Playbook Moves

The Moves in your Playbook are unique to your character. Pick three Playbook Moves during character creation. You can get more through Advancement. Some of the moves have a GIFTED descriptor. If you have that Move and that Gift, the GIFTED descriptor applies when you use that Move. If you don't have that Gift, you can still use the main part of the Move.

This also applies to Moves with the SPINDLE descriptor. It is optional- just let the Herald know if that to apply.

You also have Basic Moves. Everyone has access to these moves. They're separate from your Playbook. The Godlike checkboxes must be unlocked through Advancements. They're not immediately available, even if you roll a 13+.

Arcane Moves
The Arcane receives the Spellcasting move and 2 others.

Spellcasting
When you cast a spell, describe what it should do using the Effects you want and the Costs you're willing to take. Roll 2d6 + Wyrd to cast the spell. Most spells take a little time to finish. Effects and Costs can be chosen more than once per spell.
 * On a 10+ pick 2 Effects and 1 Cost.
 * On a 7-9 pick 1 Effect and 1 Cost.
 * On a 6- pick 2 Costs, and the Herald will fill in the rest. (spoiler: it's bad)

Cantrips
You've mastered several basic spells that require little to no effort on your part. Pick three harmless spells you've practiced to perfection. They don't require rolls. Pick 3 Facilities: GIFTED: If you have a Familiar, it can cast your cantrips.
 * Close-up magic
 * Distract
 * Empathize
 * Illuminate or extinguish
 * Move small objects
 * Lock or unlock
 * Other:________________

Counterspell
Roll 2d6 + Judgement to dispel ongoing magical effects.
 * On a 10+ the effect dissolves and you understand it well enough to rebuild it.
 * On a 7-9 the effect is shut down for the scene but will reactivate eventually.
 * On a 6- you believe the effect has been dispelled. It has not.
 * GIFTED: If you have the Divine Intellect gift, roll with Fate's Favor.

Esoteric Etcetera
You know things. Secret things. Dangerous things. When you PIERCE THE VEIL about something truly obscure take a +1 to the roll. GIFTED: If you have the Secret Society Membership gift, roll with Fate's Favor instead of the +1.

Portal
Open a noisy gateway to a familiar, stationary, safe place on the mortal plane. It takes about a minute to open and will collapse after another minute. If you go somewhere unfamiliar, in motion, or dangerous roll 2d6 + Wyrd.
 * On a 10+ your portal is precise and you can see through to the other side.
 * On a 7-9 the portal is connected but you can't see the other side.
 * On a 6- you're in for a treat. It goes somewhere fun and unexpected!
 * GIFTED: If you have the Ritual Spellbook gift, take +1 on Portal rolls.

Sanctum
You have a safe, secure, isolated place to work your mystical arts. You, your collection of oddities, and the people you allow in are untraceable while inside.


 * SPINDLE: If your sanctum is part of The Spindle, it has unique insights about the events of your Binding.

Shields Up
When you spend a Thread to reduce Harm, you may reflect it back at the source of that Harm.


 * GIFTED: If you have the Epic Armor gift, you can reflect that damage to any target, not just the source.

Rosetta Stone
When you observe a language for a few minutes you can pick it up flawlessly. This goes for sign language, dialects, and nearly any kind of written communication.

The Voice
You may use Wyrd instead of Awe to SWAY SOMEONE, but if you do they will eventually realize that you manipulated them and will remember that.

Artisan Moves
The Artisan receives 3 Playbook Moves.

Assistant
You have a mortal assistant who is aware of the supernatural. Name and describe them. If they die or move on from your service, cross this out and take an Advancement.
 * GIFTED: If you have the Automaton gift, it can also be your Assistant- a tireless, self-aware machine.

