Learnable Moves

Learnable moves unlocked through play or study (not starting playbook menus).

Mind Defense

A modular Playbook Move. Can be learned to actively resist mental assaults.

When you actively brace your mind against an invasive telepathic, illusory, or psychological assault, roll +Willpower.

  • 10+: Your mental fortress holds perfectly. The intrusion is repelled, and you take +1 forward against the attacker or gain momentary insight into their intent.
  • 7-9: You repel the worst of it, but the friction causes a headache. Choose one:
  • You take 1 temporary Sanity damage (heals next downtime).
  • You suffer a temporary condition (like Paranoia or Disorientation) until the scene ends.
  • You let a small, harmless piece of information slip.
  • 6-: Your defenses shatter. The attacker gets what they want (extracts information, implants an illusion), and the GM makes a Hard Move concerning your mental state.

Soul Defense

A modular Playbook Move. Can be learned to actively resist spiritual damage.

When your Soul Cohesion is directly targeted by Soul Magic or terrifying unearthly entities, roll +Willpower or +Finesse.

  • 10+: Your soul remains completely intact. The attack glances off your spiritual boundary, and you immediately identify the exact nature or source of the attack.
  • 7-9: The attack is deflected, but your internal channels are bruised from the friction. Choose one:
  • You lose 1 Tick Capacity until you take a full rest.
  • You take 1 Physical Wound from the internal strain.
  • You drop an active spell or ward immediately.
  • 6-: The soul-scarring takes root. Mark 1 box of Soul Integrity and the GM makes a Hard Move.