Fudge die (or Fate die): a 6-sided die with two "+" sides, two "-" sides, and two blank sides. 4dF means 4 Fudge dice are rolled for a result from -4 to +4.
Trait: anything that describes a character.
Ranked trait: any trait that fits on the Fudge ladder (usually called attributes or skills).
Unranked trait: any trait that doesn't fit on the Fudge ladder (gifts, faults, backstory, character description).
Supernormal abilities: magic, psionics, superpowers, etc.
The GM starts with a base set of traits and alters the list as appropriate for the setting.
Cultural Knowledge (history, religion, customs, etc.)
Dungeoneering (knowledge of dungeon environments)
Nature (plant and animal knowledge, foraging, handle animal, navigation, and tracking)
Thievery (disable traps, open locks, pick pockets, and sleight of hand)
Galactic Knowledge (planetary customs, history, xenobiology, etc.)
Starship Use (Piloting, Gunnery, Astrogation)
Vehicles (knowledge, driving/piloting, repair, operation)
**Depending on the setting, the GM may wish to combine Hacking and Repair into a single Technology skill.
The GM is encouraged to add and remove traits as appropriate for the setting. For example, when running a pocket monster game I started with the base traits, added Technology (a combination of Computers and Mechanics) and Nature, and combined Melee Combat and Ranged Combat into just "Combat".
No trait should be obviously more or less useful than any of the other traits. If the trait is too specific, or the setting won't naturally challenge that trait, you should alter it to be more broadly applicable or just remove it. Conversely, if the trait is too useful you should split it up into multiple traits. As an example I found myself calling for Perception rolls too often in my games, so I split it into Social Perception and Physical Perception.
It's recommended that the GM split the traits Magic and Psionic into smaller categories to match whatever metaphysical system the setting uses.
Once the trait list is determined the GM decides how many traits are allowed at each level. Any unassigned traits default to Poor.
Some example trait distributions:
1 Superb, 2 Great, 3 Good, 4 Fair, etc.
This is best used for games with many traits, or for games where the GM wants the PCs to have a lot of good traits.
Total traits Fair or better: 10. Total traits above Poor: 15
1 Superb, 2 Great, 2 Good, 2 Fair, etc.
This is best used for games with fewer traits, or when the GM wants PCs to be able to shine but only in specific areas.
Total traits Fair or better: 7. Total traits above Poor: 9
1 Great, 2 Good, 3 Fair, 4 Mediocre, etc.
This is best used for games with fewer skills, or when the GM doesn't want the PCs to have a very high level of competence in any specific area.
Total traits Fair or better: 6. Total traits above Poor: 10
2 Great, 3 Good, 4 Fair, etc.
This is best used for games with many traits where the GM wants the PCs to be well-rounded but not extremely good in any area.
Total traits Fair or better: 9. Total traits above Poor: 14
The important questions here are: What is the highest skill level I want my PCs to be at? How many of their traits do I want to be at least decent (Superb-Fair)? Do I want to give the PCs enough trait levels to be decent at all the traits, or do I want to force the players to specialize?
Hit Points are treated like any other ranked trait. Terrible HP is 1 HP and each additional level increases the character's HP by 1 point. Armor can add up to 3 HP. 0 HP is unconscious or incapacitated. Most attacks do 1 damage. PCs should get a few extra points of HP to act as plot armor unless the GM desires a high lethality game.
Start with a ranked trait. Roll 4dF and shift the trait up or down the Fudge ladder by the number of steps indicated. Compare the result to the GM-decided difficulty level (if unopposed) or to the opponent's relevant ranked trait plus an optional GM-decided modifier (if opposed). A tie or better means the roller succeeded. The GM decides if a player's failed roll means failure or success at a cost.
When rolling for an untrained or undefined trait: any trait that everyone should have some skill at (fighting, climbing, basic math, etc.) defaults to Fair, while any trait that requires specialized knowledge and/or training (particle physics, helicopter piloting, etc.) defaults to Poor.
If you don't own any Fudge dice you can roll 4d6 instead. Treat a die roll of 1 or 2 as a minus, 3 or 4 as a blank, and 5 or 6 as a plus. Thus, a roll of 1, 1, 2, 5 would be equivalent to [-][-][-][+], which adds up to -2.