Brew Master
You carry 3 Stock. Spend Stock to brew a potion in a few minutes. It must be consumed right away, and is single dose. No sharesies, sorry. Spend Stock to heal that much Harm, or brew a potion like the ones below. Effects last for the scene.
 * On a 10+ refresh 3 Stock.
 * On a 7-9 refresh 2 Stock, OR take 1 Harm, ignoring armor, to refresh 3 Stock.
 * On a 6- take 0 to 3 Harm, and refresh that amount of Stock.
 * GIFTED: If you have the Alchemical Texts gift, you can carry 5 Stock with you.

By My Own Hand
When you SMITE YOUR ENEMIES with an Epic Weapon that you made, you can use Mettle instead of Prowess. If you do, you must choose Exchange Harm.

Crafty
When you modify a device, describe what it should do by picking 2 Features and 2 Bugs from the lists below. When the device has been defined roll 2d6 + Mettle.
 * On a 10+ keep 2 Features and no Bugs.
 * On a 7-9 keep 1 Feature and 1 Bug.
 * On a 6- keep 2 Bugs, no Features, and then duck.
 * GIFTED: If you have an Epic Tool gift for the job, roll with Fate's Favor.

Deus Ex Machina
Roll 2d6 + Judgement when you touch a device to project your will into it. On a hit, you can control it. You remain in a trance until you withdraw or can't touch the device.
 * On a 10+ take +1 ongoing to use the object while inhabiting it.
 * On a 7-9 you can use the object as if an expert were operating it.
 * GIFTED: If you have the Divine Intellect gift, you retain consciousness while inhabiting the object.

Driver
Vehicles speak to you. They share their deepest hopes and dreams, and you make them reality. You roll with Fate's Favor to pilot any vehicle from chariot to space shuttle.

Mentor
Someone helped you get this far. Note their area of expertise (magic, artifacts, monsters, etc). If they die, or you move beyond needing their help, cross out this move and take an Advancement.

Workshop
You have a work space specific to the types of things you know how to make. Describe its attributes.
 * Pick 3 Facilities:
 * Alchemical resupply
 * Fine tools
 * Heavy tools
 * Hidden
 * Mobile
 * High tech tools
 * Vast library
 * Pick 2 Hindrances:
 * Dangerous to use
 * Expensive fuel
 * Disorganized space
 * Hunted
 * Hard to get to
 * Supernatural clients show up
 * GIFTED: If you have the Bottomless Bag gift, check "Mobile workshop" for free. Step into the bag to access your workshop.
 * SPINDLE: If your Workshop is part of The Spindle, choose an additional Facility and Hindrance. Explain why the events of your Binding caused this.

Zoom and Enhance
Roll 2d6 + Mettle to improve any device someone else is using for the scene.
 * On a 10+ they get a +1 ongoing using it for the scene.
 * On a 7-9 they get a +1 forward the next time they use the item.

Celestial Moves
The Celestial receives 3 Playbook Moves.

Black Hole Stun
Roll 2d6 + Awe to overwhelm a mortal's mind with the infinite vastness of the stellar background, assuring honest answers to your questions. After they answer your questions they'll most likely pass out.


 * On a 10+ you can ask any two questions.
 * On a 7-9 you can ask any one question.
 * On a 6- they either pass out or run for their life, as far as they can go.
 * GIFTED: If you have the Divine Presence gift, on a hit ask an extra question.

Eclipse
When you remain still you fade from mortal perception. People can even bump into you and not notice, until you make your move.

Fight Smarter
You may use Judgement instead of Prowess when rolling SMITE YOUR ENEMIES, but may not pick Protect Yourself or Crush Them from the options.

Longview
You are able to look across vast distances with perfect clarity, assuming nothing is blocking your line of sight.


 * SPINDLE: If you look out from The Spindle, you are able to see and hear through the senses of anyone in your Weave, wherever they are, if they allow it.

One Shot
When attacking someone you know to have committed a morally repugnant crime, you don't miss. Curve the bullet, bank your arrow, whatever it takes. Roll to SMITE YOUR ENEMIES but treat a 6- as a 7-9 result.


 * GIFTED: If you have an Epic Ranged Weapon gift, you may choose to restrain the target instead of Exchanging Harm.

