Moves

Glintlock uses a catalog of seven core moves that cover the most common player actions. Each move has a trigger (when to call it), a stat, a category, and three outcome tiers (strong hit, weak hit, miss) with currency deltas.

Core Move Catalog

Face Danger

Trigger: When you attempt something risky or react to an imminent threat. Stat: Varies by approach — Vigor (power through), Reflex (speed/finesse), Wits (perception/cunning), Willpower (courage/resolve), Presence (charm/authority), Lore (knowledge/expertise). Category: Adventure / Combat

OutcomeResultDelta
Strong HitYou succeed cleanly. The danger is overcome.+1 Mettle
Weak HitYou succeed, but at a cost — the GM decides what.+1 Mettle, +1 Threat
MissYou get what you wanted, but the cost is steep.+2 Threat

Undertake Journey

Trigger: When you travel across dangerous or uncertain terrain toward a destination. Stat: Wits Category: Exploration

OutcomeResultDelta
Strong HitYou reach a waypoint safely. Mark progress on the journey track.+1 Mettle
Weak HitYou reach the waypoint, but face a complication — lost supplies, unwanted attention, or a detour.+1 Mettle, +1 Threat
MissYou arrive, but something has gone badly wrong en route.+2 Threat

Make Camp

Trigger: When you rest in the wild or a dungeon. Stat: Roll vs supply count (capped at 5). Category: Exploration

OutcomeResultDelta
Strong HitYou rest well. Recover HP, clear Stress, and the night passes without incident.+1 Mettle
Weak HitYou rest, but something disturbs you — a noise, a bad dream, dwindling supplies.+1 Mettle, +1 Threat
MissThe rest is interrupted or inadequate. You recover less and something finds you.+2 Threat

Resupply

Trigger: When you forage, hunt, or scavenge for supplies. Stat: Wits Category: Exploration

OutcomeResultDelta
Strong HitYou find what you need and more. Step up a supply countdown die.+1 Mettle
Weak HitYou find enough, but it costs time or attracts attention.+1 Mettle, +1 Threat
MissYou find what you need, but at a steep price — encounter, injury, or lost time.+2 Threat

Gather Info

Trigger: When you investigate, search, question, or study something to learn more. Stat: Wits Category: Adventure / Social

OutcomeResultDelta
Strong HitYou discover something useful and specific. The GM reveals a key detail.+1 Mettle
Weak HitYou learn something, but it's incomplete or comes with a complication.+1 Mettle, +1 Threat
MissYou learn what you need, but your investigation draws unwanted attention or triggers a consequence.+2 Threat

Compel

Trigger: When you persuade, threaten, or deceive someone to do what you want. Stat: Presence Category: Social

OutcomeResultDelta
Strong HitThey do what you want and mean it. You gain their cooperation.+1 Mettle
Weak HitThey comply, but with reluctance — they want something in return or hold a grudge.+1 Mettle, +1 Threat
MissThey comply, but something worse happens — they betray you later, alert someone, or the demand costs more than expected.+2 Threat

Secure Advantage

Trigger: When you prepare, position yourself, or plan ahead before acting. Stat: Varies by approach (same as Face Danger). Category: Adventure / Combat

OutcomeResultDelta
Strong HitYou gain a decisive advantage. Add +1 story tag for your next related roll.+1 Mettle
Weak HitYou gain a minor advantage, but your preparation reveals a complication.+1 Mettle, +1 Threat
MissYou gain your advantage, but your preparation tips off the opposition or costs resources.+2 Threat

Natural 20 / Natural 1

These override the normal outcome tier for any move:

  • Natural 20: Always a Strong Hit. +2 Mettle. Maximum weapon damage if applicable.
  • Natural 1: Always a Miss. +3 Threat. Spells trigger backlash (2d12) for Invoker/Seer.

NPC Rolls

NPCs roll d20 + Tier (not stats). They use the same DC formulas as players.

Generative Moves

The seven moves above cover the most common situations, but the GM can create novel moves for situations not in the catalog. Generative moves follow the same schema: trigger, stat, category, and three outcome tiers with currency deltas. The system validates them against the same structure.

This allows the move catalog to grow organically through play without requiring rules updates for every new situation.