Sometimes a player will have bonuses and/or penalties that could affect their roll. +1 is a good bonus, +2 is a very good bonus, and +3 is a very rare, very large bonus. The same modifiers also apply to penalties. Only the single largest bonus and the single largest penalty apply to any given roll.
When the GM wishes to apply a bonus or penalty less than one level they may use advantage dice or disadvantage dice. These dice are colored differently and replace regular Fudge dice when they are rolled. The player gets to ignore any minus result on an advantage die and must ignore any plus result on a disadvantage die. The two die types cancel each other out, so a player will never roll an advantage die and a disadvantage die in the same roll.
Statistically speaking, each die adjusts the result by an average of 1/3. Rolling 3 advantage dice would have roughly the same effect as a +1 bonus (though with less chance of an extremely good or extremely poor result).
The GM describes a threat and asks players, "What do you do?" A failed player roll or a player ignoring an oncoming threat means the GM can inflict damage or cause additional problems for the PC. There is no initiative; the GM shifts the spotlight between the different players as needed.
A successful attack reduces the defender's hit points by one. An unmodified roll* of +3 or +4 counts as a critical hit and inflicts an extra point of damage. Attacks that target an opponent's weakness may also inflict extra damage at the GM's discretion.
*the 4dF roll before applying it to the trait
If a PC takes damage as the direct result of a failed combat roll, and the unmodified roll is -3 or -4, the PC takes an extra point of damage.
At the end of each combat encounter PCs regain full HP.
Optional rule: PCs require a longer stretch of time to regain full health. This can be measured in hours, days, or even months. The GM may include a Healing or Medicine trait to speed up the process.
The ability to cast a specific type of magic is a ranked trait. The different types of magic and the breadth and limits of those types are up to the GM.
The following spell difficulty guidelines are adapted from Daneel's Simpler Magic System for Mini Six (https://forum.rpg.net/showthread.php?531361-Mini-Six-Simpler-Magic-System)
Short Range (touch)
Short Duration (one action)
Single Target (one creature/object)
Cantrips/Orisons, See Auras, Speak Languages, Burning Touch
Medium Range (bowshot)
Medium Duration (several actions)
Medium Area (several people)
Charm People, Mystic Armor, Heal Wounds, Fire Ball, Polymorph
Long Range (sight)
Long Duration (entire scene/encounter)
Large Area (crowd)
Resurrection, Group Teleport, Earthquake, Anti-magic Zone
Any Range, Duration, Area & Effect
Increase the difficulty if the spell being cast meets more than one criterion of a spell of that level.
Bad Things happen on a failed roll. Precisely what those Bad Things are depend on the difficulty of the roll and how badly the roll was failed. A few suggestions (with some inspiration from Dungeon World and the Dungeon World hack Wizard World):
Characters get 1-3 Experience Points (XP) per session.
Terrible to Poor: 1 XP
Poor to Mediocre: 1 XP
Mediocre to Fair: 1 XP
Fair to Good: 2 XP
Good to Great: 4 XP
Great to Superb: 8 XP
Superb to Legendary: 16 XP + GM permission
For slower character advancement increase the costs.
Write down everything important about your character, ranking any traits that can be ranked on the Fudge Ladder.
Characters get a broad trait (class, occupation, etc.) and two narrower traits (specific skills). Any one of the three traits may be Great, while the other two are Good. Any supernormal ability must be the broad trait. The GM may also require each PC to have a fault.
Characters are defined by 3 player-defined traits. One should describe their motivation and be ranked Superb, one should describe their fighting style and be ranked Great, and one should describe their profession and be ranked Good. The GM may also require each PC to have a fault.
Players don't have to decide on their traits before play starts. When a relevant trait is called for the player can fill it in in the appropriate spot below. The player may decide on a trait at any time. A player can only place a trait where there is an open slot for it. A player may create more Poor slots if necessary.
[________________] [________________] [________________]
[________________] [________________] [________________] [________________]
[________________] [________________] [________________] [________________] [________________]
[________________] [________________] [________________] [________________] [________________] [________________] [________________] [________________] [________________]
Keys are PC behaviors that reward the player with XP. They can be determined by the GM or selected by the player from a GM-provided list. Example keys are given in Appendix B.
Players gain 1 XP when their character takes the action ("hits the key") or 2 XP when the character hits the key against great odds or goes into danger because of it. Character advancement costs are multiplied by 10.
