TEXT: Family BASIC MOVES
  Access 
  When your Family seek access to a person, place 
  or thing you do not control roll +Reach. On a 
  10+ you get what you want – a meeting, a guide, 
  a toy to play with. On a 7-9, there are strings 
  attached. Choose one: 
  • Your people had to dig deep. Erase a Surplus 
  or gain Need: get out of debt. 
  • Your agents can't seal the deal, but introduce 
  your Character to someone who can. 
  • The people who control it offer your agents a 
  lesser alternative. 
  Reading the Wind 
  When your Family sends people out for 
  information on a person, faction or place, roll 
  +Reach. On a hit, they come back a few days 
  later with rumours, secrets and scout reports. 
  Pick 1 thing to learn; the GM will give you 
  further information, and the Family takes +1 
  forward acting on it. On a 10+ pick 3. 
  • The perspective of the person/place/thing’s 
  neighbours.  
  • Reports of some upcoming upset. 
  • Clues to a hidden strength or unknown 
  history. 
  • A warning of a coming betrayal. 
  • An opportunity for profit, with or without 
  risk. 
   
   
   
   
   
   
   
   
   
  Hold Together 
  When your Family must stay loyal and endure 
  adversity, roll +Grasp. On a hit you mostly 
  remain ok; pick 1. 
  • You lose some people to desertion and harm. 
  Gain Need: recruits. 
  • You promised them something to get them 
  through. Now the danger has passed, it's time 
  to pay up. If you don’t, take -1 Grasp ongoing 
  for the rest of the Age. 
  • The danger hasn't passed so much as shifted 
  into a different, more manageable problem. 
  Say what it is. 
  On a 10+ you are brought close together by the 
  trial; gain Surplus: morale in addition to the 
  above results. 
   
  Claim by Force 
  When you direct your Family to claim 
  something as theirs, no matter who it pisses off, 
  roll +Grasp. On a hit they succeed in taking it, 
  but not without cost. On a 7-9 choose two. On a 
  10+, choose one: 
  • Your hold on it is tenuous, and more effort 
  will be needed to secure it. 
  • Your Family comes away wounded. 
  Someone important is hurt and your family 
  gains Need: medicine. 
  • You make enemies; the GM will say who, and 
  you take -1 Reach dealing with them this Age. 
   
   
  
  FAMILY Peripheral MOVES
  Surplus and Need 
  When your family makes use of a Surplus, 
  exhaust it and improve the success of a roll by 
  one step (6- goes to 7-9, 7-9 to 10+). 
   
  When the family is hindered by a Need, the 
  GM can add a complication or downside 
  stemming from the Need in addition to the 
  results of your roll. 
   
  If a Need could be met by a Surplus, erase 
  both. 
   
  Flush with Resources 
  When you would gain a Surplus and Mood is 
  already +3, instead choose one: 
  • Sell off the excess Surplus for 1 Tech. 
  • Gift the excess to your allies and gain +1 
  ongoing to Reach for the next month. 
  • Hold a great celebration and gain +1 
  ongoing to Grasp for the next month. 
  Fall into Crisis 
  When you would gain a Need and Mood is 
  already -3, instead choose one: 
  • Someone takes advantage of your 
  weakness – lose some territory or an 
  important alliance. 
  • Your family falls into bickering and 
  infighting, giving you -1 ongoing to Grasp 
  until the dispute is resolved. 
  • Your family retreats into solitude to work 
  through its issues, giving you -1 ongoing to 
  Reach until they are convinced out of 
  isolation. 
  Call in a Debt 
  When you need something from another 
  Family, no matter how it messes them up, say 
  what debt you’re claiming due, spend 1 Treaty 
  and choose one: 
  If they’re an NPC faction: 
  • Gain +2 to Access or Claim by Force 
  something of theirs (spend after rolling). 
  • Get them to back you up, fall into 
  indecision, or protect something 
  important. 
  If they’re a PC Family with a Treaty on you: 
  • Say what you want them to do, and give 
  them -1 Treaty on you if they don’t. 
  • Take one of their Surpluses for this 
  session. 
  If they’re a PC Family without Treaty on you: 
  • Say what you want them to do, and they 
  have to Hold Together to do anything else. 
  • Take one of their Surpluses permanently 
  and give them +1 Treaty on you. 
  Lend Aid  
  When your Family throws its weight behind 
  another, roll +Treaty with them. On a hit, you 
  give that Family +1, but if you roll a 7-9 your 
  Family is exposed to danger, retribution or 
  unforeseen consequences. 
   
