The Game: Moves
BASIC MOVES
Aid or Interfere
When you help or interfere with someone who’s making a roll, roll+History. On a hit, they take +1 (help) or -2 (interfere) now. On a 7-9, you also expose yourself to danger, retribution, or cost.
Assess Loot
When you find stuff, roll+Sharp. On a 10+ the character knows the value and abilities of an item picked up. On a 7-9 choose 1:
1) You know the item’s make, model, and worth
2) You know the item’s secret abilities
3) It’s not for you. Choose who gets it instead.
On a miss, it’s a mystery.
Demand What You Want
When you have leverage on an NPC and manipulate them, roll+Hot. Leverage is anything they need or want, including you. On a hit, they ask you to promise something first, and do it if you promise. On a 10+ whether you keep your promise is up to you, later.
On a 7-9, pick one:
1) They need concrete assurance of your promise, right now
2) They say they believe you, but they’re totally spying on you via the ECHO network
3) They’ve gotten someone else involved.
Exchange Fire
When you unleash a hail of lead, roll+sharp. On a 10+ deal your gun damage without complication, though you may choose to add +1d4 damage and open yourself up to retaliation. On a 7-9, you deal your gun damage but choose 1:
1) You have to move to take the shot, opening yourself up to retaliation
2) It’s a strafing shot, at best. -1d4 damage
3) You have to take several shots, reducing your ammo by 1.
On a miss, the GM may make as hard and fast a move as he or she likes, and this can now include Out of ammo! - The gun you’re using has run out of bullets and can’t be used until you purchase more ammo. To find a vending machine in a pinch requires one to wrangle weirdness.
Go in Swinging
When you attack a target in hand-to-hand combat, roll+hard. On a 10+ deal your melee damage. You may open yourself up to retaliation in return for +1d4 damage. On a 7-9 you deal your damage, but the enemy makes an attack against you.
Provide Covering Fire
When you provide covering fire, you take the heat off a friend and bring it onto you instead. Roll+Cool. On a 10+, hold 3. On a 7-9, hold 1. As long as you defend your ally, whenever they are attacked, you may spend your hold 1 for 1 on any of the following options:
*Redirect an attack onto yourself
*Halve the attack’s effect or damage
*Open up the attacker to an ally, giving that ally +1forward against the attacker
*Deal damage to the attacker equal to your Hard or Sharp, whichever is higher. guns with the spray tag add +1damage
Read a Person
When you read a person during an interaction, roll+cool. On a 10+, hold 3. On a 7-9, hold 1. You can spend your hold to ask their player or the GM any of the following questions:
* Are you telling the truth?
* What are you really feeling?
* What do you intend to do?
* What do you wish I’d do?
* How can I get you to __?
Situational Awareness
When you read a situation or survey a location, roll+sharp. On a hit, you can ask the GM questions. Whenever you act on the GM’s answers, take +1forward. On a 10+, ask 3. On a 7-9, ask 1:
* Where’s the best escape route/way in/way past?
* Which enemy is most vulnerable to me?
* Which enemy is the biggest threat?
* What should I be on the lookout for?
* What’s my enemy’s true position?
* Who’s really in control here?
* What happened here recently?
* What here is useful or valuable to me?
Tell Trouble to Get Slagged:
When you act under pressure or do something despite an immanent threat, say how you deal with it and roll. If you...
* Act by keeping calm and carrying on, roll+Cool
* Overcome with physical ability or toughness, roll+Hard
* Use your words or sexy wiles roll+Hot
* Use your head (in the smart way), roll+Sharp
* Cause an unusual circumstance, roll+Weird
On a 10+, you do it. On a 7-9 you the GM will offer you a worse outcome, hard bargain, or ugly choice.
Wrangle Weirdness
When you’re in a pinch, you can wrangle weirdness. Roll+Weird to try to get one of the planet’s bizarre denizens to come to your aid or to find something to help you (such as a vending machine or a box containing a particular item). On a hit, help comes along, though it might have strings attached. On a 10+, someone (or something) helps you in pretty much the way you want them to.
On a 7-9, help arrives but pick 2:
1) You find what you’re looking for, but not precisely where you want it
2) They do what you want, the way you want it
3) They do not cause any collateral damage
4) They don’t expect payment for services rendered.
On a miss, they’ll show up or you find what you’re generally looking for, but the GM gets to add as many interesting complications as he or she likes.
This message was last edited by the GM at 07:17, Fri 28 May 2021.