Read the Stars
Take a +1 on all PIERCE THE VEIL rolls.


 * GIFTED: If you have the Third Eye gift, roll with Fate's Favor instead of the +1.

Tracker
Roll 2d6 + Judgement when you divine someone's movements through signs and portents. If you have something important to the quarry take a +1 to your roll.


 * On a 10+ you see into the near future and know where they'll be in an hour.
 * On a 7-9 you know where they are right now, and where they've been recently.
 * On a 6- you get a vague idea of where they've been recently, but it'll take some old fashioned legwork to find out more.
 * GIFTED: If you have an Animal Companion gift, it can track while you're doing something else.

Trusted Advisor
Give an additional +1 if you're able to PROVIDE AID through ideas or insight instead of physical actions.


 * GIFTED: If you have the Cloak of Wisdom gift, roll PROVIDE AID with Fate's Favor.

Oracle
Describe what you want to see in the near future or recent past, and roll 2d6 + Judgement.


 * On a 10+ the vision is mostly clear, and gives insightful direction. Take a +1 ongoing when following the signs.
 * On a 7-9 the portents are muddy but the general idea is clear. Take +1 forward on the next part of your plan.
 * On a 6- you still receive some direction, but the Herald should litter it with confusion and dread.

Elemental Moves
The Elemental receives 3 Playbook Moves.

Avatar of Destruction
You can wreathe yourself in your element but the collateral damage is a constant danger as everything within arm's reach is continuously pummeled. Deal 2 Harm to anything and anyone near you while you maintain the effect. Take 2 Harm to start the effect, and 2 more Harm to end it, ignoring armor in both cases.

Cataclysm
Roll 2d6 + Wyrd to pull the world down around your ears. A column of fire, an earthquake, violent bursting pipes- you wreak havoc on everything within 10 meters of you. Collateral damage is guaranteed and you will pay a cost.


 * On a 10+ everyone in range takes 6 Harm. You take 2 Harm, ignoring armor.
 * On a 7-9 everyone in range takes 4 Harm. You take 2 Harm, ignoring armor.
 * On a 6- everyone in range takes 2 Harm You take 2 Harm, ignoring armor. Ask the Herald how the effect goes out of control.
 * GIFTED: If you have an Epic Shield gift, you take 1 less Harm.

Fire Talk With Me
You can PIERCE THE VEIL with Fate's Favor if the subject has been in direct contact with your element. The information will be relative, however. A gust of wind can't tell you their phone number, but it might remember what they smoked, or part of a conversation.

Good With Animals
People might confound you, but animals are nice. You can converse with animals native to your element. They're likely to do as you ask, but roll 2d6 + Mettle instead of Awe if you need to SWAY SOMEONE native to your element.

I, of the Storm
When using your element to intimidate take +1 to SWAY SOMEONE, but you're not likely to be friends afterward.

Rub Some Dirt On It
Roll 2d6 + Mettle to bind up wounds. Cauterize it, wash it, seal it with dirt- whatever works for you, then tell them to walk it off.


 * On a 10+ two people each heal 2 Harm.
 * On a 7-9 two people each heal 1 Harm.
 * GIFTED: If you have the Produce Element gift, you can heal all nearby Weave members.

Rush In
Roll 2d6 + Mettle to charge your enemy, crossing the battlefield in the blink of an eye.


 * On a 10+ your enemy is stunned, letting the next person to SMITE YOUR ENEMIES against them roll with Fate's Favor.
 * On a 7-9 you and your enemy are stunned from the impact. Give a +1 to the next person to SMITE YOUR ENEMIES against them, but it can't be you.
 * On a 6- you're off target and find yourself in a tight spot.
 * GIFTED: If you have the Divine Speed gift, you can inflict 2 Harm on a hit.

Safe Passage
You can travel safely through your element. You can go any distance as long as your element is uninterrupted. If it's just you, you don't need to roll. Roll 2d6 + Mettle to bring your friends.


