Skip to main content

On Sale: GamesAssetsToolsTabletopComics
Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

orphaned Moves looking for a home :,(

A topic by TheSnackist created Mar 06, 2025 Views: 296 Replies: 10
Viewing posts 1 to 5
Submitted (1 edit) (+1)

Anyone else have a collection of cut Moves in various note apps that need a new home? I thought I might throw a couple out here for people to freely use or remix in their jam submissions. I'll start with two of my favorite moves I have written, from my old Appendix Chi supplement I wrote for 1E.


It's Death or Victory

When you mark your final box of Harm, you can take one last desperate action; roll with Dark:

10+ Deal Great Harm

7-9 Deal Harm

on a miss, you Take Something From Them 


Vampire Money

You've decided its time to sell out and trade in your connections - your character cannot make any new Links. At any time, you can spend a Link to roll 3d6 instead of 2d6 and take the two highest results. When you have spent your last Link, your character has officially 'lost touch' and they become an NPC controlled by the GM.

Submitted

I have been kiiiiiiinda wanting to work on an anarchy version of interstitial where instead of set playbooks, players pick from big themed lists of moves or write their own but I haven't started generating any yet.

HostSubmitted

This is reminding me to stat out The Metaphor, my playbook idea that basically does this!!!

Submitted

*palpatine voice* DO IT

HostSubmitted(+1)

https://itch.io/jam/interstitial-2e-playbook-jam/rate/3377593


done it

Submitted(+1)

I also found these 5 moves, which make up about 65% of a Playbook I was tinkering with called The Tourist... If someone else wants to dust these off and come up with 3 more moves to make it a full Playbook feel free!!

Closet Cosplay

You have a costume or outfit you threw together to look kinda like a major character from this world. Who is it? When you try to use the costume to your advantage, Roll +Dark.

10+ You are for all intents and purposes that character now.

7-9 Your costume is just good enough that you can pass yourself off, but only if the characters you are interacting with don't know the person you are dressed as.

6 or below - The costume doesn't stand up to scrutiny. and you are clearly a pretender.

Behind the Scenes

You know a secret passage not yet revealed, a service entrance, or a secluded spot off the beaten path few people visit. Or maybe you just NoClip through the world map. Regardless, once per world, you can force a change of location like the GM move. Describe how you do it and where you end up.

Let's Take a Selfie!!

You have a camera or other means of capturing images of exotic locales. When the GM describes a location you would like to capture, you can take a selfie with up to 2 NPCs in the scene, giving you Lift on your next Heart roll. OR a Link with one of the NPCs (GM's choice).

Anachronisms... Little Anachronisms

When you draw attention to yourself due to defying local customs, roll +Mastery.

10+ You have introduced a word or concept before it was originally introduced, but the locals dig it!! Lift on your next Have a Chat

7-9 You stand out but have just been disregarded as a bit silly.

6+ Your presence draws the wrong sort of attention - GM makes a move as hard as they want.

Wagontrain To The Stars

You have a mode of transportation - a time machine, a starship, a trusty horse, a beat up minivan, a bicycle. It's not elegant but it works... some of the time. Once per world, you can use the mode of transportation (or a resource onboard) to help with a roll - act as 10+ on Affect the Outcome

I have this move from a scrapped playbook called the Traveler (only one I ever wrote for it). It might work well with the Tourist?

I've Been Everywhere, Man
You've been there, done that, and got the T-shirt. When you first arrive at a new World, you may roll a Deep Dive.
On a 10+, you've been to this world before. The GM will tell you something useful you remember about this place.
On a 7-9, the GM will tell you how what is happening in this world is similar to another experience you've had.
On a miss, you have been here before, and it went badly. For whatever reason, this is a place you would have wanted to avoid.

Unrelated, here's a move from The Toon (saw someone else had already done that idea, and I didn't have a solid enough concept to continue with it):

ACME Express Delivery
Roll Mastery to summon a specific item or gadget.
On a 10+, you get what you needed.
On a 7-9, you get something that will do in a pinch.
On a miss, get something comically useless.

Submitted (1 edit)

Oh man, I might have to swipe I've Been Everywhere, Man for The Rambler. 馃憖 

I'm not using it, go ahead!

Submitted

In 1e I made a playbook called The Mild Mannered, based on superheroes with dual identities. It wasn't particularly good, but it had a few moves I was fond of: "Dual-Identity - Other people can have a seperate link for each of your identities. If they discover youre one and the same, they can erase one, and lock the other." "They're Already Safe - when you take damage, you are obscured in a way that gives you a chance to change identities." "No I'm Not, Bye - Burn a link to stop someone from connecting your two identities."

Submitted

also been thinking about starting a "playbook" called The Darling, which is just a bunch of extra moves that were cut from other playbooks. you could add your own to it, or use it as a sort of move library to decide what unofficial playbooks your table can pick moves up from - meaning every Darling could be unique to its own table, as well. it'd be fun to open up to community submissions somehow