When you are trying to do something under duress, or threat of harm, generally without reply. When you expose yourself to danger or risk. Whenever you try to do something that requires unusual levels of concentration, resolve or skill under pressure or on a timer, roll this to see what might happen as you try.
Although this Move can be used to resolve the action, it should not be used to replace using an explicit move to do something. Hardway is generally about ‘getting there’ in the first place, or surviving hardship or overcoming obstacles that surround the specific Move being attempted.
*Body is used by default, but it is very possible that other traits can be used, based on the type of action and the situation. Eg during torture you might decide that Resolve is more appropriate. Be responsive to your player’s suggestions in this regard.
10+ You can proceed, take +1 Forward.
7-9 You can proceed, or you may not. Even if you can there will be a problem, a cost, danger or harm. If you can proceed, choose 2 from the OptionsList*. If you can’t, or don’t wish to, chose 1 from the OptionsList*.
6- GM option.
When you attack something with the intent to do harm, and there is the possibility of them returning harm to you, roll using this move. This includes melee where an exchange of blows is expected, or a fire fight at close range, where shots are being exchanged by all sides.
As a general rule assume that anyone in the Close or Hand Blocks will use this move, regardless of whether they are using ranged weapons or not, as long as the enemy has ranged weapons also.
If your opponent is unable to reply to your attack, due to surprise or inability, simply inflict damage without rolling, or use Inflict Violence instead.
10+ You inflict damage on your target without reply, OR you may choose to inflict +1Damage and suffer -1Damage back, OR you inflict 1 Damage regardless of armour, OR you may ‘Break a group’ (inflicting no damage).
7-9 You exchange damage with the target but must choose 1 from the OptionsList*.
6- GM option.
Optional:
Two weapon use: if you equip two weapons at the same time, eg sword and knife, sword and pistol etc, you will inflict +1 Harm, but will take a -1 penalty to your roll.
With ranged weapons it is possible you will be able to attack a target and they will not be returning fire immediately, or specifically against you. This is the advantage of ranged weapons. But everyone knows this, and everyone is trying to avoid being shot, so certainty cannot be assured. Players may elect to try this move but once instigated the GM may announce that a response has been created, and they should roll as Xchange instead. The response might be obvious or not. Remember that after the first shot most targets will seek cover.
When your target is completely open (a sniper shot from ambush), vulnerable, and unaware, to an attack you can just inflict damage without rolling.
10+ You hit and can inflict damage. You can remove one Ally from suffering damage (for AOE’s),
OR you may inflict 1 Damage regardless of armour or size,
OR you may ‘Break a Group’.
OR you may inflict +1 damage.
7-9 You hit but must choose 1 from the OptionsList*. If you used Burst or Full Auto you must take an extra option. GMOption to take cover.
6- You miss, GM option.
Notes:
Thrown: thrown range is limited to Detached (Grid range). Use Xchange at Hand or Close range.
Fired Grenades: shooter suffers a -1 due to indirect weapon style.
Burst Fire:
gains +1Harm.
must take +1 option if reqd.
Auto Fire:
gains SAOE (Block or Group)
+1 option if an option is called for.
Gain +Unstable if not braced, in cover, using gas venting or wearing augmented armour.
Uses 1 Ammo
Reload required (+Reload)
Comments: Most modifiers you can expect in a gun fight are already factored into the system. Minimum cover for a player is assumed, extra Cover is a specific Move. Likewise everyone at a gun fight is assumed to be moving where appropriate.
When you try to take something, own it, grab it, control it, in the face of another trying to do likewise, use this Move. If no one is stopping you then you simply succeed. The thing you are trying to control can be a physical item, a physical location or it might be some metaphysical state or condition. You might Take Control of the conversation for example, or Take Control of the Plan. There should be an opponent, or someone controlling/contesting whatever it is you want. Resolve may not always be the relevant trait.
Static forces, like Nature, The Rift, geology, the Door etc can resist you. If they are strong feel free to apply a -1 forward.
10+ You control it.
7-9 You struggle to control it, select 1 from the OptionsList* (Stress is good). Player gains +1 Forward specifically for this action.
6- GM option.
When a very unusual effort of strength, constitution or resolve is required, like heavy lifting, sprinting, hard climbing, extended swimming, breaking down doors or barging through an obstacle, winning a staring contest, use this move. Body is the default trait, but this may change. If there is an active opponent you might want to use Take Control instead.
10+ You succeed at your effort.
7-9 Your choice of:
If you succeed take 2 from the OptionsList*.
If you fail take 1 of the OptionsList*.
6- GM option.
You are able to arrive at, enter into, a scene that you are not currently at. This may be to participate in an event you were not originally interested in, or to arrive late at a battle that needs your help.
In this particular move all of the other players currently present will be allowed to use an immediate HelpOrHinder move to modify your roll. If they don’t want you there then they can Hinder your arrival.
