TEXT: CHARACTER BASIC MOVES
  ACTIVATE FORGOTTEN LORE 
  When you try to use an incantation or gadget of the World 
  Before, say what you expect it to do and roll +Lore. On a hit, 
  it does what you expect it to do, but choose one: 
  • It’ll only last a short time, and you’ll need to act quickly to 
  take advantage of it.  
  • It sets a long-forgotten working in motion, with risky 
  ramifications.  
  • It won’t work again until you’ve spent some time in peace 
  studying it.  
  On a 10+, a flash of insight also shows you this fragment’s 
  place in the World Before, giving you context, wisdom or 
  clues to greater power.  
  CALL FOR AID  
  When you fail to succeed as well as you’ve liked, say what 
  another character in close proximity can do to help out. If 
  they can successfully do it, you can increase your result by 
  one category – 6- becomes 7- 9, 7-9 becomes 10+.  
  DEFUSE  
  When you try to mitigate a dangerous situation with...  
  • Intimidation or physical exertion, roll +Force  
  • Fast talking or misdirection, roll +Sway  
  • Endurance or quick action, roll +Steel  
  • Improvised technology or remembered information, roll 
  +Lore  
  On a 10+ the situation is safe unless dramatically disrupted. 
  On a 7-9, you’ve bought some time, but choose one:  
  • The GM will demand something from you in order to 
  secure safety.  
  • It’s only a temporary reprieve, and the danger will soon 
  return.  
  • You’ve deflected the danger onto someone/something else 
  rather than dealing with it entirely.  
  FIERCELY ASSAULT  
  When you use violence to hurt, capture or drive off your 
  enemies, roll +Force. On a hit, you’ve achieved your goal 
  – they’re wounded, bound or fleeing. On a 7-9, choose one 
  from your list and the GM chooses two from theirs. On a 10+, 
  choose two from your list and the GM chooses one from theirs. 
  Character list: 
  • You scavenge something valuable from the  aftermath - 
  gain +1 Tech.  
  • You glean some useful information from your foes.  
  • Your avenue of escape is clear.  
  • You inflict savage, terrifying harm, frightening and 
  dismaying your foes.  
  GM list:  
  • Something or someone important to you is  harmed.  
  • Others will come after you.  
  • You take Harm appropriate to the enemy.  
  • The situation is destabilised and chaos will soon  follow.  
  FORGE A TREATY 
  When you strike a deal with someone, roll +Sway. 
  On a hit, they’ll do it, and in good faith. On a 10+ 
  choose one:  
  • The deal will last until the end of the next Age. 
  • They spread good word of mouth; gain 1-Treaty 
  on  their family. 
  • They give you good advice, an interesting rumour 
  or a dire warning; get +1 ongoing when you act 
  on it. 
  JURY-RIGGING
  When you rig up advanced technology to augment your 
  efforts, erase 1 Tech for each gadget used and get +1 to your 
  move. For each Tech you spend, tell us what it is and what 
  it tells you about the World Before. 
  SHAKE IT OFF  
  When you take a few moments to shake off your injuries, 
  roll +Harm checked. No matter what the outcome, heal a 
  Harm slot. On a 13+, choose one:  
  • You’re permanently weakened. Choose a slot to have a 
  permanent (if reduced) effect – it can never be healed.  
  • The healing is a rush-job, liable to rupture at a moment’s 
  notice. Until you get some proper R&R, any time you 
  receive Harm, take +1 Harm.  
  • You’ll feel this one for a long time. Rewrite any superficial 
  Harm slot – not necessarily one that’s currently filled – and 
  give it a stat penalty.  
  On a 10-12, choose one:  
  • You’re mostly fixed up, but you’ll be in and out of 
  consciousness for the next 24 hours.  
  • You’ll keep feeling the effects of the wound you healed 
  until you get some R&R.  
  • While you were pulling yourself together someone took 
  advantage of the distraction.  
  WASTELAND SURVIVAL 
  When you navigate through the wasteland outside of 
  settled lands, roll +Steel. On a hit, pick two:
  • You don’t get into danger. 
  • You don’t get delayed. 
  • You don’t run out of supplies. 
  On a 10+, also pick one: 
  • You discover a hidden treasure in 
  the wasteland, worth a lot if you 
  can secure it. 
  • You discover a new, safer path you 
  can use in the future to travel this 
  route without rolling. 
  • You discover a secret 
  of the wasteland – 
  details on a threat, 
  signs of foreign 
  civilisation, 
  an 
  indication of the 
  origin of the Fall. 
  
  UNDER ORDERS 
  When you send a group of followers to perform a task within their area of expertise, roll +Quality. On 
  a 10+ they do it, no problem. On a 7-9, choose one: 
  • It’s done, but not as completely or as successfully as you’d like.  