 * On a 10+ you get everyone there, no problem.
 * On a 7-9 everyone but you takes 1 Harm, but you all get there.
 * On a 6- you arrive stunned for a moment, and all of you take 2 Harm, ignoring armor.
 * GIFTED: If you have an Epic Steed gift, you roll with Fate's Favor.
 * SPINDLE: If you leave from The Spindle, it is always considered to be connected to a nearby source of your element.

Swipe Left
Roll 2d6 + Prowess to fling a small group of enemies out of your way. Collateral damage isn't just a philosophy, it's a way of life!


 * On a 10+ deal 2 Harm to everyone in the group, knocking them prone.
 * On a 7-9 you knock them prone but they're unharmed.
 * GIFTED: If you have an Epic Weapon gift, you may choose one option from SMITE YOUR ENEMIES.

Muse Moves
The Muse receives 3 Playbook Moves.

Blessed
Things just work out for you. There's always a parking spot right out front, a table ready, and your name is definitely on the VIP list. If there's a mortal inconvenience in the narrative, let the Herald know how it works itself out. Any attack that only deals 1 Harm (before armor) misses you every time.

Entourage
You have a group of loyal staff. Describe whether these four or five people are actually your friends, or just employees. They know your industry well and can get a lot done for you.
 * GIFTED: If you have the Celebrity and/or Wealth gifts, this group is a small business of 20-30 people. If you have both it's more like 50.

Fascinate
Roll 2d6 + Awe when making eye contact with a mortal to create a minor hypnotic effect.
 * On a 10+ you can look away and move around. They remain still, watching you. It ends if you break line of sight or anyone touches them.
 * On a 7-9 you must maintain eye contact, but they can't move or look away unless someone touches them.

Influencer
You can roll SWAY SOMEONE when speaking to an audience, even through mass media. This does not work with text or still images though, only video can convey your power.

Protégé
You've taken a mortal under your wing. You help them with their career, and they would do almost anything for you. If they die, move on, or lose faith in you, cross out this move and take an Advancement.

Short Skirt, Long Jacket
Roll 2d6 + Wyrd to blend into nearly any social environment.
 * On a 10+ employees assume you work there, partygoers remember meeting you somewhere. You definitely belong here.
 * On a 7-9 you'll need to pick up some slack. Describe what you do to make it look like you belong here.
 * On a 6- you're dragged into some drama or obligation unless you want to blow your cover.

The "I" in Team
You may roll Awe instead of Tangles when using the PROVIDE AID move. If you do, on a hit they get an additional +1 on top of the PROVIDE AID result.
 * GIFTED: If you have the Aura of Inspiration gift, they gain a Thread on any hit, not just 10+.

Turn it Up
Any party or performance you take part in is cranked up to eleven. Food and drink doesn't run out until the scene ends. If you want to ward the party against violence roll 2d6 + Wyrd. You can only ward a particular party once.
 * On a 10+ no one can commit violence at the party until you leave, or for the duration of the scene.
 * On a 7-9 you can quell an immediate danger or fight, but it won't last.
 * GIFTED: If you have an Epic Instrument gift, you can make an ad-hoc party almost anywhere with just a few people if they're into it.
 * SPINDLE: If you ward a party at The Spindle, treat a 6- like a 7-9, and a 7-9 like a 10+.

Woke Up Like This
Take +1 when you roll to SWAY SOMEONE.
 * GIFTED: If you have the Divine Charm gift, roll with Fate's Favor instead of the +1.

Reaper Moves
The Reaper receives 3 Playbook Moves.

Ask Questions Later
Roll 2d6 + Awe to ask a dead person a question. You may not call on the same person twice. This works best if you have the person's body, but if you need to do it by remote (if they're long dead, for instance) roll with Fate's Disfavor.
 * On a 10+ you may ask them 2 questions.
 * On a 7-9 you may ask 1 question.
 * On a 6- you may take 1 Harm to ask 1 question, or choose to let it go.
 * GIFTED: If you have the Mostly Dead gift, you treat a 7-9 as a 10+.

