User Tools

Site Tools


factionpbta:play:movetypes

Move Types

Combat Moves

Defend Defend When you stand in defense of a person, item, or location under attack, roll * On a 10+, hold 3 * On a 7–9, hold 1 So long as you stand in defense,…
Melee Melee When you open yourself to danger and exchange violence with an enemy: * On a 10+, exchange Harm and choose 3 * On a 7-9, exchange Harm and choose 1…
Recover Recover When you’re out of direct danger during a hostile situation and take a moment to gather yourself: * On a 10+, you’re calm, efficient and ready, choo…
Sucker Punch Sucker Punch When you get into an advantageous position and attack a target that can’t retaliate: * On a 10+, choose 2 * On a 7-9, take what you can get.…

Completion Moves

Negative Event Negative Event Choose one: * An approaching threat * A hard choice * An ally put in peril * A resource put in peril * Drastic confrontation or e…
Negative Personal Change Negative Personal Change Choose one: * Reduce an attribute by 1 * Resources are depleted, reduce a gear slot by 1. It may be bought back with 5XP * A…
No Shadow No Shadow Over time, Time Travel rituals (amongst others causes) can erode a Faction Member's shadow until it vanishes completely. This is a distinguishing mar…
Positive Event Positive Event Choose one: * New ally * New resource moves completion
Positive Personal Change Positive Personal Change Choose one: * Add 1 to an attribute * Take another playbook move * Get another gear slot moves completion
Sombras Que Corta Sombras Que Corta The Shadows That Cut are the signature weapon of the Faction. When a Cousin is inducted they undergo the binding ritual which bonds a weapon …
The Wild Hunt The Wild Hunt By this action, I remove myself from my blood; I deny my own past; I do whatever I must; so help me. By this intention, I remove myself from my…

Coterie Moves

Each Coterie provides a safe base, a method of transport and resources to further your goals. They also share common moves

Architectural Usurpation Architectural Usurpation The interface between the shrine and the place it materialises in manifests as a typical door in a structure that has other doors and …
Bigger on the Inside Bigger on the Inside There are enough rooms for it to be mistaken for a mansion (or larger) moves coterie shrine timeship
Blood rites Blood rites The controls only work for members of the Faction or time sensitives (such as witchbloods) using the correct rituals . This includes using the bio…
Isomorphic Controls Isomorphic Controls The controls only work for the owner of the Timeship you must Reverse the Polarity versus Tier 5 whenever you want it to do something, incl…
Metatime Metatime Metatime is the concept, often portrayed on television or other media, that the protagonists have their own functional timeline irrespective of any ti…
Protection of the Spirits Protection of the Spirits The Spirits guide the shrine when correctly invoked, and also care for their worshippers. Any defensive actions within the shrine by…
Shapeshifting Shapeshifting The outside of the ship may look like anything, only limited by the physical need to be able to enter and exit. moves coterie timeship
State of Grace State of Grace Tier 3 weapons and below do not function onboard moves coterie timeship

Downtime Moves

These Moves are actions that can be made only during Downtime - when you are not actively out completing a mission, investigating a problem, troubleshooting or otherwise away from the safety of your base.

Acquire Asset Acquire Asset Make a resource available for the next scenario Gain temporary use of an asset: * One special item for you, or a set of common items for your…
Commune with the Spirits Commune with the Spirits Expose yourself to the Vortex and stare into the Untempered Schism or meditate in The Caldera When you stare unblinking into the Vort…
Hack Biodata Hack Biodata Reduce your Malevolence moves downtime
Heal Heal Remove Harm moves downtime
Relieve Stress Relieve Stress Reduce Stress moves downtime stress
Train Train Attributes aren't improved with experience, but with training. If you have the facilities available in your Coterie, you may use them to improve your at…
Visit the City Visit the City The Citizen may only use this move if they are able to reach the Uptime Gate from their current location. This must be worked out with the Gran…
Work on a Project Work on a Project Make progress on personal tasks moves downtime

Faction Moves

Generic

Entropic Shift Entropic Shift Requires: Umbraception For a stress cost based on size (to be determined by the Grandfather) you may shift an object into shadow, negating its …
Faction Knowledge Faction Knowledge When you Spout Lore about Faction topics such as historical paradoxes, Great House figures, temporal weapons or armour, take +1. moves facti…
Metaphrase Metaphrase You are familar with the Faction techniques to perceive the semantic import behind any sentient culture. You understand every language spoken and w…
Ritualist Ritualist You may invoke the Spirits and seek their help. Chant at least a four line ritual of invocation and roll * On a 10+, they are nearby, attentive a…
Shadow Dance Shadow Dance Requires: Umbraception For 1 stress per minute you may have your shadow detach and follow simple instructions (it's not completely under your con…
Umbraception Umbraception Requires : Witchblood, Homeworlder or it can be taken as an Advanced Move For 1 stress you may use proprioception on your shadow. You sense and m…

Sibling

Better Lucky than Good Better Lucky than Good When you are out of options and on your last chance, roll with no approach modifier without pushing or invoking the spirits. * On a 1…
Dissociate Dissociate Whenever those around attract Malevolence you don't think you are a part of: * On a 10+, you are just a bystander to the great works and receiv…
Reverse the Polarity Reverse the Polarity Whenever using a technology unknown to you: * On a 10+, it works without problems * On a 7–9, it works once, but it breaks. Only an…