  • It’s done, but there’ll be unfortunate consequences.  
  • It’s done, but it cost them; their Quality drops by 1.  
  When a group of followers hits Quality 0 they are no longer useful to you – they may be wounded, dead, 
  no longer interested in helping you, or unable to provide further information.  
  PROFESSIONAL CARE  
  When you get healing in a place of safety, you can heal all Harm by exhausting an appropriate Surplus 
  – yours or someone else’s with their permission.  
  ON WEAPONS 
  Weapons don’t factor into the mechanics of Fiercely Assault, as once battle is joined the most important 
  thing is how you make use of the tools you have. Instead, weapons come with descriptive tags, which define 
  which conflicts the weapon will be useful in and what happens when it is used. Depending on the tags on 
  the weapons you bring to bear, fighting might be out of the question, or so effective you don’t even need 
  to roll. 
  For example, with only a walking staff (melee, inconspicuous) it’ll be tough to take out a sniper in a 
  towering ruin, while access to an ancient orbital cannon (hi-tech, area, brutal) will take out most foes with 
  ease. Here’s a list of possible tags: 
  • Melee - useful for attacking something within a few metres. 
  • Ranged - useful for attacking something out of arm’s reach but within eyesight. 
  • Area - when it’s used, it affects everything in the area. 
  • Hi-Tech – has some weird properties- affects intangibles, terrifies witnesses, creates fires that never go 
  out, etc. 
  • Unreliable - can work far better than expected, but can also break spectacularly. 
  • Brutal - absolutely devastates its targets, rending them and causing collateral damage. 
  • Inconspicuous - people won’t see this weapon as a danger. 
  • Silent - the weapon doesn’t draw attention when used. 
  • Nonlethal - this weapon incapacitates instead of dealing lasting harm. 
  • Elegant - the weapon is impressive and flashy in use. 
  
  FAMILY BASIC MOVES
  ACCESS 
  When your Family seek access to a person, place or thing 
  you do not control roll +Reach. On a 10+ you get what you 
  want – a meeting, a guide, a toy to play with. On a 7-9, 
  there are strings attached. Choose one: 
  • Your people had to dig deep. Erase a Surplus or gain Need: 
  get out of debt.  
  • Your agents can’t seal the deal, but introduce your 
  Character to someone who can.  
  • The people who control it offer your agents a lesser 
  alternative.  
  READING THE WIND  
  When your Family sends people out for information 
  on a person, faction or place, roll +Reach. On a hit, they 
  come back a few days later with rumours, secrets and scout 
  reports. Pick 1 thing to learn; the GM will give you further 
  information, and the Family takes +1 forward acting on it. 
  On a 10+ pick 3.  
  • The perspective of the person/place/thing’s neighbours.  
  • Reports of some upcoming upset.  
  • Clues to a hidden strength or unknown history.  
  • A warning of a coming betrayal.  
  • An opportunity for profit, with or without risk.  
  HOLD TOGETHER 
  When your Family must stay loyal and endure adversity, 
  roll +Grasp. On a hit you mostly remain ok; pick 1. 
  • You lose some people to desertion and harm. Gain Need: 
  recruits. 
  • You promised them something to get them through. Now 
  the danger has passed, it’s time to pay up. If you don’t, 
  take -1 Grasp ongoing for the rest of the Age. 
  • The danger hasn’t passed so much as shifted into a different, 
  more manageable problem. Say what it is. 
  On a 10+ you are brought close together by the trial; gain 
  Surplus: morale in addition to the above results. 
  CLAIM BY FORCE 
  When you direct your Family to claim something as theirs, 
  no matter who it pisses off, roll +Grasp. On a hit they succeed 
  in taking it, but not without cost. On a 7-9 choose two. On a 
  10+, choose one: 
  • Your hold on it is tenuous, and more effort will be needed 
  to secure it. 
  • Your Family comes away wounded. Someone important is 
  hurt and your family gains Need: medicine. 
  • You make enemies; the GM will say who, and you take -1 
  Reach dealing with them this Age. 
  SURPLUS AND NEED 
  When your family makes use of a Surplus, exhaust it and 
  improve the success of a roll by one step (6- goes to 7-9, 7-9 
  to 10+). 
  When the family is hindered by a Need, the GM can add 
  a complication or downside stemming from the Need in 
  addition to the results of your roll. 
  If a Need could be met by a Surplus, erase both. 
  FLUSH WITH RESOURCES 
  When you would gain a Surplus and Mood is already 
  +3, instead choose one: 
  • Sell off the excess Surplus for 1 Tech.  
  • Gift the excess to your allies and gain +1 ongoing to 
  Reach for the next month.  
  • Hold a great celebration and gain +1 ongoing to 
  Grasp for the next month.  