Best of Seven
You are able to challenge anyone to a contest of skill that can't rely entirely on luck. Set terms (to the death, wagers, etc), and if they agree, you will both be held to the contest. Never go in against a Reaper when death is on the line.

In the Balance
Ask an injured person for a trade: a drink, a kiss, a prayer, or something else. If they accept, roll 2d6 + Awe.
 * On a 10+ they heal 3 Harm.
 * On a 7-9 they heal 3 Harm and you take 1 Harm, ignoring armor.
 * On a 6- they heal 2 Harm and you take 1 Harm, ignoring armor.
 * SPINDLE: If you offer and complete the trade at The Spindle, they heal 2 more Harm.

Lust for Life
You're the kind of Reaper who turns peoples' dread of death into appreciation for the time they have left. Anyone joining you for a drink, smoke, or some other celebration will heal 1 Harm during your first toast. If they give you a gift (a drink, a promise, food- you decide if it's something you want) they heal 2 Harm instead.
 * GIFTED: If you have the Aura of Dread gift, you can switch it to Celebration or Dread at will.

Part the Veil
It's easy for you to send the recently departed off to their appropriate afterlives, but this move lets you visit any belief system's land of the dead, whenever you like. This just works if you're alone. If you're bringing friends, roll 2d6 + Wyrd.
 * On a 10+ you and your friends wind up at the entrance together.
 * On a 7-9 choose:
 * You're separated from your Weave
 * You're all in the wrong underworld
 * You just alerted half the underworld to your arrival
 * On a 6- brace yourself. This handbasket is way off course.

What Has Been
Roll 2d6 + Judgement to determine someone's guilt on a specific matter, or their deepest regret. Make your accusation and weigh their soul.
 * On a 10+ you know if they are guilty of the accusation made.
 * On a 7-9 you get a sense of their guilt, but nothing specific.
 * GIFTED: If you have the Book of the Dead gift, you will also have a clear idea of the best way to help this person clear their conscience.

What Will Be
Stun a small group as their lives flash before their eyes. Roll 2d6 + Judgement.
 * On a 10+ the group is stunned for the scene, pondering their own mortality unless someone interferes with them.
 * On a 7-9 the group is stunned until interfered with, or a minute passes.
 * GIFTED: If you are using the Animal Form gift, the weak-minded are likely to flee from your presence.

Whirlwind
You may choose to roll with Judgement instead of Prowess to SMITE YOUR ENEMIES, however this will incur collateral damage, and you can't select the Protect Yourself option.

You See Dead People
Everywhere you go, the spirits of those who haven't moved on are visible to you. When you PIERCE THE VEIL you may direct your questions directly to any spirits present.

Trickster Moves
The Trickster receives 3 Playbook Moves.

Outfit of the Day
You're always dressed and styled the way you want to be. Your hair, makeup, and clothes morph to be perfect for the given occasion. Casual or formal is up to you. If you try to mimic a recognizable uniform or outfit, it will look mostly convincing, but always be slightly off in some small detail.


 * GIFTED: If you have the Mimicry gift, you may use this ability to resemble a specific person and their outfit.

Fake News
When telling half-truths or outright lies take a +1 to SWAY SOMEONE.


 * GIFTED: If you have the Silver Tongue gift, roll with Fate's Favor instead of the +1.

Larceny
Take +1 when rolling PERFORM UNDER PRESSURE to sneak, pick locks, or generally get away with something you shouldn't be doing.


 * GIFTED: If you have the Prestidigitation gift, roll with Wyrd instead of the +1.

Location, Location, Location
Perform a small ritual to travel instantly to any person or place you know. Describe the ritual, such as drinking tea, three running strides, clicking your heels together, or something along those lines.

Nothing to See Here
When leaving the scene of your own hijinks, people don't notice you. You're not invisible, but everyone seems to have bigger things on their minds.


 * GIFTED: If you are using the Animal Form gift, take a souvenir with you. It's usefulness will be clear later.

