Basic MovesWhen you
Bare your Soul to another, roll with tiger claw.
On a 10+, you choose one. On a 7-9, they choose one:
•you each carry forward
•you each gain edge on the other
•you begin a duel with each other
When you
Dance Past Danger, roll with desert wind.
On a 10+. You avoid the danger completely and choose one:
•You carry forward
•You throw the source danger out of balance
•You impress or dismay somebody who's watching
On a 7-9, choose one:
•You avoid the danger completely
•You partly avoid the danger, and choose one from the 10+ list
When you
Do Something Sneaky, roll with shadow hand.
On a 7-9, choose one. On a 10+, both:
•You gain your prize
•You aren't discovered
When you
Endure Trouble, roll with stone dragon.
On a 10+. You endure completely and choose one:
•You get +1 defense the next time you take damage
•The source of the trouble loses edge on you
•You impress dismay somebody who's watching
On a 7-9, choose one:
•You endure the trouble completely
•You partly endure, and choose one from the 10+ list
When you
Help a PC, roll with white raven.
On a 10+, choose:
•They get +1 to their roll
•They get +2 to their roll, but you expose yourself to danger or trouble
On a 7-9, they get +1 to their roll, but only if you expose yourself to danger or trouble
When you
Practice your Skills, roll with iron heart.
On a 10+, choose:
•Mark experience (limit once per session)
•Gain edge on someone who practices with you
•Carry forward to do what you practice
On a 7-9, carry forward to do what you practice
When you
Pray for Guidance, roll with devoted spirit.
On a 10+, you receive a vision. Choose one:
•The vision answers your questions
•The vision gives you a task. Carry forward to complete it
•The vision is soothing. Heal one harm
On a 7-9, you are given a sign. Choose one:
•A sign of benevolence. A friend heals one harm
•A sign of favor. Carry one forward to Sway an NPC with words
•A sign of guidance. Tell another PC what must be done. If they do it, they mark experience
When you
Study a Moment, roll with diamond mind.
On a 7-9, ask one. On a 10+, ask three, or ask one and carry forward:
•What is about to happen?
•Who or what is the biggest threat here?
•What weakness can I exploit?
•Who is in control?
•What is hidden from me?
•How can I escape?
When you
Study a Person, roll with setting sun.
On a 7-9, ask one. On a 10+, ask three, or ask one and gain edge on them:
•What sword disciplines do you specialize in?
•What do you intend to do?
•What do you want from me?
•How are you deceiving me?
•How do you feel right now?
When you
Sway an NPC with Words...
If your tongue dances like the tongue of a poet, roll with desert wind
If you proclaim the teachings of your faith, roll with devoted spirit
If you employ a carefully reasoned argument, roll with diamond mind
If you turn their own words against them, roll with setting sun
If you lie or deceive, roll with shadow hand
If you use simple and honest words, roll with stone dragon
If you channel raw emotion, roll with tiger claw
If you speak as a leader of men, roll with white raven
On a 10+, your words sway them. On a 7-9, choose one:
•It will take more than mere words to sway them. The GM will tell you what else you need
•Your words push them to a different course of action that you hoped for
Notes: “swayed” doesn't mean “do exactly what you want. What happens depends on which words you use, not just how well you roll. A carefully reasoned argument might convince someone to marry you, but it will never convince them to love you. For that, you might need the tongue of a poet instead.
A 7-9 is still a hit. If the words push them to a different course of action, it's not the same thing they'd do on a miss. Just as with the 10+ hit, the words you use should affect what they do or what price they ask.When you
Attack an Opponent, role with the style you use.
On a 10+, you and your foe trade damage, and you make a style move from your chosen style.
On a 7-9, your opponent damages you and choose one:
•You damage your opponent normally
•You deal -1 damage and make a style move from your chosen style.
Desert Wind Style Moves
•Sirocco Step: Avoid the enemy's attack entirely
•Wind Dervish Dance: Dodge past enemies, maneuvering yourself to the perfect position on the battlefield
Devoted Spirit Style Moves
•Divine Challenge: Force an opponent to engage with you instead of your allies.
•Shield of Faith: Bring your shield to bear for +1 armor
Diamond Mind Style Moves
•Action Before Thought: You strike before your opponent. If defeat or neutralize your opponent with your attack, they won't have the opportunity to strike back.
•Diamond Edge Razor: Your damage ignores your opponent's armor.
Iron Heart Style Moves
•Punishing Blow: Your attack deals +1 damage.
•Steel Wind Strike: Your attack damages two opponents at once. You suffer damage only from the stronger.
Setting Sun Style Moves
•Giant Killer Stance: You deal damage equal to your opponent's damage value instead of your own.
•Blinded Eye Technique: You throw or maneuver your opponent to a worse position on the battlefield.
Shadow Hand Style Moves
•Creeping Shadow Strike: You strike at an opponent's pressure point, causing him to be stunned or crippled
•Grinning Rogue Strike: If you attack an opponent who is unaware, off balance, or otherwise vulnerable, you deal +1 damage
Stone Dragon
•Root of the Mountain Stance: Get +1 armor and avoid being knocked off balance by an opponent's attack
•Stone Bull Charge: Knock your opponent off their feet or otherwise off balance.
Tiger Claw Style Moves
•Leaping Panther Strike: Leap across the battlefield to engage your opponent
•Wolf Fang Strike: Attack with two weapons, dealing damage with each.
White Raven Style Moves
•Flanking Maneuver: An ally carries forward to attack
•Wind Dervish Dance: Give an ally +1 armor