Alternatively, at the end of each session the player checks their keys. For each key that was hit that session the player gets 1 XP.
The player may, with the GM's permission, swap out a key for another one. Ideally this would involve in-character roleplaying, but it doesn't necessarily have to.
Players can improve traits, but there will be in-character costs decided by the GM (see "yes, but"). This may or may not be used in conjunction with XP rules.
Players gain 1 XP whenever their character fails a trait check. The GM should increase character advancement costs to compensate.
Players gain 1 XP whenever their character succeeds a trait check. The GM should increase character advancement costs to compensate.
Players gain 1 XP whenever their character succeeds a trait check AND whenever their character fails a trait check. The GM should DEFINITELY increase character advancement costs to compensate.
PCs start the game with 1-5 Fudge Points. Spending a Fudge Point lets you do one of the following:
*This option requires the GM's approval and may cost more than one Fudge Point.
If using Fudge Points (FP), the GM will need to answer the following questions:
Both XP and Fudge Points can be used as a reward to encourage specific behavior from PCs. Fudge Points should be awarded when the GM wants to give the players one-time out-of-character bonuses, while XP should be awarded when the GM wants to represent long-term in-character character improvement.
Just don't make the player choose between XP and FP. That never works well.
Note that Fudge Points can also be used to balance imbalanced character archetypes. A stronger starting character with more gifts and skills at high levels should start with, and be able to obtain, fewer Fudge Points than a weaker character with few good skills.
Whenever a character has taken enough damage they take a penalty to any relevant rolls. A character brought down to 2 HP will have a -1 penalty and a character brought down to 1 HP will have a -2 penalty. A character at full health never takes wound penalties, even if their full health is only 1 or 2 HP. A character with Superb Hit Points (7 HP) could record their injuries like this:
Scratch: O O O O
Hurt (-1): O
Very Hurt (-2): O
Each spellcaster has a spellcasting capactity attribute (e.g. mana, magic, soul, spirit). The rating of that attribute on the Fudge ladder determines the spellcaster's Mana Points (MP). Terrible mana is 1 MP and each additional trait level increases the character's MP by 1 point. Casting a spell costs 1 MP. Mana regenerates to full with a full night's rest.
Stat Tracks can be used in addition to a health track whenever a character has to keep track of some sort of resource that, when completely lost, makes the PC unable to act or unable to act in a certain way. The default difficulty for Stat checks is Fair unless another difficulty level makes more sense. Penalties from different tracks don't stack; only the highest penalty applies to a character's actions.
Penalty applies to: Physical actions
Lose health when: taking damage
Saving Throw: any appropriate combat or evasion trait
Regaining health: Resting for several hours in unsafe territory (enemy territory, wilderness, dungeon) heals half the players' max HP, rounded up. Resting overnight in safety and comfort heals full HP.
Stat levels: Scratch (0), Hurt (-1), Very Hurt (-2), Incapacitated
Benefits: Allows the character access to dark magic spells and reduces the difficulty of certain actions (free Fudge point?)
Penalty applies to: using light or neutral spells
Stat Track based on: Willpower
When to roll: Whenever a PC uses magic in anger or uses a dark magic ability.
Trait to roll against: Willpower
Getting rid of dark magic points: 1 point every 2 sessions. Requires in-character effort.
Stat levels: Touched (-0), Tainted (-1), Corrupted (-2), Consumed (NPC)
Penalty applies to: Sanity, most social skills, and possibly Willpower rolls
Stat Track based on: Sanity
When to roll: Whenever a character sees something that Should Not Exist, excessive gore, or attempts to cast a spell themselves.
Trait to roll against: Sanity
Regaining sanity: 1 point per session, or 2 if the character undergoes therapy between sessions.
Stat levels: Disoriented (0), Disturbed (-1), Unhinged (-2), Completely Insane (NPC)
Benefit: allows the character to cast spells
Penalty applies to: spellcasting and/or physical actions
Stat based on: Mana Pool
A failed spellcasting roll costs the character a point of mana. Alternatively, the GM may instead make an appropriate GM move.
Note: If using this track, it's probably a good idea for the trait that represents a character's spellcasting ability to be separate from the one that represents their mana pool.