10+ You succeed and arrive with panache, gain +1 Forward until you fail (6-) a Move.
7-9 You arrive on time but it isn't pretty, and it took some effort, make a Hardway Move,
OR inflict a -1 Onward on all actions until one of them gets a success (7+).
6- You fail to arrive and must try again. Gain Busy tag. GM option.
You seek out cover to avoid damage, or to not be seen. You may perform this move in expectation of an expected attack, or event, or in response to seeing something coming your way.
The whole Team can Take Cover to try to remain unseen, or to setup an ambush. If the whole group is trying to hide then sufficient Hold must be generated to get everyone into Cover.
Being in Cover means your enemies cannot see you, but if you continue to try to hide, thus doing nothing, you leave the GM with an option to act. An Escape move, or a Hardway move to get out of the area would also be appropriate.
Being in Cover has the added advantage of making you ‘braced’ for using heavy weapons or auto fire on your next action, but doing so removes the Cover.
Making any Move removes Cover hold points immediately
10+ You gain 3 Hold.
7-9 You gain 2 Hold, but must select an option.
6- You fail, +GM option.
You may spend Hold on the following, repeatable.
You gain or remain in cover status.
You assist an ally to gain cover.
You may remove an Attract Attention tag on yourself.
You gain +1 Forward to your next action and lose all remaining Hold.
You attempt to lay down fire over a target to inhibit its actions and inflict damage.
If you use The Grid there are three kinds of Suppression. Choose before rolling.
Vs Block: you suppress everything acting in a Block of the Grid. In this option you inflict your weapons Harm anytime anything in the Block acts, including allies. This means you must expend one of your Hold each time something in the Block acts.
Vs Enemy: you suppress a specific enemy (single or group), inflicting your weapons Harm each time it tries to act (GM option or end of round). The GM may elect to abort their action* after you decide to use a Hold, and take only Harm -1, but you still expend 1Hold.
Cover Me! In support you provide support fire to assist an ally. Any action directed at that ally by an enemy takes your weapons Harm if you expend Hold. The GM may elect to abort their action and take only Harm-1, but you still expend your Hold.
* Do nothing and hand the game back to the players, take Cover instead...
The owner of the Suppression Move rolls and generates a number of Hold points that are expended to enact effects based on the type of suppression wanted. The effect of suppression occurs automatically if you expend Hold, your roll to hit has already been made via this Move, you just announce it when the trigger applies.
A Suppression Move expends 1 Ammo to begin. Your Suppression (Hold) fades if you take any other Move.
10+ You gain 3 Hold, expending one each time you activate a result. You may expend 1 Ammo to gain an extra Hold at this time. You may spend Hold to [Break a Group] as an extra effect*.
7-9 You gain 1 Hold, but may expend an Ammo to gain 1 more, decide now. You must take an Option from the OptionsList* each time you fire (expend Hold). Burst fire would generate an extra option.
6- GM Option
*[Break a Group] Works by default vs Smalls in this Move, requires +1 Hold per level for larger groups.
You attempt to trick the enemy into moving to a place you want them to go to, ideally a place where you have set a trap or a bomb or an Ambush. The Set Device Move may give you Hold points to assist with this Move, but such Hold points relate only to that specific device.
It is conceivable to have more than one Lure move going at the same time. It is also possible for more than one character to perform Lure moves on the same target, working as a team. Generally, once a Lure is begun it is expected that it will continue, repeating Lure moves, until it is completed, or fails. A single character, or a nominated team, may however take control of the Target/Objective, in which case their moves must all be Lures, but other characters will be free to act. The GM should maintain some level of continuity in the flow of moves, ie Lure must be taken continuously by one or more players involved. Probably a good idea to declare who are the Lure players, and who are outside actors.
You might also want to Lure an enemy to a specific location (an ambush location), reflected by using a marker on the Grid and moving it to the target. Remember with Grid movement your enemies remain in the Target block, and you and all your things move. Luring an enemy to a trap is done by moving the trap into the Target block, representing the enemy moving onto the trap.
You must begin, take your first Lure Move, in the same Block as the marker you are using as the Device/Location. Generally you will start this in the Far block where the target is unable to see it, then move it toward them. There are possible occasions when it might start closer, but visibility may need to be adjudicated.
The first time this move is used it must use a specific Target/Device/Location that has been set. The Lure Move will initially allow you to Shift the target through the Grid until it is in the Target Block. You may need to perform this Move more than once to get sufficient Hold to move it into place.
Multiple characters may use the Lure Move on the same device, generate Hold, and expend them.
Once it is there (in the Target Block) you set the target of your Lure move to a chosen enemy (or enemies). A Hold on an enemy links them to the Device/Location so that it affects them when it goes off. Unlinked targets do not suffer any damage (they are nearby but unaffected), or may suffer reduced damage with AOE effects (generally -2 Harm).
10+ Success, gain 2 Hold.
