TEXT: Face Danger
  When you take a course of action that involves a real danger, 
  say how you deal with it. If you do it…
  • …with physical strength, agility or speed, roll+Might
  • …with thoroughness, severity or discipline, roll+Rigor
  • …using sly, sneaky or deceptive tactics, roll+Guile
  • …with keen senses or observation, roll+Insight
  • …through mental fortitude or social grace, roll+Will
  • …with logic, knowledge or learning, roll+Reason
  On a 14+, the danger doesn’t hinder you
  On a 9-13, you can’t avoid the danger completely, the GM will 
  offer you a worse outcome, a hard bargain or a tough choice.
  On a 8-, gain 1 stress point and be prepared for the worst.
  Fight
  When you attack a single human opponent in hand to hand 
  combat, roll+Might
  For NPC opponents:
  On a 14+, you avoid their attacks and subdue them.
  On a 9-13, they manage to hit you, suffer the consequences and 
  take 2 stress. Then:
  • If you had an advantage on this roll, you subdue your opponent.
  • If not, check whether you’re subdued and gain an advantage 
  to your next Fight roll if not.
  On a 8-, suffer 3 stress, check whether you’re subdued and be 
  prepared for the worst.
  If you didn’t subdue your opponent and have 6 or more stress, 
  you’re subdued.
  For PC opponents:
  On a 14+, you avoid their attacks and deal 3 stress. Check whether 
  you subdued them
  On a 9-13, you trade hits, deal 2 stress and suffer 2 stress. Then 
  check whether either or both of you are subdued
  On a 8-, suffer 3 stress and check whether you’re subdued
  If either combatant has 6 or more stress, the one with more stress 
  is subdued. If both have the same number of stress and it’s 6 or 
  more, both combatants are incapacitated.
  Threaten
  When you threaten someone to do what you want with a credible 
  threat, like immediate physical violence, and you are committed 
  to following through with your threat, roll+Rigor
  On a 14+, they have to choose:
  • Refuse defiantly and suffer the consequences of your threat
  • Submit and do what you want
  • Beg or explain and be at your complete mercy
  On a 9-13, they can choose 1 of the above, or the most appropriate 
  of the following:
  • Give you what they think you want
  • Tell you what they think you want to hear
  • Disengage from a situation they think you mean
  On a 8-, gain 1 stress point and be prepared for the worst.
  Deceive
  When you tell a bold lie to affect someone’s behavior, or actively 
  hide the truth from someone, roll+Guile
  On a 14+, only people well versed in the matter you’re lying 
  about can tell you’re deceiving them
  On a 9-13, only those who don’t know the matter are completely 
  fooled, anyone else will suspect that something is off. It’s up to 
  them to decide what they do about their suspicion
  On a 8-, gain 1 stress point and be prepared for the worst.
  Read Body Language
  When you’re able to see another person clearly and closely study 
  them during a charged interaction, roll+Insight
  On a 14+, hold 3 and spend it to ask questions from the list 
  below during the conversation.
  On a 9-13, hold 1 instead.
  • Is your character telling the truth?
  • What is your character hiding?
  • What are you concerned or fearful of?
  • What does your character intend to do?
  • What are your real feelings concerning __?
  • How could I get your character to __?
  On a 8-, gain 1 stress point and be prepared for the worst.
  Manipulate
  When you have something a person needs or wants and you ask 
  them to do what you want using that as a leverage, roll+Will
  For NPCs:
  On a 14+, you only have to promise to give it to them and they’ll 
  do what you ask
  On a 9-13, they want concrete assurances before they do what 
  you ask
  On a 8-, gain 1 stress point and be prepared for the worst.
  For PCs: 
  On a 14+, choose 1: 
  • if they refuse, halve their grit pool (round up)
  • take both from the list below
  On a 9-13, choose 1:
  • if they do it, they get a grit point
  • if they refuse, they need to spend a grit point if they have any
  On a 8-, gain 1 stress point and be prepared for the worst.