  FALL INTO CRISIS  
  When you would gain a Need and Mood is already -3, 
  instead choose one:  
  • Someone takes advantage of your weakness – lose some 
  territory or an important alliance.  
  • Your family falls into bickering and infighting, giving you 
  -1 ongoing to Grasp until the dispute is resolved.  
  • Your family retreats into solitude to work through its issues, 
  giving you -1 ongoing to Reach until they are convinced 
  out of isolation.  
  CALL IN A DEBT 
  When you need something from another Family, no matter 
  how it messes them up, say what debt you’re claiming due, 
  spend 1 Treaty and choose one: 
  If they’re an NPC faction: 
  • Gain +2 to Access or Claim by Force something of theirs 
  (spend after rolling). 
  • Get them to back you up, fall into indecision, or protect 
  something important. 
  If they’re a PC Family with a Treaty on you: 
  • Say what you want them to do, and give them -1 Treaty 
  on you if they don’t.  
  • Take one of their Surpluses for this session. 
  If they’re a PC Family without Treaty on you:  
  • Say what you want them to do, and they have to Hold 
  Together to do anything else.  
  • Take one of their Surpluses permanently and give them +1 
  Treaty on you.  
  LEND AID  
  When your Family throws its weight behind 
  another, roll +Treaty with them. On 
  a hit, you give that Family +1, 
  but if you roll a 7-9 your Family 
  is exposed to danger, retribution or 
  unforeseen consequences.  
  
  THE AGE TURNS
  When years and generations pass by and your Family grows and changes, roll +Mood. On a miss 
  choose two trials, on a 10+ choose two fortunes and gain 2 Tech, and on a 7-9 choose one trial and one 
  fortune and gain 1 Tech.
  Trials:
  Your Family suffers persecution and violence, but 
  it pushes them to adapt and grow. Gain a new 
  Family move but gain Need: revenge.
  Your Family was subsumed or enslaved by 
  another Family, and have only recently managed 
  to break away. Take a move from their playbook, 
  but they get 2-Treaty on you.
  Starvation and poverty forced your Family to 
  resort to raiding and thieving, and it pissed people 
  off. Gain 3 Surpluses, your choice, but give 2-Treaty 
  to other Families distributed how you wish.
  Something monstrous comes from the wasteland 
  and ravages your Family. Say some secret you’ve 
  learned about it, gain 2 Tech from scavenged parts 
  of it, but take -1 ongoing to Family moves against 
  it.
  Plague and illness ravaged your Family, and 
  no other Families could help. Afterwards, they 
  promise to help in the future. Gain 3-Treaty split 
  between any Families you wish but take Need: 
  medicine.
  Your Family saved the Homeland from some 
  great threat, whether invading armies or natural 
  disaster, but at great cost to themselves. Gain +1 
  Reach and Surplus: motivation, but take Need: 
  recruits.
  Your Family fell apart into feuding factions. The 
  eventual victors are stronger, more unified, but 
  lacking refinement. Gain +1 Grasp and Surplus: 
  leadership, but gain Need: culture.
  Fortunes:
  Your Family goes through a golden age, 
  questioning old philosophies and forging new 
  paths. Gain a new Family move but gain Need: 
  leadership.
  Through marriages and the sharing of secrets, 
  you gain some of the strengths of another Family. 
  Take a move from their playbook, but they get 
  2-Treaty on you.
  Your Family spends its time brokering deals and 
  making friends. If you spend 2 of your Surpluses 
  on gifts and trades you can gain 3-Treaty divided 
  between Families however you wish.
  Your Family found a hidden vault still intact from 
  the World Before. Say what its true treasure was 
  and gain 2 Tech from initial scavenging. However, 
  decades of delving have left your Family isolated; 
  gain Need: trade.
  Your Family finds a windfall, whether through 
  scavenging or by absorbing a smaller family. Gain 
  3 Surpluses of your choice, but it’s left you bloated; 
  gain Need: motivation.
  Your Family invests heavily in a place of safety 
  and commerce, creating a new haven in this land. 
  Gain +1 Reach and Surplus: peace, but take Need: 
  obligation.
  You go to war, whether for righteous justice or 
  as savage raiding. Gain +1 Grasp and Surplus: 
  weaponry, but someone or something out there 
  really hates you now. Take -1 ongoing to all Reach 
  moves against them until they’ve been dealt with 
  once and for all.
  Describe in broad strokes the story of your Family through the Age, and change their Doctrine, Lifestyle 
  and Traditions if you want. Then, every player (including the GM) names one new threat, opportunity 
  or faction that is unique to this age, never seen before. Finally, every player decides on a new Objective 
  for their Family, and makes a new character.
  
  GM REFERENCE
  AGENDA
  Make the world seem real.
  Evoke the past, think to the future. Make the character’s lives 
  historic. Play to find out what happens.
