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Basic Moves for Charged Situations

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0% found this document useful (0 votes)
11 views4 pages

Basic Moves for Charged Situations

Uploaded by

Martin
Copyright
© All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd

BASIC MOVES

DO SOMETHING UNDER FIRE READ A SITCH


When you do something under �re, or dig in to endure �re, roll+cool. On a 10+, When you read a charged situation, roll+sharp. On a hit, you can ask the MC
you do it. On a 7–9, you �inch, hesitate, or stall: the MC can offer you a worse questions. Whenever you act on one of the MC’s answers, take +1. On a 10+, ask
outcome, a hard bargain, or an ugly choice. On a miss, be prepared for the worst. 3. On a 7–9, ask 1:
• Where’s my best escape route / way in / way past?
GO AGGRO • Which enemy is most vulnerable to me?
When you go aggro on someone, make it clear what you want them to do and • Which enemy is the biggest threat?
what you’ll do to them. Roll+hard. On a 10+, they have to choose: • What should I be on the lookout for?
• Force your hand and suck it up. • What’s my enemy’s true position?
• Cave and do what you want. • Who’s in control here?
On a 7–9, they can choose 1 of the above, or 1 of the following: On a miss, ask 1 anyway, but be prepared for the worst.
• Get the hell out of your way.
• Barricade themselves securely in. READ A PERSON
• Give you something they think you want, or tell you what you want to hear. When you read a person in a charged interaction, roll+sharp. On a 10+, hold
• Back off calmly, hands where you can see. 3. On a 7–9, hold 1. While you’re interacting with them, spend your hold to ask
On a miss, be prepared for the worst. their player questions, 1 for 1:
• Is your character telling the truth?
SUCKER SOMEONE • What’s your character really feeling?
When you attack someone unsuspecting or helpless, ask the MC if you could • What does your character intend to do?
miss. If you could, treat it as going aggro, but your victim has no choice to cave • What does your character wish I’d do?
and do what you want. If you couldn’t, you simply in�ict harm as established. • How could I get your character to —?
On a miss, ask 1 anyway, but be prepared for the worst.
IN BATTLE
When you’re in battle, you can bring the battle moves into play. OPEN YOUR BRAIN
When you open your brain to the world’s psychic maelstrom, roll+weird. On a
SEDUCE OR MANIPULATE hit, the MC tells you something new and interesting about the current situation,
When you try to seduce, manipulate, bluff, fast-talk, or lie to someone, tell and might ask you a question or two; answer them. On a 10+, the MC gives you
them what you want them to do, give them a reason, and roll+hot. For NPCs: on good detail. On a 7–9, the MC gives you an impression. If you already know all
a 10+, they’ll go along with you, unless or until some fact or action betrays the there is to know, the MC will tell you that. On a miss, be prepared for the worst.
reason you gave them. On a 7–9, they’ll go along with you, but they need some
concrete assurance, corroboration, or evidence �rst. For PCs: on a 10+, both. On
a 7–9, choose 1:
SESSION END
At the end of every session, choose a character who knows you better than they
• If they go along with you, they mark experience.
used to. If there’s more than one, choose one at your whim. Tell that player to add
• If they refuse, erase one of their stat highlights for the remainder of the session.
+1 to their Hx with you on their sheet. If this brings them to Hx+4, they reset
What they do then is up to them.
to Hx+1 (and therefore mark experience). If no one knows you better, choose a
On a miss, for either NPCs or PCs, be prepared for the worst.
character who doesn’t know you as well as they thought, or choose any character
at your whim. Tell that player to take -1 to their Hx with you on their sheet. If
HELP OR INTERFERE this brings them to Hx -3, they reset to Hx=0 (and therefore mark experience).
When you help or interfere with someone who’s making a roll, roll+Hx. On
a 10+, they take +2 (help) or -2 (interfere) to their roll. On a 7–9, they take +1
(help) or -1 (interfere) to their roll. On a miss, be prepared for the worst.
PERIPHERAL MOVES
HARM & HEALING MOVES BARTER MOVES
By default, the harm & healing moves are in play. e MC might decide to forego them, By default, characters have access to the barter moves, but the MC might decide to limit
case by case. them.
is move is unusual in that a hit is bad for the player and a miss is good: When you give 1-barter to someone, but with strings attached, it counts as
manipulating them and hitting the roll with a 10+, no roll required.
When you suffer harm, roll+harm suffered (after armor, if you’re wearing any).
On a 10+, the MC can choose 1: When you go into a holding’s bustling market, looking for some particular
• You’re out of action: unconscious, trapped, incoherent or panicked. thing to buy, and it’s not obvious whether you should be able to just go buy one
• It’s worse than it seemed. Take an additional 1-harm. like that, roll+sharp. On a 10+, yes, you can just go buy it like that. On a 7–9, the
• Choose 2 from the 7–9 list below. MC chooses one of the following:
