---
title: Moves
tags: Fortuna(PBA)
---
{%hackmd gb1JmMYYQWmAR-wNNIx9GA %}
# Moves
Moves come in two flavors. General Moves and Restricted Moves. General Moves are usable by anyone, while Restricted Moves have some sort of prerequisite, commonly an background or a trait from character creation.
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## General Moves
General Moves can be used by anyone, but there can also be some logic restrictions. Someone with low [Intelligence] has no chance at hacking into Applebees, and likewise someone with low [Endurance] is going to pretty likely get sick whenever a Notail gives a salute in their direction.
If it's plausible though, it's free reign.
### Strife
Strife represents any combat conflict. Whether spaceship or infantry, ranged or melee, seconds or minutes, it all falls under this Move. More on Combat in its relevant section.
:::danger
**STRIFE (+Stat)**
When you're fighting in a combat situation, give a STRIFE to overcome it.
Roll+Strength when attacking with your muscle power
Roll+Agility when attacking using ranged weapony
__On a 10+__, you win the fight. The opposing force is in some sort of losing state.
__On a 7-9__, as above, but the GM chooses 1 or more possible consequences:
* You suffer harm duing the fight.
* The fight causes (generally) undesirable collateral damage.
* The dynamic shifts, potentially involving new threats or adjusting the scene.
* Further GM choice.
:::
If the encounter is initially out of the Player's favor, the GM may require an additional STRIFE.
### Act
Act represents any noncombative conflict. Hacking, picking a lock, racing, flying through bad weather, hiding, all covered by Act. Doing something that may normally not require a Move, but you're being impeded by some sort of circumstance an Act would be brought into play. When in doubt of what Move to use, Act.
:::info
**ACT (+Stat)**
When you work to overcome an obstacle or danger, you make ACT to succeed.
__On a 10+__ you overcome the danger, as described.
__On a 7-9__, the danger is overcome, but at a cost.
:::
### Defend
It's a fact that you're going to face some kind of injury at any point. This might be dodging a a blow or just blocking a hit to avoid the worst of the blow.
Any time a character faces harm, they roll Defend. If there are multiple sources all at once, they're considered just as one injury to defend from with an appropriate harm level.
| Harm | Example Source | Visible Injury |
| -------- | -------- | -------- |
| 1 | Fought an angry schoolkid, Twisted ankle, First-degree burns | Bruising, Bleeding, Scrapes|
| 2 | Fought a mountain goat, Average melee weapon, Dog bite| Deep cuts, Broken bones|
| 3 | Fough a soccermom's SUV, falling 2 stories | Open wounds, Heavy bleeding, Broken limbs|
| 4 | Knife fought Lemon Demon, Firearms, Direct hit in the chest by a sledge hammer | Disfigurement, Organ damage|
| 5 | Fist fought a grizzley bear, guest member on the Hydraulic Press youtube community, Explosives| Dismemberment, Irreversable damage, Organ Failure|
| 6 | Instant Death | Went to 0 in one hit, chunky|
Uniquely, the roll to Defend comes from your Armor value (if any).
:::warning
**DEFEND (+Armor)**
When you try to shake off the brunt of something, you're going to DEFEND it.
__On a 13__+, the harm is reduced by two levels.
__On a 10-12__, the harm is reduced by one level.
__On a 7-9__, you suffer the harm as usual.
__On a 6-__, you also suffer an affliction, have a particularly nasty wound to heal, or suffer greater harm at the GM's discretion
:::
### Restore
When you attempt to repair harm of 1-3 or heal an affliction, you are RESTORE(ing) the subject. See the Harm page for more information on first aid.
:::success
**RESTORE (+Intelligence)**
When using medical supplies to [heal](/GqYUtpWGQVSp2gZH1qHANw#Healing) someone, Roll+Intelligence
__On a 10+__, choose 1 from the list below.
__On a 7-9__, choose 1, but you've reached the limit of what you can do with first aid. You cannot attempt first aid on any remaining harm until it worsens.
* Treat 1 point of harm.
* Treat a lesser affliction.
* Prevent a greater affliction from worsening.
* Prevent current harm from worsening past 3.
:::
## Restricted Moves
Restricted Moves are listed along with the trait or background that provided it. They function the same as General Moves besides the requirements, though.