TEXT: Combat Moves
  BATTLE
  When  you  get  into  combat  with  another
  creature, either seeking to do harm or prevent
  harm done to yourself or another, roll Battlle.
  On a 6 or below, you’re easily fought off.. On a
  7-9, choose 1. On a 10-12, choose 2. On a 13+,
  choose 3.
  ➢ Deal Harm to your opponent as appropriate
  to your weapon. (spend an additional 
  choice for +1 Harm)
  ➢ You throw your opponent off. balance, 
  giving your allies each +1 Forward 
  against it.
  ➢ You take or keep an item or position from 
  your opponent.
  ➢ You draw your opponent’s attlention onto 
  you (and away from others).
  ➢ You break free from your opponent’s grasp, 
  or break someone else free of their 
  grasp.
  ➢ You force an opponent into a position you 
  want, or keep them from gettling away.
  ➢ You attlack multiple foes at once, adding the
  (group) tag to this action.
  ➢ Reduce harm dealt to you by your opponent
  by 1 until your next turn.
  KNOWLEDGE
  When you want to aid your allies in combat
  with helpful advice, roll Knowledge. On a 6 or
  below,  you  fail  to  come  up  with  anything
  useful. On a 7-9, hold 2. On a 10-12, hold 4. On a
  13+, hold 6. You may spend a hold at any time
  to 
  ➢ Know about all of a creature's unusual 
  attlack methods and weaknesses.
  ➢ Help your allies finnd an opening against a 
  creature, giving them each +1 Forward 
  against it
  ➢ Find a flaaw in a creature’s defense, causing 
  your next ally to damage it to deal +1 
  Harm
  ➢ Help keep an ally from harm, causing them 
  to take -1 Harm from an attlack.
  ➢ Give your allies spiritual strength or 
  guidance, giving them each +1 Forward 
  to Resist Dark Magic.
  RESIST DARK MAGIC
  When you want to resist dark inflauences or
  ward  away  evil  creatures,  roll  Resist  Dark
  Magic. On a 6 or below your warding has no
  eff.ect. On a 7-9, you can ward away minor
  minions, like skeletons or imps. On a 10-12, you
  can  ward  away  monstrous  warriors,  like
  vampires or succubi. On a 13+, you can ward
  away powerful creatures, like fey or vampire
  lords.
  To  ward  away  a  creature,  you  require  the
  appropriate object (iron for fey, a holy symbol
  for undead, etc), and it prevents the creature
  from  attlacking  you,  or  anyone  else  you’re
  shielding for a moment. In addition, any PC can
  roll to Resist Dark Magic  when an eff.ect is
  trying to inflauence them – the bettler they roll,
  the stronger they resist the monster’s eff.ect, as
  listed per monster. Bystanders always fail to
  resist  dark  magic,  unless  there  are  special
  circumstances.
  
  Investigation Moves
  When you investigate an area, either looking
  for clues,  drawing upon your  knowledge, or
  talking  to  witnesses,  roll  the  appropriate
  Investigation  Move  roll  if  there’s  a  time
  pressure.  If  there’s  no  time  pressure,  your
  investigation automatically succeeds and you
  can just keep asking questions as appropriate,
  although  some  amount of in-game time will
  pass.
  When you roll, on a 6 or below, you fail to get
  any useful information, and may even disturb
  the  clues  or  worry  people  enough  to  cause
  future problems. When you roll a 7-9, you get
  to ask one question of the MC. On a 10-12, you
  get to ask two questions. On a 13+, you get to
  ask three questions.
  Thee MC should answer the questions fairly and
  honestly – it’s then up to you to describe how
  you’re going about finnding the answer to that
  question, with the MC providing input to help.
  You  might  fingure  out  that  the  monster  is  a
  werewolf from bites or fur or a claw mark, or
  that  a  monster  must  have  been  let  into
  someone’s house because the door was smashed
  through on the inside, or the like.
  INTERVIEW
  Theis covers talking to people, asking around,
  and sizing up a social situation. It’s not just
  gettling people to talk to you, but also finnding
  the  truth  or  misconceptions  in  what  the
  witnesses you’re already talking to are saying,
  and gettling them to focus on details they may
  not know are important.
  On a 6 or below, you fail to get any useful
  information. When you roll a 7-9, you get to ask
  one question. On a 10-12, you get to ask two
  questions.  On  a  13+,  you  get  to  ask  three
  questions.
