TEXT: Act Despite Danger 
  When you act despite danger, roll +Courage. On a 10+, 
  you succeed despite the odds. On a 7-9, you fumble, 
  stumble, or embarrass yourself. The DM will offer you a 
  worse outcome, hard bargain, or ugly choice.
  Mislead or Trick 
  When you try to mislead or trick another dragon, roll 
  +Cunning. On a hit, they are fooled for a moment; you 
  learn a valuable secret or create an opportunity. On a 
  10+, you either get both benefits or you confuse them 
  for some time.
  Help or Hinder 
  When you help or hinder a clutchmate after they have 
  rolled, roll +Friendship Gems (max +3). On a hit, you add 
  +1 or -2 to their roll. On a 7-9, you expose yourself to 
  cost, complication, or harm.  
  You cannot help or hinder your clutchmates while they 
  are calling upon the moons.
  Moon Magic 
  When you call upon the magic of the moons, roll 
  +Friendship Gems Returned. On a 10+, apply both.  
  On a 7-9, pick 1. 
   The magic is exceptionally powerful. 
   The magic remains within your control. 
  On a miss, the moons act as they will, without  
  your guidance.
  Shadow Magic 
  When you give in to the Darkness, mark a Shadow and 
  roll +Shadows Marked. On a 10+, you harness the 
  Darkness, casting powerful shadow magic.  
  On a 7-9, you harness that same magic, but it’s power-
  ful—almost too powerful.  
  On a miss, the Darkness chooses how the magic 
  manifests, without your guidance.
  basic moves
  Stand Up to an Older Dragon 
  When you stand up to an older dragon (NPC), roll 
  +Courage. On a hit, they acknowledge your worth and 
  address your concerns. Pick one from this list. 
   You delight them; they give you a useful item or 
  fancy gift. 
   You impress them; they offer you a favor or 
  accommodation. 
   You intrigue them; they tell you something useful 
  and interesting. 
  On a 7-9, also pick one from this list. 
   You succumb to vanity. Mark a Shadow. 
   You embarrass a friend. Return a  
  friendship gem. 
   You overstep social bounds. You incur  
  an obligation.
  Study Another Dragon 
  When you study another dragon, roll +Charm.  
  On a 10+, ask 2. On a 7-9, ask 1. 
   What is your character hoarding? 
   Who are you holding a grudge against? 
   What could I learn from you? 
   What does your character wish I’d do  
  for you? 
   How could I get your dragon to _____?
  Survey an Ancient or Arcane Area 
  When you spend a moment to survey an ancient or 
  arcane area, roll +Cunning. On a 10+, ask 2.  
  On a 7–9, ask 1. 
   What resources does this place offer? 
   How can I gain access to this place’s secrets?
   What here harbors Darkness? 
   Who else knows of this place? 
   Are we alone?
  Convince a Dragon 
  When you convince a dragon, roll +Charm. For NPCs: 
  On a hit, they will do it if you offer them a favor, gift, or 
  useful information. On a 7-9, they don’t get it quite right 
  or they don’t tell you everything you need to know. For 
  Clutchmates:  
  on a 10+, both. On a 7-9, pick one: 
   if they do it, they mark experience. 
   if they don’t do it, they mark a Shadow.
  EPYLLION
  
SOURCE: textdata/thevault/Epyllion (PbtA)/Basic Moves.pdf