Playbook Moves

Playbook moves also appear on their playbook sheets. This chapter collects the published move text in one place for table lookup.

Alchemical Bomber

A Playbook Move for The Craftsman (optional swap, not in the core 6)

When you throw an alchemical concoction as a weapon, treat it as a Projection-aligned blast and roll +Calculation.

  • 10+: It explodes flawlessly without harming allies in the blast radius.
  • 7-9: It detonates, but choose 1: reduced area, unstable residue, or ally exposure to the edge of the blast.
  • 6-: The mixture misfires or scatters, and the GM makes a hard move.

Bloodline Secret

A Playbook Move for The Noble

You begin the game with 1 Mastered Spell from a highly restricted or extinct School (like Soul Magic or an advanced Specializations). It does not count toward your Memory limit. When you cast it, you may take 1 Wound from channel strain to treat a 7-9 as a 10+.

Combat Artifice

A Playbook Move for The Craftsman

When you trigger a finished Artifice item that you personally crafted, it costs 1 Mana Track tick instead of 2 (no casting roll; it still activates instantly).

Canon note: triggering any finished Artifice item requires no casting roll and costs 2 Mana Track ticks; this move discounts your own work.

Copycat

A Playbook Move for The Jack of All Trades

When you observe an enemy cast a spell, roll +Memory.

  • 10+: You instantly memorize its Spell Formula and can cast it for the rest of the scene as if it were a Mastered Spell.
  • 7-9: You memorize it, but casting it causes 1 extra Wound from channel strain.
  • 6-: The GM makes a Hard Move.

Midnight Oil

A Playbook Move for The Country Bumpkin

When you push yourself to craft, calculate, or study without sleeping (saving a Time Slot), roll +Mental.

  • 10+: You succeed with no penalty.
  • 7-9: You succeed but take 1 Wound from channel strain due to extreme fatigue.
  • 6-: You fail to save the slot and take a complication.

Scavenger

A Playbook Move for The Craftsman

You know how to wring out every drop of magic. When you spend a moment to drain a magical object or ambient ward, roll +Calculation.

  • 10+: Restore 2 spent Mana ticks.
  • 7-9: Restore 1 Tick, but draw hostile attention.
  • 6-: The GM makes a Hard Move.