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Sorted A-ZMoves
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