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
| Outcome | Result | Delta |
|---|---|---|
| Strong Hit | You succeed cleanly. The danger is overcome. | +1 Mettle |
| Weak Hit | You succeed, but at a cost — the GM decides what. | +1 Mettle, +1 Threat |
| Miss | You 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
| Outcome | Result | Delta |
|---|---|---|
| Strong Hit | You reach a waypoint safely. Mark progress on the journey track. | +1 Mettle |
| Weak Hit | You reach the waypoint, but face a complication — lost supplies, unwanted attention, or a detour. | +1 Mettle, +1 Threat |
| Miss | You 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
| Outcome | Result | Delta |
|---|---|---|
| Strong Hit | You rest well. Recover HP, clear Stress, and the night passes without incident. | +1 Mettle |
| Weak Hit | You rest, but something disturbs you — a noise, a bad dream, dwindling supplies. | +1 Mettle, +1 Threat |
| Miss | The 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
| Outcome | Result | Delta |
|---|---|---|
| Strong Hit | You find what you need and more. Step up a supply countdown die. | +1 Mettle |
| Weak Hit | You find enough, but it costs time or attracts attention. | +1 Mettle, +1 Threat |
| Miss | You 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
| Outcome | Result | Delta |
|---|---|---|
| Strong Hit | You discover something useful and specific. The GM reveals a key detail. | +1 Mettle |
| Weak Hit | You learn something, but it's incomplete or comes with a complication. | +1 Mettle, +1 Threat |
| Miss | You 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
| Outcome | Result | Delta |
|---|---|---|
| Strong Hit | They do what you want and mean it. You gain their cooperation. | +1 Mettle |
| Weak Hit | They comply, but with reluctance — they want something in return or hold a grudge. | +1 Mettle, +1 Threat |
| Miss | They 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
| Outcome | Result | Delta |
|---|---|---|
| Strong Hit | You gain a decisive advantage. Add +1 story tag for your next related roll. | +1 Mettle |
| Weak Hit | You gain a minor advantage, but your preparation reveals a complication. | +1 Mettle, +1 Threat |
| Miss | You 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.