  Convince
  When you try to change someone’s mind concerning a specific 
  matter and you believe you’re absolutely right, explain your 
  argument. In case they’re well versed in the matter and know 
  that your argument is nonsense, don’t roll; They see that you 
  really believe in your nonsense, but aren’t convinced. Otherwise, 
  roll+Reason
  On a 14+, they accept your reasoning, both emotionally and 
  rationally
  On a 9-13, they only accept your reasoning on a rational level
  On a 8-, gain 1 stress point and be prepared for the worst.
  What they actually do is up to them.
  BASIC MOVES
  
  Lead into Battle
  When you lead a group into a battle with either an enemy force 
  or a demon, the GM decides whether the battle is even. If it’s 
  not, but it’s not overwhelmingly one-sided, apply an advantage 
  or a disadvantage to the roll. Then, roll+Might
  By default:
  • You’ll suffer 3 stress
  • Your troops will suffer casualties, weakening them significantly 
  (a disadvantage to the next otherwise even battle)
  On a 14+, the enemy attempts to flee or surrenders. Choose 1:
  • You don’t suffer any stress
  • Most of your troops are unharmed (no disadvantage to the 
  next even battle)
  • You get something valuable (a prisoner, a letter, etc.)
  On a 9-13, the enemy attempts to flee or surrenders. Choose 1 
  from above and 1 from below
  • You’re struck unconscious and wake up in a worse situation
  • Your troops suffer heavy casualties (can’t fight anymore)
  • The enemy achieves something wretched (wounds your friend, 
  takes something etc.)
  On a 8-, gain 1 stress point and be prepared for the worst.
  Interrogate
  When you interrogate an unwilling person using one-sided 
  violence as your main tool, ask your questions and roll+Rigor
  On a 14+, the person answers truthfully
  On a 9-13, about half of the answers are truthful, the other half 
  is lies, but you don’t know which are lies
  On a 8-, gain 1 stress point and be prepared for the worst.
  Shadow
  When you stealthily follow someone, roll+Guile
  On a 14+, you can follow them unseen to their next destination. 
  Hold 3.
  On a 9-13, you can follow them unseen to their next destination. 
  Hold 1.
  Spend your hold while you’re following them to:
  • Ambush them and gain an advantage over them for that roll
  • Keep on following them unseen when they move from their 
  current location to the next
  • Bypass guards undetected while following them, if plausible
  • Eavesdrop a conversation they’re having within earshot of you
  • Identify who they’re with if their partner is hiding themselves
  On a 8-, gain 1 stress point and be prepared for the worst.
  Forge
  When you forge a document or modify an existing document 
  for a specific purpose, decide whether you try to weave in an 
  additional fact unrelated to the document’s main purpose. When 
  the forged document is read, roll+Insight.
  On a 14+, the reader believes it’s authentic. If you weaved in an 
  additional fact, they believe it. Otherwise gain an advantage in 
  the situation that follows from this.
  On a 9-13, the reader believes it’s authentic unless they’re 
  expecting a forgery and can compare this with a document 
  written by the alleged author. If you weaved in an additional 
  fact, they’re sceptical of it.
  On a 8-, gain 1 stress point and be prepared for the worst.
  Orate
  When you try to influence a group of people by appealing to 
  their emotion with rhetoric, roll+Will
  On a 14+, you sway the majority of the group to take a general 
  action of your choosing
  On a 9-13, you instill one strong emotion of your choice to the 
  majority of the group, but the group decides what to do next
  On a 8-, gain 1 stress point and be prepared for the worst.
  Poison
  When you’ve brewed or otherwise acquired poison and you or 
  someone you’ve instructed poisons a victim with it, roll+Reason.
  On a 14+, the poison works as expected
  On a 9-13, the poison works, but the GM chooses 1:
  • The poison has an obvious side effect
  • The poison takes effect faster or slower than intended
  • Evidence of the poisoner is left behind and it will be noticed
  On a 8-, gain 1 stress point and be prepared for the worst.