On You Mean this Gate Key
You are able to produce a small object which is useful in the immediate situation, but is not 100% correct, and only works once. For example, a key which opens the door but jams the lock, an ID badge that works if you don't look too closely, or a swipe card that goes blank after use.


 * GIFTED: If you have the Puzzle Box gift, the object works perfectly the first time, no glitches. The object can be used two more times after that, but no promises on the result. Roll PERFORM UNDER PRESSURE when you use it again.

Takes One to Know One
Roll Wyrd instead of Judgement to PIERCE THE VEIL with a person.

The Hard Way
When you present a course of action to your Weave you don't need to roll SWAY SOMEONE. Each member can choose to take 1 Harm (ignoring armor) to receive +1 ongoing while pursuing your plan. That Harm can't be healed until you sleep, which also ends the +1 ongoing.


 * SPINDLE: If you present your course of action at The Spindle, you can choose to take 2 Harm, ignoring armor, to provide the +1 ongoing. This is in place of the 1 Harm each member would take. It can't be healed until you sleep.

What's That Over There
You may use Awe instead of Prowess to SMITE YOUR ENEMIES, but you can't choose Exchange Harm if you do.

Verdant Moves
The Verdant receives 3 Playbook Moves.

Beastmaster
Gain two Animal Companions (2 Harm) and an Epic Steed.


 * GIFTED: If you already have an Animal Companion gift, one of your three pets is fully sapient and can speak your native tongue.
 * GIFTED: If you already have an Epic Steed gift, you still only have one Steed, but it is sapient and can do 2 Harm.

Clever Girl
You have a knack for tracking prey. Roll with Mettle instead of Judgement when you PIERCE THE VEIL to follow or find someone, and ask 1 extra question on a hit.


 * GIFTED: If you have the Divine Senses gift, they will need supernatural help to throw you off their scent.

Feast
You can create a feast fit for the gods out of practically nothing. You just need a symbolic bit of food to get started- a few berries, a loaf of bread, or a bottle of wine, for example. Everyone who eats together will add 1 box to the front of their Harm track through the next scene, and have Fate's Favor on their next roll involving physical strength, endurance, or agility.

Ferocious
Fighting you up close is a serious mistake. Claws, teeth, stinger tail (where did that even come from?!), your basic attacks do 3 Harm instead of 2.


 * GIFTED: If you have an Epic Weapon gift, it does 5 Harm instead of 4.

For the Swarm
You can summon and command a swarm of insects, rats, spiders, or small birds for the duration of the scene. Your current location will inform what type of swarm can be summoned. They can inflict 1 Harm, but their usefulness usually lies elsewhere. They will exhibit a collective intelligence, and loyalty to you.

Regrowth
Roll 2d6 + Wyrd to channel life force directly into yourself and others, accelerating their natural healing process.


 * On a 10+ you heal 4 Harm distributed among people as you choose.
 * On a 7-9 you heal 3 Harm distributed as you choose.
 * On a 6- you can choose to take 1 Harm and heal one person for 2 Harm.
 * GIFTED: If you have the Vital Aura gift, heal 1 additional Harm on a hit.

Secret Garden
You have access to a hidden green space. It's tucked away in a pocket plane of existence and is only accessible by a ritual you choose. You can get there from anywhere, and exit back to where you came in. Anyone can come and go until you close the door.


 * SPINDLE: If your Secret Garden is part of The Spindle's location, when you exit you can either go back to where you came in, or exit to The Spindle.

Shapechanger
You can change into animal and plant forms, melding your possessions with you. To be an unremarkable, harmless creature or plant, no roll is needed. When you want to get fancy, roll 2d6 + Mettle


 * On a 10+ choose two options from the list. You can also change back and forth for the duration of the scene.
 * On a 7-9 choose one option from the list. You can hold the form for the duration of the scene, or until you change back, whichever comes first.
 * Options:
 * Pick an extra option when you SMITE YOUR ENEMIES
 * The form deals +1 Harm
 * The form has +1 armor
 * Fly high or swim deep
 * Move with extraordinary speed
 * You're several tiny animals
 * You're a swarm of insects.
 * On a 6- ask the Herald to pick one:
 * You're stuck in this form for the duration of the scene
 * You take a hybrid-form for the scene (wolfman, swamp-thing, etc)
 * Take 2 Harm, ignoring armor, and treat the roll like a 7-9
 * GIFTED: If you have the Epic Armor gift, it still applies while changed.