  ➢ Are there any witness accounts I can get 
  that I didn’t know about?
  ➢ Exactly what type of creature was it, using 
  witness accounts?
  ➢ What are the people I’m talking to hiding 
  from me?
  ➢ What do the people I’m talking to actually 
  think of me?
  ➢ Are there any inconsistencies in the witness
  accounts, either with themselves, each 
  other, or what I know?
  LORE
  Theis  covers  knowing  stuff. about  monsters,
  history, magic, and the like, or knowing where
  to finnd it when you look things up in books, as
  well as making the necessary deductions to put
  it all together.
  On a 6 or below, you fail to get any useful
  information. When you roll a 7-9, you get to ask
  one question. On a 10-12, you get to ask two
  questions.  On  a  13+,  you  get  to  ask  three
  questions.
  ➢ Exactly what type of creature was it?
  ➢ What is a creature capable of and weak to?
  ➢ What kind of magic was used here?
  ➢ What is the history of this person, place, or 
  creature?
  ➢ Is anything out of place with my 
  understanding of how things should 
  be?
  ➢ What ties these things together?
  POKE AROUND
  Theis  covers  looking  for  clues,  searching  the
  area,  and  general  nose-to-the-flaoor  detective
  work. It’s not just finnding clues, but realizing
  what is a clue, and what those clues mean.
  On a 6 or below, you fail to get any useful
  information. When you roll a 7-9, you get to ask
  one question. On a 10-12, you get to ask two
  questions.  On  a  13+,  you  get  to  ask  three
  questions.
  ➢ How did a person or creature enter this 
  location?
  ➢ Where did a person or creature go?
  ➢ How did a person or creature make their 
  attlack?
  ➢ How many people or creatures were here?
  ➢ What types of people or creatures were 
  here?
  ➢ What was a person or creature afteer?
  ➢ Is there anything missing from this 
  location?
  ➢ Has anything been added to this location?
  
  Other Moves
  Thee moves listed under Other Moves are ones
  that generally aren’t restricted  to  combat  or
  investigate. 
  CONVINCE
  When you talk to bystanders to try to get them
  to do stuff. for you roll Convince. On a 6 or
  below, they refuse. On a 7-9, you’ll have to give
  them  something  to  do  it,  they  might  talk
  around about you in an inconvenient way, or
  off.er  to help  but  run  as soon  as things  get
  dangerous. On a 10-12, you get them to do what
  you want to do. On a 13+, they’ll believe in the
  cause,  and  might  even  try  to  get  others
  involved,  too.  Bystanders  can  generally  only
  have the convince move made against them by
  PCs once per circumstance.
  If  you’re  going  around  town  trying  to  finnd
  things that are rare, expensive, or just a whole
  lot  of  something,  roll  Convince.  On  a  6  or
  below, you don’t finnd what you’re looking for.
  On a 7-9, you finnd what you need, but it’s not
  quite what you had wanted, or will take some
  time until it’s ready. On a 10-12, you get what
  you need. On a 13+, you get it easily, and it’s
  bettler than you could have hoped for.
  DARING ACTION
  You roll this when you do something dangerous
  and physically active, like try to safely jump
  across roofteops, run away from a creature in the
  woods, save someone from a burning building,
  or  the  like.  On  a  6  or  below,  you  fail  to
  accomplish your goal, and something bad takes
  place. On 7-9 you accomplish your task, but
  something bad happens as well. On a 10-12, you
  accomplish this without any problems.
  When a downside happens, it’s the MC’s call as
  to  what  happens,  but  the  PC  should  help
  suggest  things, and work  it  into  the finction.
  Below  are  some  example  downsides,  but
  remember that they should be appropriate to
  what’s going on – a more dangerous act should
  have  a  worse  downside,  and  a  downside
  shouldn’t directly contradict what the player is
  trying to do if they roll 7+ (so “draw attlention”
  isn’t appropriate when you’re trying to sneak
  past someone) - that’s what a failure means:
  ➢ Take one or two harm (ignoring armor)
  ➢ Drop, lose, or destroy or use up an 
  important item
  ➢ End up in a bad position, taking -1 forward
  until you recover
  ➢ Draw attlention to yourself that you didn’t 
  want
  ➢ Take more time than you expected
  On a 13+, you also gain one of the following
  benefints,  in  addition  to  whatever  you  were
  trying to accomplish:
  ➢ Put yourself into a good position, gettling +1
  Forward to your next roll.