On a 7–9, the MC can choose 1: • It costs 1-barter more than you’d expect
• You lose your footing. • It’s not openly for sale, but you �nd someone who can lead you to someone selling it.
• You lose your grip on whatever you’re holding. • It’s not openly for sale, but you �nd someone who sold it recently, who may be willing
• You lose track of someone or something you’re attending to. to introduce you to their previous buyer.
• You miss noticing something important. • It’s not available for sale, but you �nd something similar. Will it do?
On a miss, the MC can nevertheless choose something from the 7–9 list above. When you make known that you want a thing and drop jingle to speed it on
If she does, though, it’s instead of some of the harm you’re suffering, so you take its way, roll+barter spent (max roll+3). It has to be a thing you could legitimately
-1harm. get this way. On a 10+ it comes to you, no strings attached. On a 7–9 it comes to
When you in�ict harm on another player’s character, the other character you, or something pretty close. On a miss, it comes to you, but with strings very
gets +1Hx with you (on their sheet) for every segment of harm you in�ict. If much attached.
this brings them to Hx+4, they reset to Hx+1 as usual, and therefore mark
experience. AUGURY
When you heal another player’s character’s harm, you get +1Hx with them (on By default, nobody has access to augury, but a hocus’ followers or a savvyhead’s
your sheet) for every segment of harm you heal. If this brings you to Hx+4, you workspace might give it.
reset to Hx+1 as usual, and therefore mark experience. When you use your followers or your workspace for augury, roll+weird. On a hit,
When you hurt someone, they see you more clearly. When you heal someone, you you can choose 1:
see them more clearly. • Reach through the world’s psychic maelstrom to something or someone connected to it.
• Isolate and protect a person or thing from the world’s psychic maelstrom.
INSIGHT • Isolate and contain a fragment of the world’s psychic maelstrom itself.
• Insert information into the world’s psychic maelstrom.
By default, nobody has access to insight, but a hocus’ followers might give it. • Open a window into the world’s psychic maelstrom.
When you use your followers for insight, ask your followers what they think By default, the effect will last only as long as you maintain it, will reach only
your best course is, and the MC will tell you. If you pursue that course, take +1 to shallowly into the world’s psychic maelstrom as it is local to you, and will bleed
any rolls you make in the pursuit. If you pursue that course but don’t accomplish instability. On a 10+, choose 2; on a 7–9, choose 1:
your ends, you mark experience. • It’ll persist (for a while) without your actively maintaining it.
• It reaches deep into the world’s psychic maelstrom.
• It reaches broadly throughout the world’s psychic maelstrom.
• It’s stable and contained, no bleeding.
On a miss, whatever bad happens, your antenna takes the brunt of it.
BATTLE MOVES (1)
RAW COMBAT MOVES DEFEND SOMETHING YOU HOLD
SINGLE COMBAT To defend something you hold, a position, person, or thing, exchange harm,
but �rst roll+hard. On a 10+, choose 3. On a 7–9, choose 2. On a miss, choose 1:
When you do single combat with someone, no quarters, exchange harm, but �rst • You in�ict terrible harm (+1harm).
roll+hard. On a 10+, both. On a 7–9, choose 1. On a miss, your opponent chooses • You suffer little harm (-1harm).
1 against you: • You hold it decisively against your enemy’s advance.
• You in�ict terrible harm (+1harm). • You impress, dismay, or frighten your enemy.
• You suffer little harm (-1harm).
After you exchange harm, do you prefer to end the �ght now, or �ght on? If both
of you prefer to end the �ght now, it ends. If both of you prefer to �ght on, it
TACTICAL AND SUPPORT MOVES
continues, and you must make the move again. If one of you prefers to end the LAY DOWN FIRE
�ght, though, and the other prefers to �ght on, then the former must choose: �ee, When you lay down �re, roll+hard. On a 10+, choose 3. On a 7–9, choose 2. On a
submit to the latter‘s mercy, or �ght on after all. miss, choose 1:
• You provide covering �re, allowing another character to move or act freely.
A CHAOTIC FREE-FOR-ALL • You provide supporting �re, giving another PC +1choice to their own battle move.
When you’re in a chaotic free for all, the mass of combatants suffers harm as • You provide supressing �re, denying another character to move or act freely. (If a PC,
established, as a single gang in�icting harm upon itself, but �rst roll+cool. On a they may still act under �re.)
10+, choose 3. On a 7–9, choose 2. On a miss, choose 1: • You take an opportune shot, in�icting harm (but -1harm) on an enemy within your
• You are able to avoid taking any harm yourself. reach.
• You are able to protect another character from taking any harm.
• You add to the chaos. e combatants as a whole in�ict and suffer +1harm. STAND OVERWATCH
• You are able to calm the chaos. e combatants as a whole in�ict and suffer -1harm. When you stand overwatch for an ally, roll+cool. On a hit, if anyone attacks or
• You are able to take a single short action, uninterfered with, perhaps unnoticed. interferes with your ally, you attack them and in�ict harm as established. On a