  ALWAYS SAY:
  What the Principles demand What rules demand
  What your prep demands What honesty demands
  PRINCIPLES:
  Fill the world with ruins.
  Address characters, not players.
  Begin and end with the fiction.
  Name every person, and think who backs them.
  Draw maps, leave blanks.
  Write histories, and reference them.
  Ask questions and use the answers.
  Think offscreen, too.
  Everything that you own is temporary. Make your moves 
  look natural.
  Be a fan of the characters.
  MOVES:
  Reveal an unwelcome truth. Put someone in a spot. Separate 
  them.
  Capture them.
  Trade harm for harm (as established).
  Deal harm (as established).
  Turn their move back on them.
  Offer an opportunity, with or without a cost. Take away 
  their stuff.
  Exhaust a surplus
  Add a need.
  Erase a surplus.
  Show a remnant of the past, used in unexpected ways.
  Show the consequences of past decisions. Show a downside 
  to their playbook. Highlight a weakness of their family. Tell 
  them the consequences and ask.
  SOURCES OF DRAMA:
  If you want to introduce adversity and opportunity to the 
  character’s lives, here are some places to find that:
  The World Before: Tell them rumours of something 
  miraculous in the wasteland that could solve your problems.
  The Fall: Attack with the Fall’s twisted spawn, or contaminate 
  or corrupt the player’s power base or allies.
  Your Threat: Introduce a new aspect of the threat, or increase 
  the danger caused by an established aspect.
  Family Objectives: show downsides of a Family’s needs, or 
  hint at who might have a solution.
  CHARACTER MOVE TRIGGERS:
  When you try to mitigate a dangerous situation, roll 
  +Appropriate Stat.
  When you fail to do as well as you liked, say what a 
  nearby character can do to help. When you activate 
  a remembered cantrip or gadget of the world before, 
  roll +Lore. When you use violence to hurt, capture or 
  drive off your enemies, roll +Force.
  When you strike a deal with someone, roll +Sway.
  When you navigate through the wasteland, roll 
  +Steel.
  When you rig up advanced technology to augment 
  your efforts, erase 1 Tech per +1. When you’re in a place of 
  safety, exhaust a surplus to heal all harm.
  When you take a few moments to shake off your injury, 
  roll +Harm checked.
  FAMILY MOVE TRIGGERS:
  When you need access to a person, place or thing, roll 
  +Reach.
  When you send your people out for information, roll 
  +Reach.
  When you must keep your family loyal and endure 
  adversity, roll +Grasp.
  When you direct your family to claim something as yours, 
  roll +Grasp.
  When you throw your family’s weight behind another, 
  roll +Treaty.
  When you need something from another family, erase 
  1-Treaty and choose what you want.
  HARM REFERENCE:
  1) Punches, kicks, a savage beating, a swarm of rats. Enough 
  to kill a diseased beast.
  2) Improvised weapons, claws and teeth, a pack of mutated 
  dogs. Enough to kill a man.
  3) The best weapons that modern crafters can make, a 
  sweeping blow from a Dark Hulker. Enough to kill a 
  champion fighter or a small gang.
  4) Artifact weapons from the World Before, the jaws of a 
  Flamewalker . Enough to kill a hulking monster or a huge 
  gang.
  5) The howling teeth of the Maelstrom, ground zero 
  at a 
  detonating reactor. Enough to kill anything.
  
  THE FIRST SESSION
  THE WORLD BEFORE
  What sort of area is the game taking place in? 
  Offworld colony, asteroid, wilderness, city. What 
  signs of the old civilisation remain?
  Examples: Towering buildings, crevasses, floating 
  islands; weather patterns; lights in the sky.
  Draw the general shape of the world on the map.
  THE FALL
  How did it go wrong? 
  Examples: One tech advance too far; natural disaster; 
  resource exhaustion; mutually-assured destruction.
  What monsters and hazards did it create? 
  Examples: Mutated citizens; rogue servants; extra- 
  dimensional invaders; feral memes.
  Mark the map with signs of the World Before’s 
  collapse.
  SETTLEMENTS
  For each player (including the GM), make a 
  settlement. Place it on the map, and give it:
  • A name
  • A unique resource/advantage
  • A characteristic tradition
  • A cultural taboo 
  Do more if you like!
  THE THREAT
  Create a pressing threat that might wipe out the 
  whole Homeland. Each player creates one sign 
  of the threat, and marks it on the map.
  FAMILIES
  Each player makes a family. Whether 
  Nomadic, Dispersed or Settled, work 
  out where they’re living at 
  game start and alter the map 
  to show the impact they’ve 
  had on it.
  THE HOMELAND
  
SOURCE: textdata/thevault/Legacy (PbtA)/Reference sheets/Full_Colour_-_Basic_Move_Reference_and_First_Session_Worksheet.pdf