Each group of combatant NPCs has a Morale trait ranked on the Fudge ladder. By default this is the same as the NPCs' Threat Rating but it could be different. Morale is generally checked in critical combat situations. Two recommended times for morale checks are:
A morale check has a default difficulty of Fair, though this may be adjusted to account for the circumstances. Morale is checked for the entire group at the same time, not individually for each NPC. If the NPCs succeed at the morale check they will continue to fight. If they fail they will try to retreat. NPC groups that successfully check morale twice will fight to the death.
Hit points only apply to NPCs in situations where the NPC is able to respond to the threat. If the NPC is disabled or caught unaware, they can be knocked out or killed by a PC regardless of their hit points. A tough NPC or a heavily-armored one may be treated as having a passive defense trait, but it should be lower than their threat rating would be.
Damage that could kill a human does 1 damage. Damage that could kill a horse does 2 damage, and damage that could kill an ogre or destroy a vehicle does 4 damage.
NPCs have a threat rating, hit points, and any other traits the GM wants them to have. Any undefined ranked trait defaults to the NPC's threat rating. NPCs also have behaviors that can be triggered whenever a player fails a roll, looks to the GM to see what happens, or ignores a threat. Enemies meant for short battles should only have 1 or 2 Hit Points each, while boss monsters should have HP equivalent to a PC (or more!)
Threat rating: Great
Gift: Quick regeneration. On a failed player roll the troll may regain a hit point.
Gift: Slow regeneration: The troll comes back to life a certain amount of time after dying (minutes, hours, days), eventually coming back to full health. Limbs regenerate, etc.
Fault: Pretty dumb.
Fault: Fire attacks and acid attacks both permanently take hit points off of the troll.
Fault (optional): Permanently turns to stone in sunlight.
Behavior: Big. Dumb. Strong. Grab things, pick them up, and smash them against other things. Do the same thing to people.
Threat rating: Fair
Gift: Paralyzing venom in fangs
Behavior: Create sticky webs to catch prey, inject a paralytic venom with your fangs, then wrap your prey in a coccoon before sucking their fluids out.
Threat rating: Mediocre
Behavior: Loot, pillage, and plunder. Obey your leader. Attack the innocent. Take by force.
Threat rating: Good
Behavior: Command your followers. Reward obedience. Crush any challenges to your authority. Boast recklessly.
Threat rating: Good
Gift: Spellcasting. Spells known: Fireball, Flamethrower.
Gift: Immunity to his own flames.
Gift: Immunity to all flames
Behavior: Burn all the things! If anybody tries to stop you, burn them as well!
Threat rating: Superb
Gift: Psionicist. Psionic abilities: Telepathy/empathy, Telekinesis, Physical Augmentation (acrobatic jumps, fast movement), Suggestion.
Gift: Plasma Sword
Behavior: Defend the weak. Destroy the wicked. Be at peace in all your actions.
Threat rating: Superb
Gift: Psionicist. Psionic abilities: Telepathy/empathy, Telekinesis, Physical Augmentation (acrobatic jumps, fast movement), Lightning.
Gift: Plasma Sword
Behavior: Let your anger and hatred flow through you. Crush your enemies. Show no mercy.
Threat Rating: Mediocre
Behavior: Mob the heroes, die in droves.
GM: The cultist waves his staff ominously over the altar, but the more immediate threat are his two warg rider cronies who are rapidly approaching you. The goblins have wicked curved blades and they cry for your blood. How do you react to their charge?
PC: I cast a Flash cantrip to blind the first rider.
GM: What's your Spellcasting skill?
GM: I'm gonna say casting Flash in this context requires a Mediocre magic skill, so you just need to roll 0 or higher on the Fudge dice.
PC: *rolls 4dF*
PC: Ouch. -1.
GM: Poor result. The spell backfires and goes off in your face, temporarily blinding you. What do you do?
PC: Okay, I know the wargs are coming, so I try to jump out of the way.
GM: Athletics check.
PC: Mediocre plus roll equals-
PC: *rolls 4dF*
PC: Augh! -3!
PC: That's... one level below Terrible! I did so poorly on my roll that there isn't even a ranking for it!
GM: Blinded, you run straight into the wall. Using your moment of disorientation, the goblins attack you from warg-back with their swords. You feel the blades slice through your armor. Mark off a hit point.
