B. Moves
Moves are self-contained systems to resolve a specific action, scene or question. There is a move for most common situations you encounter in Chalksworn. They have specific triggers, phrased as “When you [blank].” When your character does that thing, or you encounter that situation, refer to the move to see what happens.
Moves are organized by the activity they are most likely to be used during.
- Session moves cover moves that help structure the flow of play.
- Adventure moves cover a variety of generalized moves you’ll use all throughout the game.
- Connection moves involve building connections and bonds with people and communities.
- Exploration moves cover traveling the wastes and investigating sites.
- Combat moves are used when fighting (but not exclusively; other moves may come into play as well).
- Suffer moves occur when you endure hardship, such as suffering physical harm or facing a dispiriting challenge.
- Threshold moves occur when you are on the brink of destruction.
- Recover moves are how your character rests and recuperates.
- Quest moves encompass iron vows and making progress in a sworn quest.
- Legacy moves cover improving and retiring your character.
- Fate moves help you decide what happens in solo and co-op play, or support the GM’s decisions and brainstorming in guided play.
When a move’s name is referenced within these rules or by another move, you’ll see it as italicized text.
Most moves are based on risky actions you are taking. You are attacking with your sword, making a dangerous climb, or healing an ally. These moves use dice to determine the outcome. This is called an action roll.
Some moves measure your headway against an extended challenge, such as a journey or fight, using a progress track. When you are ready to resolve the challenge, you make a progress roll.
Other moves utilize a different kind of dice roll, called an oracle roll. These moves help determine the outcome of uncertain events out of your character’s control. If you’re playing solo or co-op, you can use the Ask the Oracle move to answer questions about the world, resolve how other characters respond, or determine what happens next.
Some moves don’t require a roll. They might support or reference a separate move, or simply help you resolve a mechanical or narrative situation. Don’t roll dice unless a move tells you to.