7-9 Success, you gain 1 Hold but suffer 1 OptionsList*. You may gain another Hold by taking a Busy tag.
6- They are on to you, the game is up. GM option.
Hold options:
You may move the device/target one block. If you are in the same block as the Device you may elect to move with it.
You may link an enemy to the device/target in the Target block.
You can trigger the device.
You may perform some other action and maintain the Lure (with some logic).
You may take or give +1 Forward.
Take another Move and not break your Lure status.
Setting an Ambush.
The Team have scouted out an enemy camp, which is strongly defended. They decide to lure some of the camp out into an ambush so they can handle a smaller group, then handle the camp and whatever remains. To that end they find a spot that is good for an ambush, and then return to enact it. For this purpose they suggest to the GM that they will use 2 of the team to snipe at the enemy camp and see if they take the bait. The 2 characters are running the Lure, whilst the remainder of the team take up cover in the actual ambush location. Because of this we only really interact with the Lurers and their target, or the non-Lurers and the targets. It is possible to get results that affect any side, for good or bad.
On the Grid the target is a group of the enemy the GM has decided will be sent out to handle the snipers. The trap is the ambush location and is set in the Far zone. The 2 characters performing the Lure are placed anywhere on the board they wish to be, depending on how they plan to run the Lure, they might be able to squeeze in a few shots (some extra Hold points become available).
Rae starts the encounter, we assume they snipe ineffectually to draw attention, and performs the first Lure move. He is a Scout and has the Move: Ambusher, giving him +1 to Lure moves and +1 Presence. He rolls 7+1+1=9, gaining 1 Hold. He elects to take a Hardway move (the enemy are firing at him) and rolls 8. He elects to suffer 1 Stress and 1 Harm to continue the move. He expends his Hold by moving the ambush marker from the Far block to the Removed block.
Samual’s then takes a Lure move and rolls 9+1=10, gaining 2 Hold. He expends one by moving the marker from Removed to Detached, and uses the other to give Rae +1 Forward.
Rae takes a Lure move and rolls 7+1+1+1=10, gaining 2 Hold. He moves the marker to Close and then to Hand. Rae then takes another move and rolls 9+1+1=11. He uses the Hold to move the marker to the Target block, link the group and completing the ambush.
The setup for the Ambush is now determined. The GM agrees to everyone, other than Rae and Samual, having +1 Onward till they change blocks (move), and beginning in Cover. This setup should have been discussed before doing the above Lure, and may have involved some kind of roll, like Read the Site, to determine how well it is done.
The character elects to abandon their position and flee for safety. If another player elects to follow you (the very next Move) they may use their History to you as their modifier, or they may use any trait.
The GM option in this case will generally be unpleasant, you didn’t make it. You will probably end up captured, wrapped in webs and strung from the ceiling… or something similar. At least your party know where you are.
10+ You successfully escape and may give the next escapee +1 Forward (show the way).
7-9 You make it but you have to chose two options.
6- GM option.
You must be able to fulfil the choice to take it, so if you don’t have 4 Salvage you cannot take that option.
When characters are Lost, or if the GM choses to test if they are Lost, they can use this move to recover, in the hope of avoiding a Lost encounter. One character makes the roll for the group (usually the Scout).
10+ You find your way back.
7-9 You find your way back, but there is something between it and you, something unpleasant.
6- You become Lost*, GM option.
*Being Lost is explained in the Encounters chapter
You strike to kill the Alien in its natural form. If you do not have a Carbon or Electrical weapon you will be at -2 for this Move.
10+ You slay the Alien and gain +1 Forward to Collect MIASMA.
7-9 You gain +1 Hold to delay the escape of the Alien. You may gain an extra +1 Hold by expending a dose of Rift Salt (if you have some on you).
6- GM option. The Alien is escaping unless you can stop it.
Details on alien combat are found in the Encounters chapter.
To get the alien out of its Host it helps if you can blind it. This action is required to be used to destroy an Eye of the alien. It can be performed with any weapon that will inflict harm, but non-Carbon/Electrical weapons will be at -1 to the roll.
This move is only available to players if someone rolls doubles or 10+ on a suitable Move during the encounter with the Alien in or near its Host. It must be taken immediately after the trigger is created by that character. Once an Eye is destroyed the Alien vanishes and you will need to retrigger it (find the Eyes) again.
10+ You destroy one of the Alien’s eyes, the Eyes vanish immediately.
7-9 The Eyes begin to wink out of the way… you gain Busy tag but another player may repeat this move immediately but with -1 Forward. After that the Eyes move away.
6- GM option.
You engage another being (who you are able to communicate with) and use a Trait to influence their current point of view, or position, or attitude, toward one that is more in line with how you would like it to be. The action you use must be realistic to the task being attempted and should have a pre-defined outcome.
Alert - awe, amaze, surprise, rush, sleight of hand.
Calm - rational, stable, re-assuring, safe, persuasive.