PC: That brings me down to 3 HP. Freaking hell.
GM: Okay, the temporary blindness has worn off, but you're still a little disoriented. You're at -1 to your next roll. The warg-riders come around for another pass. What do you do?
PC: I vault onto the nearest warg to knock the goblin off his perch.
GM: That'll require a Good Dexterity roll, followed by an opposed Strength check to knock the goblin off.
PC: Crap, -1.
GM: Combined with the disorientation -1 and your Mediocre dexterity, you did Terribly. You make it onto the warg, but at a cost. Because of your fumbling the goblin gets a free shot at you. The goblin does one more point of damage. Okay, now for the opposed Strength check. The goblin has Mediocre Strength.
PC: I have Good Strength, so this should work.
PC: -1, so my Fair beats the goblin's Mediocre.
GM: And down the goblin goes!
For boring-but-necessary PC actions the GM may allow the player to automatically succeed with complications (or without complications if the action is trivial) as long as the PC has the appropriate trait at an acceptable level. This is an expansion of the "Tell the requirements and ask" GM move (see Appendix A: Dungeon World GM Moves). The player states what their character wants to achieve and the GM chooses up to four complications. The GM must tell the player the complications before the PC takes action.
Situations where "Yes, but" would be appropriate include: crafting equipment, giving medical treatment, creating a new magical spell or effect, developing skills.
The GM may allow the player to choose between different combinations of complications. ("Either it will take a lot of money and several weeks, or you can swallow your pride and ask Jorgen for help." "Never!")
Unless playing in a superhero campaign, player characters don't start the game with skills above Superb. Still, sometimes a character's roll or a monster's trait goes above Superb. For these situations there's the trans-superb scale. Superhuman is a qualifier that adds +4 to a trait. Beyond Superhuman is Planetary (+8) and Cosmic (+12), but at that point you're talking about galaxy-ending threats.
Whenever something may happen in the future but hasn't happened yet, the GM can create a countdown for it. A countdown is just a series of boxes that get checked off when certain criteria are met. Once all the boxes are checked off, the thing happens.
Countdowns are incredibly versatile. Any player track (health, mana, sanity, etc.) technically counts as a player-facing countdown. Countdowns also can be used as Apocalypse World/Dungeon World Fronts, as skill challenges with success and/or failure conditions, and as a visible "ticking clock" to spur players into action.
Trigger: players fail to act against the kobold menace.
[_] Kobolds attack the town
[_] Kobold Mage steals the Tome of Dragons
[_] The Dragon Lord Awakens
"Ticking clock" countdown
Trigger: one round passes (each player gets one action per round)
[_] [_] [_] [_] Stairwell collapses, limiting access to the second floor
[_] [_] [_] [_] Building creaks ominously. Players are informed it's about to collapse.
[_] House collapses, incapacitating anybody still inside.
Skill challenge countdown
Goal: get funding for a new garrison
Trigger: make enough successful skill rolls to the relevant people
[_] [_] [_]
Skill challenge with linked failure countdown
Goal: get funding for a new garrison
Trigger: make enough successful skill checks to the relevant people
[_] [_] [_]
Result: get the funding
Trigger: fail the relevant skill checks
[_] [_] [_] [_]
Result: kicked out of the castle
Whenever PCs have an encounter where the GM isn't certain how the NPCs (or monsters) should react, the GM should roll a single die (not multiple dice) of arbitrary size. A high result means the NPCs have a positive reaction to the PCs, a low result means the NPCs have a negative reaction to the PCs, and a result in the middle means the NPCs are uncertain or apathetic. This mechanic may also be used in any other situation that is outside of the players' control.
Whenever everyone looks to you (the GM) to see what happens, choose one of these. Each move is something that occurs in the fiction of the game. They aren't code words or special terms. "Use up their resources" literally means to expend the resources of the characters, for example.
Never speak the name of your move. Make it a real thing that happens to them: "As you dodge the hulking ogre's club, you slip and land hard. Your sword goes sliding away into the darkness. You think you saw where it went but the ogre is lumbering your way. What do you do?"
No matter what move you make, always follow up with "What do you do?" Your moves are a way of filling the characters' lives with adventure. When a spell goes wild or the floor drops out from under them adventurers react or suffer the consequences of inaction.
