TEXT: BASIC MOVES
  These are the moves that any player will trigger the most. They are 
  the situations that characters will find themselves in the most often 
  and represent the kinds of things characters will be doing in the game.
  TAKE DOWN 
  Whenever you attempt to subdue an 
  immediate threat, say how you do it and roll. 
  The EIC will tell you which stat to add to the 
  roll. On a 10+, choose 3. On a 7-9, choose 2:
  • Impose a Condition (choose once for Minor, 
  twice for Moderate, three times for Critical)
  • Take away an Advantage (choose twice)
  • Force a change of location (choose once 
  and the EIC picks where they go, choose 
  twice and you do)
  • Reduce the size of a mob by 1
  • Take no harm in the doing
  SEIZE CONTROL 
  Whenever you and another character struggle 
  over a contested goal or objective, say how 
  you outsmart, overpower, outmaneuver, or 
  otherwise try to overcome them. The EIC will 
  tell you which stat to add to your roll. On a 
  10+, choose two. On a 7-9, choose one:
  • You seize control over what was contested
  • You prevent yourself from ending up at a 
  disadvantage or in harm’s way 
  • You put your opponent at a disadvantage
  PUSH
  When you push your powers and concentrate 
  to do something that is not on your Powers 
  Profile sheet, first determine if the power falls 
  under Simple, Difficult or Borderline, then 
  roll. On a 10+, you do it and can add it to 
  your powers profile if it’s not there already. 
  On a 7-9, you can do it, but the EIC will offer 
  you an ugly choice or hard bargain in order 
  to do so; you also take a Minor Condition 
  if it was Simple, a Moderate Condition if it 
  was Difficult, or a Critical Condition if it was 
  Borderline; and you cannot add it to your 
  Powers Profile sheet. On a 6-, you take a 
  Condition as per a 7-9 and the EIC also makes 
  a move.
  SERVE AND PROTECT
  When you stand in defense of someone or 
  something when an imminent threat or 
  danger befalls them, roll+Protect. On a 10+, 
  Hold 3. On a 7-9, Hold 1. As long as you 
  continue to defend, spend Hold to ... 
  • Redirect an attack to yourself
  • Reduce the effectiveness of an attack or 
  Condition (Reduce the level of severity for 
  every Hold spent)
  • Open up the attacker to an ally, giving that 
  ally a bonus to take forward against the 
  attacker (+1 for every Hold spent)
  • Create or advance a Bond with the person 
  you are protecting by one
  USE ENVIRONMENT
  When you use something from the 
  environment to suit your purposes, the EIC 
  will tell you one or more:
  • It’ll break quickly; use it while you can
  • It’s dangerous; the EIC will say how
  • It’s particularly effective; the EIC will say how 
  • You can use it, but there will be a side effect; 
  the EIC will tell you what it is.
  DEFY DANGER
  When you act despite an imminent threat or 
  dig in to endure a danger that has befallen you, 
  say how you deal with it and roll. The EIC 
  will tell you which stat to add to the roll. On 
  a 10+, you do what you set out to do and the 
  threat doesn’t come to bear or you endure it. 
  On a 7-9, you can do it, but to do so the EIC 
  will offer you a worse outcome, hard bargain, 
  or ugly choice.
  AID OR INTERFERE
  When you help or hinder someone you have a 
  Bond with, roll+Bond. On a 10+, choose two. 
  On a 7-9, choose one, but there’s an obstacle 
  to overcome first. You also expose yourself to 
  danger, retribution, or the EIC will offer you 
  an ugly choice. Choose one:
  • You make an untenable position or course 
  secure
  • You avoid taking harm in the doing
  • They take a +1 or 2 forward, your choice
  EXAMINE 
  When you closely study a situation or person, 
  roll+Investigate. On a 10+, ask the EIC three 
  questions from the list below. On a 7-9, ask 
  one. Either way, take +1 forward when acting 
  on the answers.
  • What happened here recently?
  • What is about to happen?
  • What danger should I be on the lookout for?
  • What here is useful or important?
  • Who’s really in control here?
  • What here is not what it appears to be?
  
