Get someone to do what you want, provided you've given them some kind of reason to do so. Can work on other hunters, can not work on monsters.
Any action taken while trying to deal with undue stress or danger--or anything else that counts as pressure.
Help another player with a move they're currently making, with in-universe justification.
Anything that might help you gather information about the events at hand, as long as it's plausible and narratively consistent. Information you can ask the Keeper about is limited to the following topics:
Self-explanatory. If you make further moves based on what you learn, those moves get +1 as long as the information is actively relevant. You can assess the following things:
Combat, combat, combat! Fight something while it fights back. The harm your hunter is capable of inflicting is based on their available weaponry and gear. Good rolls can grant you the following modifiers:
Prevent somebody else from taking harm! With justification, of course. Often this means taking the harm yourself. Good rolls can grant you the following modifiers:
Do something that you wouldn't be able to do otherwise! Cast a spell or whatever. Pick something that you would like to happen from the list of effects and work from there. There's a time limit of about half an hour for ongoing effects. For as volatile as magic is, a number of glitches are possible depending on your roll.