10+, choose 1:
ASSAULT AND HOLD MOVES • …And you in�ict your harm before they can carry out their attack or interference.
• …And you in�ict terrible harm (+1harm).
ASSAULT A SECURE POSITION On a miss, you are able to warn your ally but not attack your enemy.
To assault a secure position, exchange harm, but �rst roll+hard. On a 10+,
choose 3. On a 7–9, choose 2. On a miss, choose 1: KEEP AN EYE OUT
• You in�ict terrible harm (+1harm). When you keep an eye out for what’s coming, roll+sharp. On a 10+, hold 3. On a
• You suffer little harm (-1harm). 7–9, hold 2. On a miss, hold 1. During the battle, spend your hold, 1 for 1, to ask
• You force your way into your enemy’s position. the MC what’s coming and choose 1:
• You force your enemy to withdraw. • Direct a PC ally’s attention to an enemy. If they make a battle move against that
enemy, they get +1choice to their move.
SEIZE SOMETHING BY FORCE • Give a PC ally an order, instruction, or suggestion. If they do it, they get +1 to any
To seize something by force, exchange harm, but �rst roll+hard. On a 10+, rolls they make in the effort.
choose 3. On a 7–9, choose 2. On a miss, choose 1: • Direct any ally’s attention to an enemy. If they attack that enemy, they in�ict
• You in�ict terrible harm (+1harm). +1harm.
• You suffer little harm (-1harm). • Direct any ally’s attention to a danger. ey take -1harm from that danger.
• You take de�nite and undeniable control of it.
• It’s safe, secure, and undamaged in the �ghting.
BATTLE MOVES (2)
SUBTERFUGE MOVES DEAL WITH BAD TERRAIN
When you have to deal with bad terrain, roll+cool, plus your vehicle’s handling.
BAIT A TRAP On a 10+, you �y through untouched. On a 7–9, choose 1:
When you’re the bait, roll+cool. On a 10+, choose 2. On a 7–9, choose 1: • You slow down and pick your way forward.
• You draw your prey all the way into the trap. Otherwise, they only approach. • You push too hard and your vehicle suffers harm as established.
• Your prey doesn’t suspect you. Otherwise, they’re wary and alert. • You ditch out and go back or try to �nd another way.
• You don’t expose yourself to extra risk. Otherwise, any harm your prey in�icts is +1. On a miss, the MC chooses 1 for you; the others are impossible.
On a miss, the MC chooses 1 for you.
BOARD A MOVING VEHICLE
HUNT PREY To board a moving vehicle, roll+cool, minus its speed. On a 10+, you’re on and
When you’re the cat, roll+cool. On a hit, you catch your prey out. On a 10+, you’ve you made it look easy. Take +1forward. On a 7–9, you’re on, but jesus. On a miss,
driven them �rst to a place of your choosing; say where. On a 7–9, you’ve had to the MC chooses: you’re hanging on for dear life, or you’re down and good luck to
follow them where they wanted to go; they say where. On a miss, your prey escapes you.
you.
SHOULDER ANOTHER VEHICLE
ESCAPE A HUNTER To shoulder another vehicle, roll+cool. On a hit, you shoulder it aside, in�icting
When you’re the mouse, roll+cool. On a 10+, you escape clean and leave your v-harm as established. On a 10+, you in�ict v-harm+1. On a miss, it shoulders
hunter hunting. On a 7–9, your hunter catches you out, but only after you’ve led you instead, in�icting v-harm as established.
them to a place of your choosing; say where. On a miss, your hunter catches you
out and the MC says where.
USING A VEHICLE AS A WEAPON
When you’re behind the wheel, you can sucker someone, go aggro on them, or
TURN THE TABLES make any battle move, using your vehicle as a weapon.
When it’s not certain whether you’re the cat or the mouse, roll+sharp. On a hit, Against a person:
you decide which you are. On a 10+, you take +1forward as well. On a miss, you’re • A glancing hit from a moving vehicle in�icts 2-harm (ap).
the mouse. • A direct hit from a moving vehicle in�icts 3-harm (ap) plus its massive.
Against another vehicle:
ROAD WAR MOVES • A glancing hit in�icts v-harm.
• A direct hit in�icts 3-harm plus its massive, minus the target vehicle’s massive
OUTDISTANCE OR OVERTAKE ANOTHER VEHICLE and armor. Treat 0-harm and less as v-harm.
When you try to outdistance or overtake another vehicle, roll+cool, modi�ed When you’re able to ram or T-bone another vehicle, you in�ict harm for a direct
by the vehicles’ relative speed. On a 10+, you outdistance them and get away, or hit (3-harm +massive, minus your target’s armor +massive) and suffer harm for a
else overtake them and draw alongside. On a 7–9, choose 1: glancing hit (v-harm).
• You outdistance them and escape, but your vehicle suffers 1-harm ap from the strain.
Or, you overtake them, but your vehicle suffers 1-harm ap the same. Against a building or structure:
• You don’t escape them, but you can go to ground in a place you choose. • A glancing hit from a moving vehicle in�icts 2-harm.
Or, you don’t overtake them, but you can drive them into a place you choose. • A direct hit from a moving vehicle in�icts 3-harm plus its massive, minus the
• ey overtake you, but their vehicle suffers 1-harm ap from the strain. structure’s armor.
Or, they outdistance you, but their vehicle suffers suffers 1-harm ap the same.
On a miss, your counterpart chooses 1 against you.

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