Showing0entries
Sorted A-Z
Moves

Defend a Teammate

Roll +Savior when shielding a specific teammate from harm, earning 3 hold (10+), 1 hold (7–9), or taking the hit yourself and triggering a hard truth on 6-. Spend hold one-for-one...

When you put yourself in harm's way to protect a specific teammate, roll +Savior.

On 10+: Hold 3.

On 7-9: Hold 1.

On 6-: You take the hit; the GM owes the teammate (and you) a hard truth about what you were really protecting them from.

Spend hold (one for one) to:

  • Redirect the blow to yourself.
  • Add 1 to the teammate's next roll.
  • Open the teammate a way to escape.
  • Take Influence over the teammate (if you did not have it).

When the teammate already has Influence over you, take +1 to the roll. When they don't, you can grant them Influence to take +1 anyway.

Type Team · Category Protection · Roll +Savior