Mind - argue with logic, intellectually challenge, negotiate
Body - implied violence, risk of violence, potential violence, intimidate
Resolve - stubbornly insist, resolutely demand
Presence - charismatically persuade, command, lead, charm, conjole, trick, seduce, bribe.
10+ They agree/succumb to your efforts and do as you wish.
7-9 They reluctantly agree to your request but the GM can take 2 options. The following list is a short suggested set of possible outcomes, you need to adjust based on the type of Influence being used.
They will hate you and wait their time (Create a Memory card).
It takes time to take effect (probably in another session), if available.
Witnesses will be shocked at what you did or asked.
They are reluctant, may hesitate.
They lack commitment.
They didn’t really understand what you wanted.
They take 1Harm/Stress, very visible.
You are supposed to be a Hero, not a bully, a point of Despair is added to the Future Bag, counts as 2 choices.
They will want a material reward
They fall in love with you.
They will ‘put you on a pedestal’.
They regret this afterward and rebuke you in future.
They feel betrayed afterward and become hostile.
They will want an emotional commitment.
6- They refuse to do what you want, +GM option.
Issue a Command, a short instruction to perform a simple task, to a lesser ranked allied character, either an NPC soldier or a player character. If an NPC soldier it must not be suicidal or plainly ridiculous, get a consensus from the table. Only applies if the situation is stressful and warrants this type of leadership.
10+ If an NPC soldier they obey. A player character may choose to obey, if they do they gain +1 forward.
7-9 If an NPC soldier you can enforce the order by taking 1 Stress or giving the GM an option from the list under the Influence Move. A player character may choose to obey (and gain Hx).
6- If an NPC they ignore you, misinterpret you or deliberately defy you. Player characters may do as they wish. +GM option.
When you want to look over a physical area and gather information about it, based on your training and instincts. Hold points generated from the result can be used to ask Questions, which should be simple, 10 words or less, have ONE point, and be relevant to the situation. You may ask ‘Are there enemies here?’ and the GM can say ‘Yes’, relying on your training to instinctively see the clues present that indicate this fact. The GM does not need a rational reason to answer your question honestly, but if things are hidden they should get vague (vaguer?).
You can also gain information about the Site that you can use to advantage, like when setting an ambush (a form of Hold).
This action takes a few minutes, should that be relevant, cannot be repeated.
10+ You gain 2 pieces of information/Hold
7-9 You gain 1 piece of information/Hold
6- You notice nothing and the GM may introduce a new Environmental factor or hazard to the mission that was not there before.
Types of information:
You can ask the GM for a short description of the location.
You may ask the GM a single, 10 word, question and gain a brief answer.
You may ‘spot’ something, if there is something to spot (+1 Forward).
This Move is a many varied thing. You can use it as a general assessment tool, but you can also use it to learn specific things, like are there any tracks here? Are there any traps? Is something being hidden.
When you look at another person and form an opinion about them, and try to gather information about them and their present, or immediate past. It implies that a conversation has occurred and some time has been spent together, at least 5-10 mins. If you are able to spend an hour or more with them in a safe environment you may take this roll as a +1 Forward.
Questions should be simple, 10 words or less, have ONE point, and be relevant to the person’s knowledge and feelings. You may ask ‘Are they my enemy?’ and the GM can say ‘Yes’, relying on your empathy to instinctively see the clues present that indicate this fact. You cannot Read the Alien.
10+ You gain a GM fact, and may ask 2 questions
7-9 You gain a GM fact, and they learn something truthful about you (player generated).
6- You gain nothing, GM option.
Open all your senses to the outside world and allow the forces of the two dimensions to permeate your mind. You may ask the GM questions about the local environment. Questions should be simple, 10 words or less, have ONE point, and be relevant to the person’s knowledge and feelings. You may ask ‘Are there any aliens nearby?’ and the GM can say ‘Yes’, relying on your training, sense and experience to instinctively see the clues present that indicate this fact.
This action takes 2-3 minutes, should that be relevant. You may optionally suffer 1 Radiation and gain +1 to the roll.
10+ You may ask 2 questions of your choice.
7-9 You may ask 1 of the questions below, gain +1 Rift.
6- You gain a point of Rift radiation, +GM option.
Questions:
Tell me what’s interesting nearby (and visible)?
Tell me what’s interesting at a distance.
Give me a memory of something that has happened here.
Tell me about someone who has been here recently.
Give me a warning.
When another character is about to make a roll for a Move and you feel that you can contribute to the result in a direct and meaningful way, either for the better or the worse, you may roll to… Help or Hinder. The result of what you do is applied to the other characters Move modifier. Both rolls should be made at the same time (you can't back out).
It is possible to aid another at a distance (not in the same Block), but to do so requires you to have communications, so neither party can be OOC at the time.
You should be very sure to clearly explain to the GM exactly how you achieve this (logic), why it works (practical), and why it is relevant to the story at this moment (reason). The GM should be harsh in their determination to allow this or not if it applies to an enemy. Only one modifier can be applied, so first in gets to roll, no multiples.