  ➢ Get yourself out of harm's way.
  ➢ Do what you were planning faster than 
  expected, and get to do something else.
  HUNT
  Whenever you try to track down a monster or
  person, think you’re walking into an ambush,
  or want to set up an ambush, roll Hunt. On a 6
  or  below,  whatever  you’re  hunting  gets  the
  jump on you or you fail to finnd it at all. On a 7-
  9, you both spot each other, or you finnd who or
  what you were looking for too late. On a 10-12,
  you get the jump on or ahead of your target. On
  a  13+,  you  ambush  the  target  and  get  +1
  Forward to your finrst roll against it. A group of
  characters all using Hunt in the same situation
  roll separately – some of you might get spottled,
  while others ambush, or some might lag behind
  when you dash into danger.
  PATCH UP
  Afteer a finght, characters can take a moment to
  Patch Up, reducing their total taken harm by 1,
  and  keeping  people  from  bleeding  out.
  Characters  can  choose  to  patch  up  again,
  reducing harm again, but that takes time. In
  investigation  phases,  anyone  can  choose  to
  patch themselves up instead of spending a turn
  investigating.
  
  Combat Sorcery
  When  you  use  Combat  sorcery,  roll  the
  appropriate sorcery type. On a 6-, your spell
  fails, and no drawback is suff.ered. On a 7-9,
  your spell works, but you suff.er a drawback. On
  a 10-12, your spell goes off. no problem. On a
  13+, your spell goes off. without a drawback and
  you  can  choose  an  additional  benefint  from
  Combat Spell Benefints.
  SAMPLE ASTRAL COMBAT 
  SPELLS:
  ➢ Wrap a target in spectral tendrils, keeping 
  them from moving for a turn.
  ➢ Put to sleep any number of people who 
  would be defeated by 5 harm total
  ➢ Choke a target with acidic mist (3 harm, 
  ignores armor, ranged)
  ➢ Shroud yourself in a dreamlike haze, 
  making creatures prefer attlacking your 
  allies, and reduce the next harm you 
  take by one.
  SAMPLE INFERNAL COMBAT 
  SPELLS:
  ➢ Therow icy shards at a foe (5 harm, ranged).
  ➢ Wrack a creature with agonizing lightning 
  (4 harm, finre, ranged) and reduce any 
  harm they deal by 1 until your next 
  turn.
  ➢ Surround yourself in hellfinre, burning those 
  around you (4 harm, finre, close, group).
  ➢ Therow an explosive blast (3 harm, finre, 
  ranged, group)
  SAMPLE NECROMANCY 
  COMBAT SPELLS:
  ➢ Drain a creature’s soul (2 harm, ignores 
  armor, ranged) and heal 1 Harm of your
  own.
  ➢ Kill a helpless creature by hand, causing 
  you to heal 2 Harm.
  ➢ Weaken a creature, causing all harm they 
  deal to be reduced by 2 for a turn.
  ➢ Take any number of Harm, and heal an 
  equal amount from another you touch
  COMBAT SPELL DRAWBACKS:
  ➢ Suff.er 1 harm (ignores armor)
  ➢ Use too much dark magic, taking -1 to all 
  Resist Dark Magic until the finght ends.
  ➢ Also target a creature you didn’t want to.
  ➢ Put yourself in a bad position, or take too 
  much time to cast, exposing you to 
  danger.
  COMBAT SPELL BENEFITS
  ➢ You throw your opponent off. balance, 
  giving your allies +1 Forward against it.
  ➢ You take or keep an item or position from 
  your opponent.
  ➢ You draw your opponent’s attlention onto 
  you (and away from others).
  ➢ You force an opponent into a position you 
  want, or keep them from gettling away.
  ➢ Deal +1 Harm
  ➢ Reduce harm dealt to you by your opponent
  by 1
  Thee spells above should be taken as examples if
  you  want  to  write  up  more  combat  spells.
  Combat spells are roughly as good as the eff.ect
  you’d get from rolling 10+ on a Battlle move.