  SPECIAL MOVES
  Special Moves are moves that are only special in that they aren’t used 
  as often as the basic ones. They are more specific and focused. They 
  are mainly used during downtime, after the adventure and fights have 
  finished and the heroes have to deal with the consequences and get 
  back to their regular lives.
  BURNOUT
  When the situation is desperate and you put all 
  you have into one last attempt to save another 
  when they are about to die and let your powers 
  loose because of it, roll+Bond with that 
  person. On a 10+, you do something you’ve 
  never done, but possible with your powers, tell 
  the table what it is and add it to your Powers 
  Profile. After doing so, you’re hanging on 
  by a thread and can do nothing but move 
  and mumble a few words until you rest and 
  recover (and now have 3 Critical Conditions); 
  you may raise your Bond with them by 1 (if 
  you Bond with them was negative, you may 
  reset it to zero). On a 7-9, as a 10+, but make 
  the Last Chance move upon completion. On a 
  6-, you do it, but you’re Dead for Now (make 
  the Dead for Now move).
  GATHER INTEL
  When your leads dry up, take to whatever 
  avenues are open to you and roll. If you do it ... 
  • ... by shaking people down, roughing people 
  up or with direct force, roll+Smash
  • ... by going places you shouldn’t be, gaining 
  access or being stealthy, roll+Maneuver 
  ... by doing research, gathering your thoughts, 
  debate or analysis, roll+Investigate
  • ... by using your charm and social grace, 
  roll+Influence ... by calling in favors and 
  relying on Bonds, roll+Bond
  On a 10+, ask one. On a 7-9, your first-choice 
  method comes up dry, you must enlist the aid 
  of another PC or choose a different method. 
  On a 6-, you don’t find trouble, trouble finds 
  you. The EIC will ask you questions about 
  what you were up to and then tell you what 
  trouble arises.
   
  AWho can tell me what I want to know?
   
  AWhere can I find ?
   
  AWhat are the rumors about ?
   
  AWho is the most upset about...?
   
  AWho stands the most to gain from...?
  FIT IN
  Whenever you have downtime and try to get 
  back to your “normal” life in order to mend or 
  create one of your Bonds, decide which Bond 
  you want to focus on and roll+Bond. On a 
  10+, remove a number of Conditions equal 
  to your Bond with that person and then raise 
  your Bond with them by 1 after doing so. On 
  a 7-9, as a 10+ result but you have to deal with 
  a danger threatening your mundane life with 
  the Bond involved. Begin framing and playing 
  out the scene as usual, the EIC will jump in 
  and add danger when they so choose.
  LAST CHANCE
  When you try to keep on going despite taking 
  a fourth Critical Condition and someone close 
  to you is in peril, roll. On a 10+, you do it, 
  you’re in a bad spot but you’re still alive and 
  conscious with three Critical Conditions. On 
  a 7-9, you do it, but you can only get up if 
  you can keep your enemy talking (you must 
  get them to reveal an answer to one question 
  from the list) or if someone close to you is in 
  peril. On 6-, your fate is sealed and you have 
  no control over what your enemies do to you 
  and those you failed to protect. The EIC will 
  tell you what happens as the darkness takes 
  you ... you are Dead For Now.
   
  AWhat started them on their road to becoming 
  a villain, what is their defining trauma?
   
  AHow is their world view distorted and different 
  from the norm?
   
  AWhy are they upset with the status quo?
   
  AWhat will the status quo look like after they 
  succeed, in their mind?
   
  AWhat connection do they have to you or any 
  of the heroes?
  DEAD FOR NOW
  When you take a fourth Permanent Condition 
  and die, roll. On a 10+, you will return next 
  issue, having survived or been brought back 
  somehow; on a 7-9, you will return a few issues 
  later, but choose a complication from the list 
  below. On a miss, you are dead until the EIC 
  chooses to bring you back, with complications 
  of their choosing. A complication might be 
  something like:
  • You’ve brought trouble with you
  • You’ve lost all your powers
  • Your powers are rather different than before
  • Your powers have grown stronger or weaker
  • You manifest a previously unknown power
  • You’re not who you thought you were
  • The secrets you’ve been keeping are revealed
  • Your history or origin is retconned, choose 
  a new Origin book.
  • You’re from an alternate timeline or reality
  • You are brought back for a reason, a mission
  • You don’t remember anything
  • You are indebted to someone you hate
  • Your body has permanent modifications 
  made to it
  • Everyone you know has moved on without 
  you (reset all Bonds)
  • You have trouble controlling your powers 
  and emotions
  