10+ They gain +1 or -2 to their rolls OR you gain 1 Hold.
7-9 They gain +1 or -1 to their rolls OR you gain 1 Hold, and you must pick an option.
6- GM option, including reversing the effect.
Remember you can only have one non-Trait modifier, the best one. So trying to stack Help will not do anything. One Move applies, the rest are ignored (generally it’s first in). It is possible to use this ahead of time as a 'preparations' actions or as 'research/planning' action.
When you want someone to do something for you and it's kind of a big deal, roll+Presence for an NPC, or roll+History for a player character. You can bribe with a Resource for a +1 to your roll, 1-for-1 (max +2) but only with NPC’s.
This request should be life threatening or ‘Broken Heart’ in scale (stressful and dramatic).
10+ If an NPC, they'll do it and may ask for something in return. If a PC chooses to do it, they mark +1 experience, and you can take +-1 History with them.
7-9 If an NPC, they'll do it only if you do something for them first. If a PC chooses to, you can take +-1 History with them.
6- GM option
You are quick to react and can prevent the mob from Shifting you around the Grid. You don’t have to use this move, you can just let the GM move you around if you like. They have your best interest at heart, honestly.
If the target of the Shift is currently with another living thing they may elect to ‘get Shifted’ and take them along, keeping the group together (remember it is the target that is actually moving). If the Target tries to move a single person who is arguably part of a group then that person will gain +1 to Resist. Failure indicates they are separated for some reason, or they all move together at GMs option.
Only the target of this Shift may make this roll, even though you may be affected by it.
10+ You avoid being Shifted
7-9 You avoid being Shifted if you take one option.
6- You get Shifted.
All cleaners are given first aid training that will allow them to tend to minor wounds (1 box) or to apply ‘ready to use’ medical patches and drugs during encounters on wounds of upto 2 boxes. Successful application converts one box to a ‘O” state (healing), or clears it completely (10+).
This requires any characters involved to be standing in the same Block (move the figures to contact). If OOC they will suffer a -1 modifier.
You can use this move on yourself.
Characters must elect to use a medical patch OR treat a wound, and the result follows as appropriate. Recovered wound boxes (Stress or Harm) are filled with a O marker, replacing the / or X on a 7-9, or removed on a 10+. You cannot treat a wound with an existing ‘O’ marker with this Move.
It is possible to continue treating a wound. Eg there is a 2Harm wound. First Aid is performed on it, using a patch, and a 10+ is rolled, removing one Harm box. This means that wound is now a one box Harm, which can be treated with another First Aid move.
A 3+ box wound cannot be treated with First Aid, it will require a Camp or Downtime action, or Miasma. A Hospitalier may heal upto 3 box wounds by using a dose of Drugs and a custom Move.
The effects of medical patches are detailed in the Equipment chapter.
10+ You successfully apply the medical patch and it takes effect, or you apply your first aid successfully and recover one box from the minor wound, making it an empty box (no healing). You may elect to take +1 History with the target if you haven’t already this scene.
7-9 You successfully apply the medical patch and it takes effect, or you use your first aid successfully and recover one box from one wound, converting it to a ‘O’ (healing).
6- GM option
Restore your equipment to normal working order if it is jammed. If you do this in the middle of combat the GM may ask you to make a Hardway roll (you are not paying attention to what is going on around you). This Move is also used to reboot your Comms systems if you have become OoC and don’t have a Technician to restore it.
10+ Fix the equipment, good to use again. Comms are back on line.
7-9 Fix the equipment OR restore Comms, and select one option
6- GM option.
You are assigned or take responsibility for team security during Camp. If more than one of you, use a Help Move and have one character roll.
10+ Your security warns you in time, keeps you safe, gain 2 Hold.
7-9 Your security warns you, but only at the last minute, gain 1 Hold, plus another for an ongoing OptionsList*.
6- GM option.
During a Security scene the enemy is assumed to have: Surprise, Prepared (they are preapred and ready for action).
Your Team is assumed to be: Asleep (unless on watch), Unequipped, all in the same Block (by default Close).
You do NOT sleep in armour, but modern armour doesn't take long to put on (Make an Effort, Hardway or even Take Control), unless Augmented (which will take a Move to get into, a move to activate, and a move to bring systems online).
Hold options:
[Surprise] You raise the alarm, preventing the enemy gaining surprise.
[Prepared] You spot the enemy as they approach, preventing an initial first attack (GM option).
[Organised] You may make a Suppression Move against the enemy if equipped for it.
[Asleep] You wake one person in time for the encounter.
[Unequipped] You wake one member of the team in time so they can gather their equipment (repeatable).
[Disperse] You wake someone and they quickly move to an adjacent Block, taking one weapon OR you may move yourself to an adjacent Block.
