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.