  Theey’re  more  reliable,  but  have  a  chance  of
  going wrong. If you have at least one combat
  sorcery  spell  already,  you  can  learn  more
  through training from another PC, or finnding it
  in a book and studying for a few adventures.
  
  Ritual Sorcery
  When you use Ritual sorcery, you must finrst
  have  the  appropriate  scroll:  these  can  be
  acquired as any other gear, or through your
  playbook.  Each  scroll  describes  one  spell  –
  work with your MC to choose a benefint of the
  spell, as well as at least two requirements from
  the list below (or similar ones), and roll the
  appropriate sorcery type.
  On a 6-, your spell fails – if it’s a relatively
  minor ritual, you’re unharmed, but for a bigger
  ritual you suff.er a ritual drawback. On a 7-9,
  your spell works, but you suff.er a drawback of
  the MC’s choice. On a 10-12, your spell goes off.
  with no problems. On a 13+ your spell works
  bettler than you expected it to. 
  RITUAL REQUIREMENTS:
  ➢ You require expensive or rare components, 
  which you will have to finnd, and are 
  destroyed by the ritual
  ➢ You require help – at least 2 others need to 
  participate in the ritual, and you all 
  suff.er the drawbacks.
  ➢ Thee ritual requires your blood: suff.er 1 or 2 
  Harm that cannot be healed until the 
  adventure is over.
  ➢ You need to cast the spell at a particular 
  time or place (full moon, midnight, 
  dawn, an unholy site, a place free from 
  civilization, etc)
  ➢ Thee spell is especially complicated, and you 
  take -1 Forward to casting it.
  ➢ Thee spell requires handing off. of an item, 
  token, or talisman to the intended 
  (unwilling) target.
  ➢ Thee spell is fragile – the eff.ect it creates can
  be easily disrupted by moving stones, 
  erasing lines, etc.
  SAMPLE ASTRAL RITUALS:
  ➢ Meditate, and have a symbolism-finlled 
  vision of a previous event at your 
  location.
  ➢ Gaze into a reflaective surface (such as a 
  mirror or still water), and see the view 
  of another reflaective surface you know.
  ➢ Cause plants in an area to grow wildly, or 
  be blighted.
  ➢ Change the weather, to within its natural 
  limits.
  ➢ Mutate a creature into an abomination.
  SAMPLE INFERNAL RITUALS:
  ➢ Keep demons from entering an area until 
  the next sunrise.
  ➢ Banish a bound demon.
  ➢ Call a demon of a type you choose. 
  Powerful demons can give you penalty 
  to your Sorcery roll.
  ➢ Create an area of binding to any demons 
  who enter.
  ➢ Create a domain of magical finre or ice that 
  does not dissipate.
  SAMPLE NECROMANCY 
  RITUALS:
  ➢ Keep undead from entering an area until 
  the next sunrise.
  ➢ Put a wayward spirit to rest.
  ➢ Summon a spirit from a skull to interview.
  ➢ Raise an undead skeletal servant.
  ➢ Curse someone to suff.er some mishap, or 
  grow weak or sick.
  RITUAL SORCERY DRAWBACKS
  ➢ Thee ritual has whatever eff.ect you desired, 
  but you have no control over it.
  ➢ Thee ritual takes longer than expected, and 
  requires more time.
  ➢ Thee ritual has destructive and unpredictable
  side-eff.ects.
  ➢ Thee eff.ect will happen, but not in the way 
  you expected, or the place you had 
  wanted.
  ➢ Become cursed, suff.ering -3 to Resist Dark 
  Magic until you have a full day to 
  cleanse yourself.
  ➢ Thee ritual drains your magical energy, 
  causing you to suff.er -1 Ongoing to 
  Sorcery rolls until you have time to 
  rest.
  ➢ Thee ritual drains you physically, causing 
  you to suff.er -2 Ongoing to Battlle and 
  Daring Action rolls until you have time 
  to rest.
  ➢ Thee ritual leaves you mentally dazed, 
  causing you to suff.er -2 Ongoing to 
  Knowledge, Lore, Poke Around, and 
  Hunt until you have time to rest.
  
SOURCE: textdata/thevault/Powered by the Apocalypse System (PbtA) [multi]/Unfinished PbtA Games/Beneath a Cursed Moon - V0.3/Beneath_Cursed_Moon_Moves_v0.3.pdf