TEXT: CHARACTER BASIC MOVES
  ACTIVATE FORGOTTEN LORE 
  When you try to use an incantation or gadget of the 
  World Before, say what you expect it to do and roll 
  +Lore. On a hit, it does what you expect it to do, but 
  choose one: 
  • It'll only last a short time, and you'll need to act 
  quickly to take advantage of it. 
  • It sets a long-forgotten working in motion, with 
  risky ramifications. 
  • It won't work again until you've spent some time 
  in peace studying it. 
  On a 10+, a flash of insight also shows you this 
  fragment's place in the World Before, giving you 
  context, wisdom or clues to greater power. 
   
  Call For Aid 
  When you fail to succeed as well as you’ve liked, say 
  what another character in close proximity can do to 
  help out. If they can successfully do it, you can 
  increase your result by one category – 6- becomes 7-
  9, 7-9 becomes 10+.  
   
  Defuse 
  When you try to mitigate a dangerous situation with… 
  • Intimidation or physical exertion, roll +Force 
  • Fast talking or misdirection, roll +Sway 
  • Endurance or quick action, roll +Steel 
  • Improvised technology or remembered 
  information, roll +Lore 
  On a 10+ the situation is safe unless dramatically 
  disrupted. On a 7-9, you’ve bought some time, but 
  choose one: 
  • The GM will demand something from you in order 
  to secure safety. 
  • It’s only a temporary reprieve, and the danger will 
  soon return. 
  • You’ve deflected the danger onto 
  someone/something else rather than dealing with 
  it entirely. 
   
  FIERCELY ASSAULT 
  When you use violence to hurt, capture or drive off 
  your enemies, roll +Force. On a hit, you’ve achieved 
  your goal – they’re wounded, bound or fleeing. On a 
  7-9, choose one from your list and the GM chooses 
  two from theirs. On a 10+, choose two from your list 
  and the GM chooses one from theirs. 
   
   
   
   
   
  Character list: 
  • You scavenge something valuable from the 
  aftermath - gain +1 Tech. 
  • You glean some useful information from your 
  foes. 
  • Your avenue of escape is clear. 
  • You inflict savage, terrifying harm, frightening and 
  dismaying your foes. 
   
  GM list: 
  • Something or someone important to you is 
  harmed. 
  • Others will come after you. 
  • You take Harm appropriate to the enemy. 
  • The situation is destabilised and chaos will soon 
  follow. 
   
  Forge a Treaty 
  When you strike a deal with someone, roll +Sway. On 
  a hit, they'll do it, and in good faith. On a 10+ choose 
  one: 
  • The deal will last until the end of the next Age. 
  • They spread good word of mouth; gain 1-Treaty on 
  their family. 
  • They give you good advice, an interesting rumour 
  or a dire warning; get +1 ongoing when you act on 
  it. 
   
  Jury-Rigging 
  When you rig up advanced technology to augment 
  your efforts, erase 1 Tech for each gadget used and get 
  +1 to your move. For each Tech you spend, tell us 
  what it is and what it tells you about the World Before. 
   
  Wasteland Survival 
  When you navigate through the wasteland outside of 
  settled lands, roll +Steel. 
  On a hit, pick two: 
  • You don't get into danger. 
  • You don't get delayed. 
  • You don't run out of supplies. 
   
  On a 10+, also pick one: 
  • You discover a hidden treasure in the wasteland, 
  worth a lot if you can secure it. 
  • You discover a new, safer path you can use in the 
  future to travel this route without rolling. 
  • You discover a secret of the wasteland – details on 
  a threat, signs of foreign civilisation, an indication 
  of the origin of the Fall.  
   
  
  CHARACTER Peripheral MOVES
  Under Orders 
  When you send a group of followers to 
  perform a task within their area of expertise, 
  roll +Quality. On a 10+ they do it, no problem. 
  On a 7-9, choose one: 
  • 
  It’s done, but not as completely or as 
  successfully as you’d like. 
  • 
  It’s done, but there’ll be unfortunate 
  consequences. 
  • 
  It’s done, but it cost them; their 
  Quality drops by 1. 
  When a group of followers hits Quality 0 they 
  are no longer useful to you – they may be 
  wounded, dead, no longer interested in 
  helping you, or unable to provide further 
  information. 
  Professional Care 
  When you get healing in a place of safety, you 
  can heal all Harm by exhausting an 
  appropriate Surplus – yours or someone else’s 
  with their permission. 
   
  Shake It Off 
  When you take a few moments to shake off 
  your injuries, roll +Harm checked. No matter 
  what the outcome, heal a Harm slot.  
  On a 13+, choose one: 
  • You're permanently weakened. Choose a 
  slot to have a permanent (if reduced) effect 
  – it can never be healed.  
  • The healing is a rush-job, liable to rupture 
  at a moment's notice. Until you get some 
  proper R&R, any time you receive Harm, 
  take +1 Harm.  
  • You'll feel this one for a long time. Rewrite 
  any superficial Harm slot – not necessarily 
  one that’s currently filled – and give it a 
  stat penalty. 
  On a 10-12, choose one: 
  • You're mostly fixed up, but you'll be in and 
  out of consciousness for the next 24 hours. 
  • You'll keep feeling the effects of the wound 
  you healed until you get some R&R. 
  • While you were pulling yourself together 
  someone took advantage of the distraction. 
  On Weapons 
  Weapons don’t factor into the mechanics of 
  Fiercely Assault, as once battle is joined the 
  most important thing is how you make use of 
  the tools you have. Instead, weapons come 
  with descriptive tags, which define which 
  conflicts the weapon will be useful in and 
  what happens when it is used. Depending on 
  the tags on the weapons you bring to bear, 
  fighting might be out of the question, or so 
  effective you don’t even need to roll. For 
  example, with only a walking staff (melee, 
  inconspicuous) it’ll be tough to take out a 
  sniper in a towering ruin, while access to an 
  ancient orbital cannon (hi-tech, area, brutal) 
  will take out most foes with ease. Here’s a list 
  of possible tags: 
  • Melee - useful for attacking something 
  within a few metres. 
  • Ranged - useful for attacking something 
  out of arm’s reach but within eyesight. 
  • Area - when it's used, it affects everything 
  in the area. 
  • Hi-Tech - has some weird properties - 
  affects intangibles, terrifies witnesses, 
  creates fires that never go out, etc. 
  • Unreliable - can work far better than 
  expected, but can also break spectacularly. 
  • Brutal - absolutely devastates its targets, 
  rending them and causing collateral 
  damage. 
  • Inconspicuous - people won't see this 
  weapon as a danger. 
  • Silent - the weapon doesn't draw 
  attention when used. 
  • Nonlethal - this weapon incapacitates 
  instead of dealing lasting harm. 
  • Elegant - the weapon is impressive and 
  flashy in use. 
   
   
  
SOURCE: textdata/thevault/Legacy (PbtA)/Reference sheets/Character_Basic_Moves_-_Printer_Friendly.pdf