  LIFEPATH MOVES
  
  Oppose
  When you oppose a PC’s action, describe how you do it before 
  they roll for it. Determine which stat you’re opposing with. They 
  get your stat’s modifier as a penalty forward (or as a bonus if 
  your modifier is negative).
  Spending grit works differently in an opposed situation. After 
  the roll has been made and the players have seen the initial result, 
  both players take a die and use that to secretly set the number 
  of grit points they want to spend on the roll. The number 0 or 
  10 on a d10 represents zero points, so you can spend 0-9 points 
  of grit on a single roll. Once both players are ready, they reveal 
  the number. Add the number of grit the rolling player spent 
  to the roll, decrease the number the opposing player spent and 
  read the final results.
  If you can’t or choose not to oppose someone from doing 
  something directly to you, they automatically succeed without 
  rolling. This is important. The only exception to this is witchcraft: 
  You can’t oppose Cast a Spell, but they have to roll it. You 
  can, however, try to resist the effects of a spell by rolling Face 
  Danger+Will.
  If the opposing character has an advantage, apply a disadvantage 
  to the roll and vice versa for a disadvantage.
  Take the Devil’s Seat
  See the Devil’s seat play aid.
  Compel
  When you compel another player to play according to one of 
  their character’s traits, suggest a course of action rising from the 
  trait in the current situation. It’s up to the compelled player to 
  judge how their character would behave and either accept or 
  refuse the course of action.
  If you compelled a trait on their trait meter, and:
  • they accept, they add a mark for the compelled trait on the 
  trait meter
  • they refuse, they add a mark for the opposite trait on the trait 
  meter and suffer 1 stress
  If you compelled a deep trait, and:
  • they accept, they gain a grit point
  • they refuse, they suffer 1 stress
  If they accepted your compel, Take the Devil’s Seat for their 
  character.
  Resist Blight
  When you’ve harnessed demonic powers or been on the receiving 
  end of them, after the tense situation is over, roll + the opposite 
  of your Blight.
  On a 14+: You manage to steel yourself
  On a 9-13: If your blight isn’t +2, choose one below. If it is, take 
  the second option.
  • Increase your blight by one (maximum +2). If you’re a witch, 
  gain a new spell
  • Your body is blighted by the demonic: gain a minor witch 
  mark and suffer 1 stress
  8-: If your blight isn’t +2, take both from the 9-13 list. If it is, 
  take all four below.
  • If you don’t have 3 moderate witch marks yet, gain a moderate 
  mark. If you do, gain a severe mark
  • Gain a new lifepath called Blighted (up to 6 lifepaths)
  • Decrease your might by one 
  • Suffer 2 stress.
  End of Session
  When you reach the end of a session, 
  • If you have more than 5 grit, reset it to 5. The next step can 
  increase your grit beyond 5.
  • Count the number of beliefs you used to drive the situation 
  forward during the session, whether ultimately for or against 
  the belief. Gain grit according to this number and the number 
  of lifepaths you have: 
   » Grit Gained = (2 × Beliefs Driven) + 4 - Number of 
  Lifepaths
  • If you didn’t compel anyone during the session, lose a grit point
  • Revise traits if you feel the need for it:
   » You may change the trait pair on your trait meter. If you 
  do, clear all marks.
   » You may remove deep traits if e.g. a dramatic event has 
  changed your character
   » If another character’s traits are hard to compel because the 
  character already behaves according to a trait on the meter, you 
  can suggest that the trait becomes a deep trait immediately. 
  If the other player agrees, resolve the trait.
  • If you need to update your beliefs, do it now
  Trait Resolution
  When either of your traits on the trait meter has 3 more marks 
  than its opposite trait, the pair is resolved:
  • The stronger trait becomes a new deep trait
  • Count the number of marks on the stronger trait. You gain 
  this number of grit points
  • Then reset the trait meter and choose a new pair of opposing 
  traits to examine. If you feel that you have conflicting deep traits, 
  you can also pair them up, or take one deep trait and a new trait 
  for further examination.