   
   
   
   
   
  
  The Age Turns 
  When years and generations pass by and your Family grows and changes, roll +Mood. On a miss 
  choose two trials, on a 10+ choose two fortunes and gain 2 Tech, and on a 7-9 choose one trial and one 
  fortune and gain 1 Tech. 
  Trials: 
  Your Family suffers persecution and violence, but it pushes them to adapt and grow. Gain a new 
  Family move but gain Need: revenge. 
  Your Family was subsumed or enslaved by another Family, and have only recently managed to break 
  away. Take a move from their playbook, but they get 2-Treaty on you. 
  Starvation and poverty forced your Family to resort to raiding and thieving, and it pissed people off. 
  Gain 3 Surpluses, your choice, but give 2-Treaty to other Families distributed how you wish. 
  Something monstrous comes from the wasteland and ravages your Family. Say some secret you’ve 
  learned about it, gain 2 Tech from scavenged parts of it, but take -1 ongoing to Family moves against it. 
  Plague and illness ravaged your Family, and no other Families could help. Afterwards, they promise to 
  help in the future. Gain 3-Treaty split between any Families you wish but take Need: medicine. 
  Your Family saved the Homeland from some great threat, whether invading armies or natural 
  disaster, but at great cost to themselves. Gain +1 Reach and Surplus: motivation, but take Need: 
  recruits. 
  Your Family fell apart into feuding factions. The eventual victors are stronger, more unified, but 
  lacking refinement. Gain +1 Grasp and Surplus: leadership, but gain Need: culture. 
  Fortunes: 
  Your Family goes through a golden age, questioning old philosophies and forging new paths. Gain a 
  new Family move but gain Need: leadership. 
  Through marriages and the sharing of secrets, you gain some of the strengths of another Family. Take 
  a move from their playbook, but they get 2-Treaty on you. 
  Your Family spends its time brokering deals and making friends. If you spend 2 of your Surpluses on 
  gifts and trades you can gain 3-Treaty divided between Families however you wish. 
  Your Family found a hidden vault still intact from the World Before. Say what its true treasure was 
  and gain 2 Tech from initial scavenging. However, decades of delving have left your Family isolated; 
  gain Need: trade. 
  Your Family finds a windfall, whether through scavenging or by absorbing a smaller family. Gain 3 
  Surpluses of your choice, but it's left you bloated; gain Need: motivation. 
  Your Family invests heavily in a place of safety and commerce, creating a new haven in this land. 
  Gain +1 Reach and Surplus: peace, but take Need: obligation. 
  You go to war, whether for righteous justice or as savage raiding. Gain +1 Grasp and Surplus: 
  weaponry, but someone or something out there really hates you now. Take -1 ongoing to all Reach 
  moves against them until they’ve been dealt with once and for all. 
  Describe in broad strokes the story of your Family through the Age, and change their Doctrine, 
  Lifestyle and Traditions if you want. Then, every player (including the GM) names one new threat, 
  opportunity or faction that is unique to this age, never seen before. Finally, every player decides on a 
  new Objective for their Family, and makes a new character.
   
   
  
SOURCE: textdata/thevault/Legacy (PbtA)/Reference sheets/Family_Basic_Moves_-_Printer_Friendly.pdf