TEXT: Consult Knowledge
  When you draw on your knowledge about something, roll+INT. •On a 10+,
  the GM will tell you something interesting and useful about the
  subject. •On a 7-9, the GM will tell you something interesting, but it
  may not be useful. In either case, the GM may ask, “how do you know
  this?”
  Attack at a Distance
  When you try to do harm with a ranged weapon, roll+SPD. •On a 10+, you
  injure your enemy. •On a 7-9, you injure your enemy and you choose
  one:
  • Reduce the injury you cause by one level
  • Lose ammunition or a valuable resource
  • Take damage from the enemy or one of its allies
  Attack up Close
  When you try to harm someone or something by attacking them up close,
  roll+MGT. •On a 10+, you injure your enemy. If you choose, you may
  increase the injury you cause by one level and the enemy injures you.
  •One a 7-9, you injure the enemy and you choose one:
  • Your enemy injures you
  • You lose a valuable resource
  • Danger increases
  Defy Danger
  When you try to avoid imminent danger or pass an obstacle, decide how you
  deal with it. If you use force, roll+MGT. If you physically avoid it,
  roll+SPD. If you resist mentally, roll+WIL. If you use charm or social
  grace, roll+EMP. If you use quick thinking, roll+INT. •On a 10+, you
  avoid the threat. •On a 7-9, you avoid the danger but hesitate or
  misstep, and the GM will offer you a choice between two of the
  following:
  • You suffer reduced effects of the danger
  • You lose a valuable resource
  • Danger increases for you and your allies
  • You face a horrifying situation
  Receive Money
  When you sell an item or receive a cash payment, check the money box on
  your playbook equal to the Value of the cash or item. If the box is
  already checked, check any lower Value box.
  Buy Something
  When you try to buy an item or give away cash, uncheck the money box on
  your playbook equal to the Value of the item or cash. If the box is
  already unchecked, uncheck a higher Value checked box. If you cannot
  uncheck a box, you cannot buy the item or give away the cash.
  MYTHOS WORLD BASIC MOVES
  
  Convince
  When you try to control the actions or opinions ofan NPC that you have
  leverage over, roll+EMP. •On a 10+, they do what you ask if you
  promise to remove your leverage. •On a 7-9, they do what you ask
  only after you prove that you no longer have your leverage or have
  performed some task for them.
  Overcome Fear
  When you are faced with frightening creatures, or a frightening situation or
  revelation, roll+WIL. •On a 10+, you resist this fear and any similar
  fears for the rest of the session. •On a 7-9, you resist this fear for the rest
  of the encounter and choose one of the following:
  • You acquire a mental disorder one level less than the threat level
  • You suffer a moderate injury
  • You increase the level of danger
  • You run away mindlessly
  • You lose a valuable resource
  •On a 6 or less, the GM’s may give you an appropriate mental disorder
  at the threat level of the frightening item or creature.
  Search For Something
  When you search an area or situation for an item or information, roll+INT.
  •On a 10+, you find a useful item or piece of information. •On a 7-9,
  you find an item or piece of information, plus choose one of the follow-
  ing:
  • The item or information is of limited use
  • You place yourself or an ally in danger
  • You lose an opportunity
  • You discovery something Frightening (moderate threat level)
  • You must expend resources to find it
  Detect Truth
  When you try to determine the truth by observing others or conversing with
  them, roll+EMP. •On a 10+, choose two of the following questions and
  the GM will answer truthfully. •On a 7-9, you choose one of the
  following questions and the GM will answer truthfully, plus you suffer
  a setback or lose the trust of an NPC (GM's choice).
  • Who is in control here?
  • What does someone really want?
  • How does someone feel about my character?
  • What happened here earlier?
  • What is likely to happen here next?
  Cheat Death
  When you receive a critical physical injury or suffer critical symptoms ofa
  disease or poison, but you might survive, roll+MGT. •On a 10+, you reduce
  the level of the injury or symptoms to serious. •On a 7-9, you reduce
  the level of the injury or symptoms to serious and choose one of the
  following.
  • Your serious injury or symptoms become permanent
  • Your close call leaves you with a permanent serious mental disorder
  • An ally receives a serious injury or is infected with your disease
  Aid or Interfere
  When you help or hinder another player and they make a move, roll+CON.
  •On a 10+, the player you’re aiding can turn a 6 or less result into a 7-9
  or a 7-9 into a 10+, or, if you're interfering, you can turn a 7-9 result into
  a 6 or less, or a 10+ into a 7-9. •On a 7-9, you expose yourself to
  danger, and the player you’re aiding can turn a 7-9 result into a 10+, or
  you can turn a 10+ result of the player your interfering with into a 7-9.
  MYTHOS WORLD BASIC MOVES
  MYTHOS WORLD BASIC MOVES
  
  Rest
  When you have a few days to rest, do all of the following that apply:
  • If you have a few days of physical inactivity, reduce the level
  of one temporary physical injury
  • If you have a few days of physical inactivity, decrease the
  level of symptoms for any diseases that have reached their
  maximum
  • If you have a few days without stress, reduce the level of one
  temporary mental disorder
  End a Session
  When you come to the end ofa play session, do all of the following:
  • Increase the level of symptoms for any diseases that has not
  reached its maximum
  • If at least a week has passed since the last time you had a
  payday, get paid by checking off all money boxes with Value
  equal to or less than your Wealth
  • Earn one Experience if you let your passion drive at least one
  major decision or action
  • Earn one Experience if you let one of your connections drive
  at least one major decision or action
  • Change any connections if you like
  • Earn one Experience if you discovered or experienced
  something new to you and beyond normal human
  knowledge
  • Earn one Experience if you gained a moderate or serious
  mental disorder
  • Earn one Experience if you gained a moderate or serious
  physical injury
  • Spend 10 Experience, if you have enough, to either increase
  one of your attribute bonuses by +1 (to a maximum of +2) or
  gain a new profession move from the list in your playbook
  Minor injuries are inconvenient, but seldom impairing.
  Moderate injuries are impairing in specific situations.
  Serious injuries are impairing in many common situations.
  Critical injuries are impairing in most situations and are
  often fatal.
  Minor disorders are inconvenient, but seldom impairing.
  Moderate disorders are impairing in specific situations.
  Serious disorders are impairing in many common situations.
  Critical disorders are impairing in most situations and may
  require institutionalization.
  MYTHOS WORLD BASIC MOVES
  
SOURCE: textdata/thevault/Mythos World (PbtA)/Mythos World - Basic Moves.pdf