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.