Spies Everywhere
When you PIERCE THE VEIL, you may direct your questions directly to the local plants and wildlife. Plants and animals are terrible conversationalists, but they will do their best with any questions they're able to answer.

Warrior Moves
The Warrior receives 3 Playbook Moves.

Intimidation
When you wield fear to your advantage, roll with Prowess instead of Awe to SWAY SOMEONE, but don't expect to be best buddies after that.


 * GIFTED: If you have the Sigil of Command gift, take an additional +1 to SWAY SOMEONE.

Iron Heart
You have 2 additional Harm boxes at the front of your Harm track. Always mark these boxes first. You can take 5 Harm before taking -1 to all rolls. If you get to 9 Harm you die as usual.


 * GIFTED: If you have an Epic Shield gift, you can choose to lose the shield for the rest of this fight (you'll find it later) to ignore all of the Harm from one attack.

Polyarmory
Nearly anything is a deadly weapon in your hands. An oar, a playing card, a sturdy towel- you name it and it's dangerous. The object you pick up won't last long for how you're using it but it'll go out in a blaze of glory and you can grab something new. Deal 3 Harm with almost any physical object.


 * GIFTED: If you have an Epic Weapon (Melee for up close or Ranged for thrown objects) gift, anything you pick up will deal 4 Harm.

Practical Tactical Brilliance
If there's an art to war then the battlefield is your canvas. Let your masterpiece unfold. Roll 2d6 + Prowess to gain Holds. Spend Holds on the effects below.


 * On a 10+ Hold 3.
 * On a 7-9 Hold 2.
 * On a 6- choose: Hold 1 and take 1 Harm ignoring armor, OR Hold none.
 * Spend 1 Hold to:
 * Take Harm in place of a nearby Weave member
 * Add +2 to a Weave member's SMITE YOUR ENEMIES roll
 * You or a Weave member picks an additional option from a SMITE YOUR ENEMIES roll, even on a 6-

Reinforcements
Roll 2d6 + Awe to contact your pantheon and request support. It might be a unique item they have, or a small group of fighters appropriate to your mythology.


 * On a 10+ they send what you asked for, only expecting glorious victory.
 * On a 7-9 they send what you asked for, but they will expect you to do something for them later.
 * On a 6- they're not mad that you asked, they're just disappointed.
 * GIFTED: If you have the Pantheon Royalty gift, make this roll with Fate's Favor.

To the Death
Challenge someone to a duel. If they accept, you are mystically bound to fight one-on-one until one of you surrenders, dies, or someone interferes with the fight.

Unstoppable
Once you start moving, few mortal barriers will stop your momentum. Usually you won't need to roll for this, unless the Herald deems the barrier exceptionally reinforced. In that case, roll 2d6 + Prowess.


 * On a 10+ break on through to the other side.
 * On a 7-9 you break down the barrier but take 2 Harm, ignoring armor.
 * On a 6- choose: Take 2 Harm, physically and to your pride, as you bounce off OR take 4 Harm and blast through. In either case the Harm ignores your armor.
 * GIFTED: If you have the Divine Might gift, you can charge through most supernatural barriers too.

War Never Changes
You may roll with Prowess instead of Judgement when you PIERCE THE VEIL anywhere a fight took place, with a person who just fought or is about to, or an artifact used in combat.

Wreck Room
You have a safe house, training space, armory, or something similar. Note what it is, and go there when you need to plan, ley low, or get something.


 * SPINDLE: If this is in The Spindle, the room is intelligent and can help you train, anticipate your needs, and even give advice.