Basic Moves are moves that are in play for all characters all the time. When their conditions are triggered, follow their instructions.
When you carry gear and Stress that exceeds 12 Weight, you become encumbered. While encumbered, you receive a -1 dice penalty to all rolls and cannot push yourself, assist others, or use any move that could make you gain Stress.
An item is 1 Weight if you can hold it with one hand. If it requires a full arm to carry, it’s 2 Weight (and if it requires both full arms, it’s 4 Weight). If it can be held inside a closed fist, then it's 0 Weight.
Stress is an abstract measure of your physical and mental exhaustion. It is something you carry, with a weight all of its own. Each Stress is 1 Weight.
When you reach 0 HP, you fall unconscious.
When you successfully hurt something or are hurt by something, subtract the listed HP from yourself or the target, as relevant:
Worn armor reduces physical damage taken by HP equal to its weight. If armor reduces the damage taken to zero it should become dented, cracked, damaged, or destroyed.
When your HP goes below 0, Roll FATE.
When you lead your party through the wilds with a destination in mind, name what you’re looking for (adventure, treasure, the hidden Grove of the Elder Bloodtree, the Bone Zone) and ask the GM how much Progress you’ll need. Then, roll NONE plus 1d for each of the following:
When you settle in to rest out in the wilderness, choose a camp leader and have them roll NONE plus 1d for each of the following:
When you rest and reflect you may spend 5 XP to get a new special move or spend 15 XP to increase a stat by 1.
When you receive a lasting impairment, mark the relevant stat. Until the impairment is resolved, you suffer a -1 dice penalty to all rolls using that stat.
When you take time to rest and recover, you lose 1 Stress and regain 1 HP for each hour you spend doing so.
When you act in the face of potential misfortune, establish what your are trying to achieve and what the potential misfortune are and decide with the GM which stat you’re using, then roll that stat.
On a success: Choose one:
On a twist: Choose one:
On a failure: Both:
(If misfortune is just not succeeding or success is just avoiding misfortune, that's ok.)