[Spotted] Guards spot the incoming attack, move everyone to the next Block.
Use your Echo Location Scanner to try to get a fix on where the major sounds are coming from, and what they might mean. The machine goes Ping, good to about 100m of open ground, hindered by walls and solid materials.
10+ You may ask the GM 2 questions from the list
7-9 You may ask the GM 1 question from the list
6- GM option.
Questions:
How far away is the loudest sound
Do I recognise this sound
What direction/position is it coming from.
Is it the Rift, Alien or terrestrial or other.
Is the sound a creature or environmental sound.
Sound is sound, so it can come from a lot of physical sources that are just environmental, wind, rain debris moving etc. The Echo however has filters and is capable to removing all the commonly expected sounds, so that only the unexpected sounds are reported on. Still the GM may include unexpected commonly expected sounds as a deliberate ploy, but have a reason for doing so other than trying to annoy your players. What they get should be ‘nothing’ or ‘something’, not dribble.
You send a Recon or Light Drone in to scout out the location you are interested in for a scan. You may gain an extra Hold if you give the GM an Option, this must be selected before you roll. The GM Option must relate to the Drones actions and results. You may also gain +1Hold before you roll by expending a Resource, as long as you don’t fail.
10+ You gain 2 Hold.
7-9 You gain 1 Hold but the drone is spotted.
6- GM Option.
Techniciens are able to gain a Move to allow them to use Medium and Heavy Drones.
Drones will generally have a limited set of Moves they can perform, eg Recon drones generally perform a Read the Site move. All of them can perform the HelpOrHinder Move.
Drones suffer a permanent -1 Onward to perform the Moves it has. The player controlling it is working through an interface, the Rift is present, there is a slight delay etc.
The generic move for being sneaky, for not being noticed, for getting around quietly. Do not roll, or re-roll, this several times in a row, just one roll for the time needed to get to the next non-sneaky moment.
10+ You gain +1 Forward for your next non-sneaky action. Nobody is paying you any attention.
7-9 You are confident in your invisibility, but why is that guy looking at me? Chose one from the list… You may take another and gain +1 Forward for your next action.
6- They all turn to look at you… why on earth would anyone put a vase there?
List of options:
Your target cries out an alarm as you strike...
Someone walks around the corner…
You spot an sensor…
Smile, you are on camera…
The door is locked…
That wasn’t there before…
You have to get through some open ground…
You forgot to turn off your mobile...
After an encounter, and if you can have 10 minutes of uninterrupted rest, each of you can roll to recover. If you have an active Hospitalier in the party you gain +1 to this roll.
10+ Remove one box of wounds, and convert one box from one other wound event to a ‘O’ (Healing).
7-9 Convert one box of wounds to a ‘O’.
6- Infection has set in., mark a box with an I symbol.
If the party are able to gain 8 hours rest in a reasonably safe location, take food and water, gain some sleep etc, each may roll to recover some damage. Add +1 if you have an active Hospitalier in the team. Add +1 if you expend a Resource (each). A Security Move will be expected.
10+ Choose 3, you can repeat your choice.
7-9 Choose 2, you can repeat your choice.
6- Choose 1, GM option
Options:
Recover 1 Harm, converting it into a O.
Remove 1 Stress.
If you have a Wound with one box of Harm (X) you may clear it, you don’t need to use a O.
You may remove a O marker.
You attempt to collect MIASMA from a dead alien.
10+ Collect 3 units and gain a point of Rift (any member), or 2 units.
7-9 Collect 1 unit, or 2 units and gain a point of Rift (any member).
6- Collect 1 unit, gain a point of Rift.
Optionally on a 7+ you may spend two points of Resource to collect an extra point of MIASMA.
Whenever an AOE effect is used, the GM may ask that the character rolls for Collateral Damage.
10+ There is no extra damage of significance.
7-9 Select 1.
6- Select 2 or make one really bad.
Select one of the following for each Hold result:
A nearby structure is weakened further and may collapse now or soon.
A creature, hiding in the ruins, is disturbed.
An area of ground collapses and exposes a dark hole.
Something explodes and catches fire.
Something of value (to the Team) is broken or dropped nearby.
Allies in AOE suffer 3pts of Stress, spread around as you choose.
Roll for random Bystanders (see Encounters chapter).
Give the GM an option.
When the effects of any drugs wear off (instant or all Hold used, or end of an encounter) the GM may ask you to roll to see if there are any extra effects.
10+ The GM can choose 1 extra effect.
7-9 No effect
6- I feel fine, the character takes +1 forward.
Withdrawal effects:
take +1 Stress.
take +1 Harm
Take -1 Ongoing till the end of the next encounter.
You suffer a Disability (short term).
GM option
Complications (roll+Harm taken/Healing done)
When a character suffers Harm (say 2 or more) the GM may request that you roll to see what that Harm actually did, as an option. If you are Healed, where Harm is removed, the GM may also ask for a roll. This Move is only made during an encounter, once it is over do not bother. Note that for this roll you want to roll low, the reverse of normal.