  GENERAL & PERIPHERAL MOVES
  
  Seek a Contract
  When you venture alone into a place of power at the right time, 
  for example a deep forest at the witching hour, and willingly offer 
  yourself to any demon listening, a creature will come forth and 
  offer you a contract of witchcraft. The GM decides the details of 
  the contract and whether a demon of death or lust has arrived. 
  Whether you accept the contract then is up to you. If you do, 
  increase your blight by 1, gain a spell and then roll to Resist 
  Blight. Also gain access to the witchcraft moves.
  Summon
  When you painstakingly prepare a summoning circle to call forth 
  a demon, choose whether you reach for a creature of death or 
  lust. The creature appears before you, then roll+Blight
  On a 14+, the summoning circle holds the creature and it’s 
  willing to hear you out
  On a 9-13, the summoning circle holds the creature, but the 
  GM chooses 1:
  • It’s in a foul mood
  • It demands a sacrifice before it’s ready to negotiate
  • It wants you to do something to further its agenda before it’s 
  ready to negotiate
  On a 8-, the circle is critically flawed and doesn’t hold the creature. 
  You’re under the gun and the demon is here to advance its agenda
  After the tense situation is over, roll to Resist Blight.
  As long as the circle holds you may banish the creature at will.
  Seal a Pact
  When you have negotiated a deal with a demonic being and both 
  of you seal it in blood willingly, you’re both cursed to fulfill the 
  deal. If either of you betrays their obligation, the betrayed party 
  may either completely dominate the betrayer once at will, or 
  instead banish them to Hell for 1001 years. This ends the pact. 
  Beware of loopholes.
  Roll to Resist Blight after sealing the pact. 
  Cast a Spell
  When you twist reality using your demonic powers, there will 
  be consequences. If you’re willing to take the risk, select a spell 
  you know and roll+Blight
  On a 14+, you gather power for the spell unnoticed and cast it, 
  but choose 1
  On a 9-13, you gather power for the spell unnoticed and cast 
  it, but choose 2
  • Suffer 2 stress as you sustain the demonic energies
  • The spell’s effect is much stronger or its duration is shorter, 
  GM’s call
  • The spell’s effect is weaker or its area of effect is larger, GM’s call
  • The spell’s effect draws attention to you, making it obvious 
  that you just cast a spell
  • The spell blights the environment, aging and decaying the 
  surroundings. Lay people may consider this a bad omen while 
  those who know about witchcraft know that there are demonic 
  energies present
  On a 8-, gain 1 stress point and be prepared for the worst.
  After the tense situation is over, roll to Resist Blight.
  Spells
  Terror 
  Overwhelm a group of people by an irrational fear. You need to 
  be able to see the victims.
  Compulsion 
  Give a single target a spoken command, up to a sentence, that 
  they’re compelled to obey. Only their survival instinct or other 
  such primal instincts can resist you.
  Illusion 
  Create either a large static illusion, up to a few human sized moving 
  ones or change how you look. Illusions can’t produce sounds.
  Curse  
  Curse a group of people to suffer. You may choose the nature of 
  the suffering, such as instant warts, recurring nightmares or bad 
  luck. A curse can’t kill anyone directly, though. You need to be 
  able to see the victims.
  Divination
  See briefly and instantly into the future concerning a situation 
  (reading what will likely happen) or a person (reading what they 
  might do next). Exploiting this knowledge immediately counts 
  as having an advantage.
  Telekinesis 
  Move one heavy object or multiple light ones as if you had the 
  strength of a few invisible men at your telepathic command.
  WITCHCRAFT MOVES
  
SOURCE: textdata/thevault/Blightburg (PbtA)/Sheets/Blightburg - Move Reference.pdf