SUCCESS (10+) | The cooking is succeeding, or finished.<br>Choose 1:<br> - A full meal of this heals 3 stress.<br> - A full meal of this charms the eater.<br> - Other positive side effect. |
| MIXED SUCCESS (7-9) | The cooking is progressing with a hiccup.<br>Choose 1:<br> - Mark Stress equal to 10-your roll.<br> - DM adds a problem that must be solved to finish things. |
| MISS (6 or lower) | The cooking is bad or uncontrollable. DM makes a move. |
### Finesse
Employ subtle misdirection or fine dexterity. Speed and grace.
| Roll | Outcome |
| ------------------- | -------------------------------------------------------------------------------------------------------------------------------------- |
| SUCCESS (10+) | You achieve what you want exceptionally. |
| MIXED SUCCESS (7-9) | You achieve what you want to do, but something's tricky.<br>Choose 1: <br> - You get in a tight spot.<br> - There's a new obstacle. |
| MISS (6 or lower) | Things get complicated. DM makes a move. |
### Sneak
Traverse skillfully and quietly. Hide.
| Roll | Outcome |
| ------------------- | -------------------------------------------------------------------------------------------------------------------------------------- |
| SUCCESS (10+) | You sneak exceptionally. You spot a weakness or opportunity. |
| MIXED SUCCESS (7-9) | You achieve what you want to do, but something's tricky.<br>Choose 1: <br> - You get in a tight spot.<br> - There's a new obstacle. |
| MISS (6 or lower) | Your cover is broken. DM makes a move. |
### Skirmish
Entangle a target in close combat so they can’t easily escape. Wrestle, hack, slash.
| Roll | Outcome |
| ------------------- | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| SUCCESS (10+) | Antagonist marks a Condition.<br>Choose 1:<br> - Mark 2 Stress, or a Condition.<br> - Antagonist gains an opportunity.<br> - You get in a tight spot. |
| MIXED SUCCESS (7-9) | Antagonist marks a Condition.<br>Choose 2:<br> - Mark 2 Stress, or a Condition.<br> - Antagonist gains an opportunity.<br> - You get in a tight spot.<br> - There's a new obstacle. |
| MISS (6 or lower) | Things get complicated. DM makes a move. |
### Brawn
Lift or push something heavy. A feat of strength. Break something sturdy.
| Roll | Outcome |
| ------------------- | ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| SUCCESS (10+) | You achieve what you want exceptionally. |
| MIXED SUCCESS (7-9) | You achieve what you want to do, but something's tricky. <br>Choose 1:<br> - Mark 2 Stress, or a Condition.<br> - You get in a tight spot.<br> - There's a new obstacle. |
| MISS (6 or lower) | Things get complicated. DM makes a move. |
### Attune
Open your mind to arcane power.
| Roll | Outcome |
| ------------------- | --------------------------------------------------------------------------------------------------------------------------------- |
| SUCCESS (10+) | Your magic does what you want it to do. |
| MIXED SUCCESS (7-9) | Your magic does what you want it to do.<br>Choose 1:<br> - Mark Stress equal to (10 \- your roll).<br> - DM adds a side effect. |
| MISS (6 or lower) | Magic strikes back. DM makes a move. |
### Cater
Socialize with or comfort friends and customers.
| Roll | Outcome |
| ------------------- | -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| SUCCESS (10+) | **SOCIALIZE**<br>They are friendly and willing to share information. Choose 1: <br> - They offer joy: Clear 1 stress.<br> - They offer advice: Mark Experience.<br> - They offer a truth: They share key info.<br>**COMFORT**<br>You each choose one for yourself. The other person chooses one extra for themself. <br> - Clear a Condition.<br> - Clear 2 Stress.<br> - Mark Experience. |
| MIXED SUCCESS (7-9) | **SOCIALIZE**<br>They are friendly but something's tricky. Choose 1: <br> - They're too friendly (flirting, nagging, reckless, touchy).<br> - They're still cautious. They open up if you help them with something first.<br>**COMFORT**<br>You each choose one for yourself. <br> - Clear a Condition.<br> - Clear 2 Stress.<br> - Mark Experience. |
| MISS (6 or lower) | Things get complicated. DM makes a move. |
### Boss
Compel swift obedience, or intimidate.