10+ The GM can choose 1 extra effect.
7-9 No effect
6- The character is energised, gains +1 Forward for the next action, other or self.
Harm Effects:
Its worse then it looked, take an extra Harm
Its very painful and distracting, take an extra Stress, which may make it a Complex Wound.
You drop whatever you are holding*.
A limb or primary sense (sight or hearing) has been lost.
You are knocked unconscious.
You suffer a Physical Disability (short term).
You attract attention via your screams of pain.
Its a bleeder, roll again everytime you take a Move (after) until you roll a No Effect or better. Mark a box with a B symbol.
Gain an Infection, mark a box with an I symbol.
Healing effects:
You gain -1 ongoing till the end of the encounter due to pain.
You gain -2 forward due to disorientation.
You take a combat Tag.
Example: Rogue and Samual are fighting a melee with a JunkDog. Rogue exchanges blows with the Dog and suffers 3 Harm. The GM feels there is story potential for extra harm and asks Rogue to make a Harm&Healing roll. Rogue rolls an 11, allowing the GM to select a complication to the wound. The GM selects extra Harm due to bleeding, so Rogue suffers 1 extra Harm to that wound (4 boxes in a row).
When a character suffers 2+ Stress the GM may ask them to roll to see if anything unusual happens as a result, mentally.
10+ GM may select 1 effect.
7-9 No effect
6- I feel great, the character takes +1 forward.
Stress Effects:
You fire at shadows a lot, loose 1 Ammo, gain Attract Attention.
You get the munchies, -1 Resource
You piss another off, inflict 1 Stress on a character you have worst or best History with, they gain +1 History with you.
You suffer a Mental Disability (short term).
Ongoing effects of this roll are removed if your team generates 1 Hope.
You conduct the experiment that your Cities scientists have asked you to perform. This will be part of your review. Sometimes you will be given special equipment to use, most of the time it is standard stuff. This will include such things as Sealing a Rift using a Rift Sealant Charge.
You may gain +1 per Resource burnt (max +2).
10+ Good results
7-9 OK results
6- GM option.
When the character encounters horror, or great fear, or tremendous alienness, the GM may ask a roll to find the effect. This roll should be taken one at a time,
10+ Nothing happens, you are a rock! You may give +1 Forward to anyone who has yet to roll. You gain +1 History with that character.
7-9 Pick one effect from the list.
6- GM picks one.
Options:
You take +1Stress and become Stunned.
You panic and move away from the enemy 2 areas.
You freeze, you cannot take a Move till every other player has taken one.
You scream, loud and long, you Attract Attention (those following you cannot take this option).
You hide, well thats what you thought, but actually you just closed your eyes and covered your ears, roll on The Hardway.
You take drugs, lots of them, expend a Resource and roll for Withdrawals at the appropriate time.
You burn 1 ammo.
You get the munchies, expend a Resource.
Add a 2x d6 to the Stack. (If you are using it)
Next roller is at -1 Forward due to your cowardly distractions.
You suffer a Disability (short term).
Nearly every time you undertake a mission you will have an opportunity to conduct a Market Move. The only time you don’t is if the mission is allocated an Airlift. The Market Move implies that you walk down from, or back to, the City and pass through the open markets clustered around the legs of the platform.
Market Time is actually a selection of different types of Moves, from buying and selling goods, talking to contacts, gathering rumours or interrogating locals. This can generally be done with some other appropriate Move, but it is carried out under this heading to restrict options. Doing stuff in the Market is frowned upon by the City, and they have the means to track you. Spending too long in the Market will raise questions. Generally, as part of a mission, you can safely perform one Market Time Move each, without risk. You don’t have to use a Move, talk it out, often you are after information and the GM should just give it to you (because they want to).
Buy and Sell (roll+Presence)
10+ You get a good deal, convert any 3 Salvage to 1 Resource.
7-9 You get a hard bargain, convert any 4 Salvage to 1 Resource.
6- GM option:
Options
You get ripped off, expend 1 Resource or 4 Salvage.
You are spotted trading by City agents.
Urchins steal off you, lose 2 ammo or 4 salvage.
You may attempt to contact people ‘on the ground’...? why, what where? Part of your Hideout? Workshop artizans, Resistance cells or just important people with the right answers, or who may be able to help you.
10+ You gain 2 Hold points.
7-9 You gain 1 Hold pt but have to expend 1 Resource
6- You must spend 2 Resources to avoid being discovered.
Options:
You make a contact with a new cell.
You improve your contact status by 1pt.
You loose/abandon contact with an existing cell.
You mix with the locals and attempt to learn things. You can spend a Resource and gain +2 Forward. This assumes there is stuff to learn.
10+ You can ask 2 questions
7-9 You can ask 1 question
6- GM option.