You make a move:
Generally when the players are just looking at you to find out what happens you make a soft move, otherwise you make a hard move.
A soft move is one without immediate, irrevocable consequences. That usually means it's something not all that bad, like revealing that there's more treasure if they can just find a way past the golem (offer an opportunity with cost). It can also mean that it's something bad, but they have time to avoid it, like having the goblin archers loose their arrows (show signs of an approaching threat) with a chance for them to dodge out of danger.
A soft move ignored becomes a golden opportunity for a hard move. If the players do nothing about the hail of arrows flying towards them it's a golden opportunity to use the deal damage move.
Hard moves, on the other hand, have immediate consequences. Dealing damage is almost always a hard move, since it means a loss of HP that won't be recovered without some action from the players.
When you have a chance to make a hard move you can opt for a soft one instead if it better fits the situation. Sometimes things just work out for the best.
To choose a move, start by looking at the obvious consequences of the action that triggered it. Let your moves snowball. Build on the success or failure of the characters' moves and on your own previous moves.
If your first instinct is that this won't hurt them now, but it'll come back to bite them later, great! Make a note of and reveal it when the time is right.
Never speak the name of your move and address the characters, not the players. Your moves are not mechanical actions happening around the table. They are concrete events happening to the characters in the fictional world you are describing.
Note that "deal damage" is a move, but other moves may include damage as well. When an ogre flings you against a wall you take damage as surely as if he had smashed you with his fists.
After every move you make, always ask "What do you do?"
Every monster in an adventure has moves associated with it, as do many locations. A monster or location move is just a description of what that location or monster does, maybe "hurl someone away" or "bridge the planes." If a player move (like hack and slash) says that a monster gets to make an attack, make an aggressive move with that monster.
The overarching dangers of the adventure also have moves associated with them. Use these moves to bring that danger into play, which may mean more monsters.
An unwelcome truth is a fact the players wish wasn't true: that the room's been trapped, maybe, or that the helpful goblin is actually a spy. Reveal to the players just how much trouble they're in.
This is one of your most versatile moves. "Threat" means anything bad that's on the way. With this move, you just show them that something's going to happen unless they do something about it.
When you deal damage, choose one source of damage that's fictionally threatening a character and apply it. In combat with a lizard man? It stabs you. Triggered a trap? Rocks fall on you.
The amount of damage is decided by the source. In some cases, this move might involve trading damage both ways, with the character also dealing damage.
Most damage is based on a die roll. When a player takes damage, tell them what to roll. You never need to touch the dice. If the player is too cowardly to find out their own fate, they can ask another player to roll for them.
Surviving in a dungeon, or anywhere dangerous, often comes down to supplies. With this move, something happens to use up some resource: weapons, armor, healing, ongoing spells. You don't always have to use it up permanently. A sword might just be flung to the other side of the room, not shattered.
Think about the benefits a move might grant a character and turn them around in a negative way. Alternately, grant the same advantage to someone who has it out for the characters. If Ivy has learned of Duke Horst's men approaching from the east, maybe a scout has spotted her, too.
There are few things worse than being in the middle of a raging battle with blood-thirsty owlbears on all sides. One of those things is being in the middle of that battle with no one at your back.
Separating the characters can mean anything from being pushed apart in the heat of battle to being teleported to the far end of the dungeon. Whatever way it occurs, it's bound to cause problems.
The thief disables traps, sneaks, and picks locks. The cleric deals with the divine and the dead. Every class has things that they shine at. Present an opportunity that plays to what one class shines at.
It doesn't have to be a class that's in play right now though. Sometimes a locked door stands between you and treasure and there's no thief in sight. This is an invitation for invention, bargaining, and creativity. If all you've got is a bloody axe doesn't every problem look like a skull?
Just as every class shines, they all have their weaknesses too. Do orcs have a special thirst for elven blood? Is the cleric's magic disturbing dangerous forces? The torch that lights the way also draws attention from eyes in the dark.
Show them something they want: riches, power, glory. If you want, you can associate some cost with it too, of course.
Remember to lead with the fiction. You don't say, "This area isn't dangerous so you can make camp here, if you're willing to take the time." You make it a solid fictional thing and say, "Helferth's blessings still hang around the shattered altar. It's a nice safe spot, but the chanting from the ritual chamber is getting louder. What do you do?"