| Roll | Outcome |
| ------------------- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ |
| SUCCESS (10+) | They are compelled to follow your command.<br>If they still refuse, they take a Condition and you gain an opportunity. |
| MIXED SUCCESS (7-9) | They start to follow your command. <br>Choose 1: <br> - Mark 2 Stress or a Condition.<br> - They're obedient for a moment.<br> - They're angered or scared when they shouldn't be. |
| MISS (6 or lower) | They refuse and things get complicated. DM makes a move. |
### Sway
Convince someone with guiles, charm, or argument.
| Roll | Outcome |
| ------------------- | ----------------------------------------------------------------------------------------------------------------------------------------------------------- |
| SUCCESS (10+) | They hear you out.<br>If they still refuse, they take a condition and you gain an opportunity. |
| MIXED SUCCESS (7-9) | They hear you out. <br>Choose 1: <br> - Mark 2 Stress or a Condition.<br> - They're appeased only for a moment.<br> - They ask for something in return. |
| MISS (6 or lower) | They refuse and things get complicated. DM makes a move. |
### Power Through It / Act Under Pressure
Feel the grind and bear it. Roll +Conditions.
| Roll | Outcome |
| -------------------- | ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| MISS (10+) | Choose 1: <br> - **Burn out.**<br> - Two options from 7-9. |
| MIXED SUCCESS (7-9) | Choose 1:<br> - Mark 2 Conditions or 4 Stress.<br> - Mark a Special Condition of the DM's Choice.<br> - Lose control of your magic in an obvious, disastrous way.<br> - Lash out at a coworker, who marks 2 Stress. |
| SUCCESS (6 or lower) | Keep it together, mark Experience. |
## Special Rules
### Twisting Fate
**Mark 1 Stress** and **roll a d6** to help another staff member with a Move. The character you are helping may take this die and swap it with either die in their roll.
A staff member may twist fate only once on a Move. However, a Move can have its fate twisted up to three times, each time inflicting one more Stress on the helper than in the last fate twist.
### Opposed Rolls
When two PCs attempt to do something contested (such as fight each other, or try to evade each other), they each select a relevant action and roll it. Whoever rolls higher succeeds. The margin of success determines the severity of consequences. If one PC does not have a relevant action to resist, they will simply roll **\+Conditions** in a **Act Under Pressure/Power Through It** roll.
For example:
- Sneak vs. Hunt (PC hiding and PC looking for them.)
- Skirmish vs. Skirmish (melee combat)
### Suboptimal Stat
You choose which action to perform to overcome an obstacle by describing what your character does. Actions that are poorly suited to the situation may be less effective and may put the character in more danger, but they can still be attempted.
For example: if there are demons that do not listen to reason and you describe your character scaring them off, the DM calls for you to roll BOSS to intimidate them. But you argue for CATER instead, then it might lead to an unintended issue even if you succeed, such as them getting too rowdy and friendly with you in a dangerous way.
### Differentiating Actions
- **Survey** tends to be used for in the moment observation, or looking at a broader situation. Use **Study** for more methodical investigation of a specific object, feature, concept, or person. Use **Hunt** when tracking down a target or following someone through a city.
- **Cook** includes fixing things, building things, brewing, and other acts of practical alchemy. Use **Attune** if you want to use something magical in an act that is less about combination or creating a product.
- **Finesse** is a catchall for anything that requires dexterity, precision, and gracefulness. Precise cutting in a cook might require finesse, while picking a lock while sneaking around might also require a finesse.
- **Skirmishing** is always dangerous, even when you succeed by 10+. Fighting someone does not always have to be a skirmish roll though. **Hunt** to shoot from afar, or use **Brawn** to shove a boulder/heavy object onto an unsuspecting foe. **Finesse** might be more applicable if you're swordfighting someone in a duel with specific forms and rules.
- While **Skirmish** involves the grit and experience of getting into a tight melee, **Brawn** is more about raw strength, especially applied to inanimate objects. However, if your attack is less about scrapping with someone and more about lifting, pushing, or expressing pure strength, a **Brawn** roll can be argued.