  EIC MOVES
  PRINCIPLES
  • Address the characters, not the players.
  • Embrace the weird, outlandish, alien and 
  fantastic.
  • Make a move that follows from and makes 
  sense for the fiction.
  • Never speak the name of your move.
  • Give every enemy life.
  • Name every person.
  • Ask questions and use the answers.
  • Be a fan of the characters.
  • Think like a villain.
  • Begin and end with the fiction.
  • Think offscreen, too.
  • Give the characters hard choices to make.
  • Know your villain’s motivations.
  WHEN TO MAKE A MOVE
  You make a move:
  • When everyone looks at you to find out 
  what happens
  • When the players give you a golden 
  opportunity in the fiction
  • When they roll a 6
  CHOOSING A MOVE
  To choose a move, think of the obvious 
  consequences of the action that triggered it 
  in the fiction. If you’ve already got an idea for 
  something to happen, roll with it as long as it 
  fits with your agenda and principles for the 
  game. Let your moves snowball and build off 
  one another like when warning the use of a 
  hard move by first making a soft one. Build on 
  the success or failure of the characters’ moves 
  and your own previous ones.
  If your first instinct is that it won’t hurt 
  them now, but it’ll come back to bite them 
  later, great! That’s part of your principals (think 
  off-screen, too). Make a note of it and reveal 
  it when the time is right.
  MAKING YOUR MOVE
  When making a move, keep your principals in 
  mind—never speak the name of the move and 
  address the characters, not the players. 
  Remember to cater the fiction and each 
  move, each panel to each character—play to 
  their strengths and weaknesses and keep the 
  unique qualities they have in mind at all times. 
  It’s important to know who the characters 
  are and what powers that have because it all 
  affects the fiction—you know it’ll take a lot 
  more to knock down a hero with a healing 
  factor compared to a hero with no protection 
  or defense. 
  After every move you make, always ask 
  “What do you do?”
  USE AN ENEMY MOVE
  Every enemy the heroes encounter throughout 
  the course of their adventures has at least 
  one move they make, and so might some 
  locations. An enemy or location move is just 
  a description of what that location or enemy 
  does, like “keep anyone from getting to the 
  boss” for a minion or “summon aide from the 
  subterranean depths” for a cultist or monster 
  that is part of a horde. 
  • Reveal an unwelcome truth
  • Show signs of an approaching threat, advance 
  the Plan
  • Inflict an Appropriate Condition
  • Use up their resources or take away their stuff
  • Reveal or Restore an Advantage
  • Turn their move back on them
  • Separate them
  • Give an opportunity that fits a character’s 
  abilities
  • Show a downside to their character, 
  appearance, equipment or power
  • Offer an opportunity, with or without a cost
  • Put someone in a spot
  • Tell them the requirements or consequences 
  and ask
  • Threaten a Bond
  • Take advantage of a Limitations
  • Threaten a secret
  • Encourage creative use of powers, showcase 
  an Advantage
  • Take advantage of a Condition
  • Change the environment
  • Point to a looming threat
  • Introduce a new faction or type of enemy
  • Use a threat from an existing faction or 
  enemy type
  • Make them backtrack
  • Present a challenge to one of the players
  CHECKLIST FOR 
  CREATING ENEMIES
  Here are some questions to ask yourself to 
  help you when creating some enemies.
  • What is their main offensive power?
  • What is their main defensive power?
  • Are they immune to something? 
  • Are they resistant to something?
  • Do they get stronger the more punishment 
  they take?
  • Do their powers/immunities/resistances 
  come from technology?
  • Do they have powers that protect themselves 
  or hinder others?
  • What is their state of mind and do they 
  have a weakness?
  • How do they fight?
  • What is their motivation?
  • At what scale do they operate?
  • Where are they set up and based?
  • How much to do the characters know about 
  them?
  • What do they look like?
  TYPE
  NAME
  MOTIVE
  APPEARANCE
  CONDITION THRESHOLD  (or Size Rating if mob)
  POWERS
  ELEMENTS OF AN ENEMY
  
SOURCE: textdata/thevault/Worlds In Peril [multi] (PbtA)/Worlds in Peril - Basic, Special, EIC moves.pdf