A spot is someplace where a character needs to make tough choices. Put them, or something they care about, in the path of destruction. The harder the choice, the tougher the spot.
This move is particularly good when they want something that's not covered by a move, or they've failed a move. They can do it, sure, but they'll have to pay the price. Or, they can do it, but there will be consequences. Maybe they can swim through the shark-infested moat before being devoured, but they'll need a distraction. Of course, this is made clear to the characters, not just the players: the sharks are in a starved frenzy, for example.
Key of Bloodlust: Hit your key when you overcome an opponent in battle.
Key of Conscience: Hit your key when you help someone in trouble or improve someone's life with your compassion.
Key of the Coward: Hit your key when you avoid danger, or stop a battle by means other than violence.
Key of Faith: Hit your key when you defend your faith or convert another to your faith.
Key of Fraternity: Hit your key when you are influenced by your friend, or show how deep your bond is.
Key of Glittering Gold: Hit your key whenever you increase your wealth.
Key of the Guardian: Hit your key when you are influenced by your ward, or show how deep your bond is.
Key of the Impostor: Hit your key when you actively fool someone with your imposture.
Key of the Masochist: Hit your key whenever you are injured, physically or emotionally.
Key of the Mission: Hit your key when you take action to complete your mission.
Key of the Outcast: Hit your key when the fact that you are an outcast is highlighted in the scene in some manner.
Key of Renown: Hit your key whenever you add to your reputation, by words or by deeds.
Key of Power: Hit your key whenever you gain power or status, either by improving your own situation or weakening a rival's.
Key of Vengeance. Hit your key when you strike a blow against those who wronged you.
Key of the Vow: Hit your key when your vow significantly impacts your decisions.
Key of the Paragon: Hit your key when you demonstrate your superiority or when your noble traits overcome a problem.
Key of the Commander: Hit your key when your orders are obeyed.
Key of Hidden Longing: Hit your key when you make a decision based on your secret affection or when you somehow show it indirectly.
Key of Greed: Hit your key when you steal something cool or score a big payoff.
Key of the Daredevil: Hit your key when you do something cool that is risky or reckless (especially piloting stunts).
Key of Banter: Hit your key when your character says something that makes the other players laugh or when you explain something using highly technical jargon.
Key of the Traveler Hit your key when you share an interesting detail about a person, place, or thing or when you go somewhere exciting and new.
Key of the Broker: Hit your key when you bargain, make a new contact, or exchange a favour.
Key of the Tinkerer: Hit your key when you repair, design, or modify technology.
Key of the Pirate: Hit your key when you impress someone with your piratical capers or add to your notorious reputation.
Key of the Chaotic Barbarian: Eschew a convention of the civilized world.
Key of the Neutral Barbarian: Teach someone the ways of your people.
Key of the Good Bard: Perform your art to aid someone else.
Key of the Neutral Bard: Avoid a conflict or defuse a tense situation.
Key of the Chaotic Bard: Spur others to significant and unplanned decisive action.
Key of the Good Cleric: Heal another.
Key of the Lawful Cleric: Follow the precepts of your church or god.
Key of the Evil Cleric: Harm another to prove the superiority of your church or god.
Key of the Chaotic Druid: Destroy a symbol of civilization.
Key of the Good Druid: Help something or someone grow.
Key of the Neutral Druid: Eliminate an unnatural menace.
Key of the Good Fighter: Defend those weaker than you.
Key of the Neutral Fighter: Defeat an opponent.
Key of the Evil Fighter: Kill a defenseless, beaten, or surrendered person.
Key of the Lawful Paladin: Deny mercy to a criminal or unbeliever.
Key of the Good Paladin: Protect someone weaker than you.
Key of the Chaotic Ranger: Free someone from literal or figurative bonds.
Key of the Good Ranger: Combat an unnatural threat.
Key of the Neutral Ranger: Help an animal or spirit of the wild.
Key of the Chaotic Thief: Leap into danger without a plan.
Key of the Neutral Thief: Avoid detection or infiltrate a location.
Key of the Evil Thief: Shift danger or blame from yourself to someone else.
Key of the Good Wizard: Use magic to directly aid another.
Key of the Neutral Wizard: Discover something about a magical mystery.
Key of the Evil Wizard: Use magic to cause terror and fear.