--- 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. <center> <img src="https://i.imgur.com/52ZkJXv.png" class="center"> </center> ## 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.