Cousin

Sombras Que Corta Sombras Que Corta The Shadows That Cut are the signature weapon of the Faction. When a Cousin is inducted they undergo the binding ritual which bonds a weapon …
Technical Savant Technical Savant You have an inherent knowledge of machines and tech. When you spend some time studying a piece of equipment, roll * On a 10+, ask 2. * O…

Parent

All Part of the Plan All Part of the Plan Spend 2 Gambit to negate the damage of any attack. moves parent faction
Gambit Gambit When you or someone in your coterie takes damage from an outside source, it was part of your plan the whole time, gain +1 Hold. What some might see as a…
Lethal Gambit Lethal Gambit You can spend 3 Gambits to double the Harm of anyone's attack. moves parent faction
Misdirection Misdirection When you have an enemy's attention, you can spend 2 Gambits to let an ally make a free attack (as if they rolled a 10+) against the enemy. moves …
Motivation Motivation When you rally your allies in the midst of a mission, spend 1 Gambit. Your allies can ignore the effects of a single debility (their choice) until t…
Playing the Long Game Playing the Long Game At the end of a battle (or when it makes sense) and your Gambit count would reset to 0, you can keep 1 Gambit instead. moves parent fact…
Risky Gambit Risky Gambit When you tell an ally to do something obviously dangerous and they are put in a spot, gain +1 Gambit. moves parent faction

God Parent

The Wild Hunt The Wild Hunt By this action, I remove myself from my blood; I deny my own past; I do whatever I must; so help me. By this intention, I remove myself from my…

General Moves

Act under Pressure Act under Pressure When you do something under pressure or endure duress: * On a 10+, you do it. * On a 7–9, the Grandfather can offer you success at a …
Discern Reality Discern Reality When reading a situation to find out what's going on: On a hit, you can ask the Grandfather questions. Whenever you act on one of the Grandfat…
Helping or Hindering Helping or Hindering When you assist, or get in the way, of someone else’s move, briefly describe how you have the means to get involved. The other person take…
Resist Resist When you suffer a consequence you wish to reduce or avoid the effects of: You make the roll using one of your resistance attributes (Insight, Prowess,…
Spout Lore Spout Lore When you consult your accumulated knowledge about something, roll: * On a 10+ the Grandfather will tell you something interesting and useful abou…
Spout Technobabble Spout Technobabble When you need to describe some advanced piece of technology, process, or phenomenon, choose between 3 and 5 words or phrases and say it like…
The Catechism The Catechism When the Spirits commune with you and the Grandfather asks you a question from the list below, you may either answer it truthfully, or decline to…

Signature Moves

Every playbook has one or more signature moves that distinguish it from the other playbooks. Here is a list of those moves.

Ad Vitem Ad Vitem You escaped with some remaining invulnerability. You start with 4 Hold. If you spend a downtime action Commune with the Spirits you may get an addit…
Change Tactics Change Tactics When you draw on your knowledge and training to assess a situation, roll: * On a 10+, you formulate a plan and select a new tactic. * On a…
Oncoming Storm Oncoming Storm Your emotions/programing/indoctrination are a swirling unstable mess that can cause you to erupt in fits of passion and destruction. When you su…
Regeneration Regeneration When you suffer fatal Harm from weapons or events not specifically designed to kill Homeworlders: * If you are in your base, roll with advantag…
RUN! RUN! When you escape from a combat, roll and run for your life. In any event, mark experience. * On a 10+, choose 3. * On a 7–9, choose 2. * You esca…
Savvy Savvy You may choose to be a Parent or Godparent. If you do so you will automatically have a rivalry with anyone playing The Leader playbook. You also start …
Silver Tongued Silver Tongued When you attempt to perform a deception, subterfuge, misdirection, bluff, or con on a person, roll. * On a 10+, your deception is masterful, …
Tactics Tactics Your knowledge and training allows you to assess a battle and know the correct tactical approach. Only one Tactic can be active at a time. * Aggress…
That's Lord to you That's Lord to you You have a reputation throughout the Spiral Politic that causes fear and hatred. If you are ever recognised as a Homeworlder you will have …
Touched by the Spirits Touched by the Spirits you may choose either of the following * bound to a relic as your Sombras Que Corta to be worked out with the Grandfather (costs 3 Co…
Tough as nails Tough as nails * when you Recover you can shrug off level 2 Harm. * when you Heal you fill in an extra segment on your healing clock. * when you Act un…
Two Hearts Two Hearts You may Spout Technobabble once per session to ignore one instance of Harm (of any level) taken. moves homeworlder signature
Your Whole Life Behind You Your Whole Life Behind You You have more than a lifetime of memories, as you've been living in the City for many subjective years since your actual death. You…

Social Moves

Convince a Person Convince a Person When you intimidate or attempt to convince someone through manipulation * For NPCs: * on a 10+, they choose one of the following *…
Read a Person Read a Person When you look beneath the surface while interacting with a sentient being, Roll + Heat: On a 10+, hold 3. On a 7–9, hold 1. On a miss, ask 1 now…
factionpbta/play/movetypes.txt · Last modified: 2020/06/02 19:34 (external edit)