Table of Contents

Approaches

Approaches are used to quantify which methods of solving problems you are good at and which you tend to cause complications and trouble.

moves do not specify an approach to be used with them, you must choose which approach and justify it in the fiction with the Grandfather.

The Nine Approaches

Approaches Attributes grouped with Insight:

Attributes grouped with Prowess:

Attributes grouped with Resolve:

Starting Values

The starting value of your attributes is based on your species and will range between +3 and -3. Occasionally you may get a Move that allows an attribute to move outside that range.

Also note - some species have much better attributes than others.

Here's a table to give you some idea when designing your characters, especially if it's a unique transhuman branch, as to how a rating compares to a modern human so you can justify your choices in fiction.

Rating Equivalent On your Character Playbook
-3 Requires regular assistance/devices -3
-2 Debilitating -2
-1 Below standard -1
0 Human average
+1 Athletic Human 1
+2 Highest natural level 2
+3 Augmented with technology 3

Resistance Attributes

These three attributes are the sum of any +1 or -1 you have in its subgroup of approaches. They are exclusively used for the resist Move.

1)
BitD Hunt
2)
BitD Study & Survey, S&V Study
3)
BitD Tinker, S&V Hack & Rig
4)
BitD Finesse, S&V Helm & Scramble
5)
BitD Skirmish, S&V Scrap
6)
BitD Prowl, S&V Skulk
7)
BitD Attune, S&V Attune
8)
BitD Command, S&V Command
9)
BitD Consort & Sway, S&V Consort & Sway