When things look tough and the going gets rough you can resort to desperate plans. The roll is modified by the number of Hope points you want to draw from the Future Bag (max +2), or the number of Despair points you want to add to the bag (max of +2). You can’t use both. You must spend at least 1 Hope or create 1 Despair to take the Move (which doesn’t give you +1).
This Move cannot be used during an encounter, it has to be used at a time when planning can occur, before or after an encounter.
10+ You gain 6 Hold
7-9 You gain 4 Hold
6- You add another Despair point to the bag, but gain 4 Hold.
Hold points gained can be used as follows:
1pt will remove a Harm box from someone’s Health track, replace with O.
1pt will give someone +1 Ongoing(encounter), max +2.
1pt will remove a Stress box from someone’s Health track, replace with O.
1pt will give someone +2 forward.
1pt will remove all O markers from someone’s Health track.
Each time a character rolls a double on their dice roll while doing a Move within the ruins, they will be entitled to a Salvage roll representing the items they find lying around the sites they have visited (assuming they can collect them). Salvage can be converted to Resources (see Economics). The collection of salvage (and the roll) are dependent on the story, generally the characters have to be ‘winning’ to use the Move and carry the gear home. The salvage roll doesn’t have to be taken immediately, it represents the discovery at the location. Salvage is encumbering.
10+ You find 4 salvage.
7-9 You find 2 salvage, roll on the options table if you want.
6- You find nothing. You can roll on the options table at -1.
Roll 1d6:
1. Salvage protector - an encounter.
2. Physical risk - take 1 Harm.
3. Mental risk - take 1 Stress.
4. Take Hardway Move.
5-6. You find another point of salvage.
This is a Move you use against the character who Trusts you, you are using their Trust of you against them.
13+ I know a secret! They may make up, or find out, a secret about you… and its true. It must be written down.
10+ Your trust is moving, they will do/act/accept whatever it is that you want. If they fail to, both your Hx are set to 0. The act should be reasonably immediate.
7-9 They are swayed, mostly. They do what you ask and they will gain 1Hx to you, or reject it and you will lose 1Hx to them.
6- A trust crisis, both of you lose 1Hx to each other. If either is negative the Trust is broken.
If the Hx score of either party goes negative to the other the Trust relation is broken. If you do not have a current Trust you may declare one at anytime, as long as both parties Hx is positive.
What are Secrets, what effects, how to be used, who and when can they be used, link to HX scores? Compulsory revelations? Effect on Moves? Despair… breaking a Trust should cause Despair. Why would you do this? Reveal Loyalty score. Modify a Loy score. Pass it to your Commander? List of possible secrets?
Secret is a score that can be used? +-1 to roll if you burn one, or offer one.
Options are the consequences of rolling 7-9 mostly. You get a success but at a cost. These are not GM Options, although the GM can certainly use them.
You suffer hardship (gain a Combat Tag )
You suffer shock and fear (1Stress)
You suffer cuts and bruises (1Harm)
You break something of value.
You’re comms gear is knocked out of alignment or blocked, gain OOC tag.
You Attract Attention.
You take -1 Forward.
Give the GM an Move option.
Your attack was weak (-1damage)
Forced move, the GM can Shift you one area.
*Your weapon jams.
Your opponent strikes firmly (+1damage)
+Reload. (not with FullAuto)
Burn 1 Ammo.
Jam becomes a Break.
A less than desired result (-1 Damage) (Repeatable)
Friendly fire, inflict combat Tag on nearest ally.
Give it up, you are Busy.
Continue the struggle, all sides take 1Stress
You tire yourself from effort take -1 ongoing till you Rest
You make a noise, motion etc… ‘What was that?’
Give the next ally’s Move -1 Forward.
Burn 2 ammo.
Burn a Resource
Burn 4 Salvage
Expose yourself to danger (make a Hardway).
You take -1 History to target if a player character.
Drop something of value.
You are Busy and Attract Attention.
If you elect to not use the Grid, and thus use a more narrative method, you may adopt the following options.
You move to “At the Back (ATB)”, using this action allows you to change position.
All characters begin “At the front (ATF)” or “In the middle (ITM)” normally. One character must be ATF, they are the point man. One character can begin an encounter ATB. Everyone else will be ITM.
Sometimes you cannot be at the Back (in a confined space for example). Moving to the Back may be very difficult, the GM will have several options to stop you, plus if you are actively engaged with an alien the GM may simply rule this is not an option for that character.
There can generally only be one person ‘At the Back’, if another person moves to the Back anyone currently at the Back is pushed forward to become ITM.
Anyone ATB is usually immune to needing to take the Hardway Move, plus they may gain a bonus to some specific Moves due to feeling safe. Be warned, the GM has a Move called Strike from the Back.
10+ You move to the Back
7-9 The person at the Back may chose to allow you in, or not. You can force them to by taking 1 Stress, they can stop you by taking 1 Stress… etc.
6- You fail, +GM option.
Option: may implement something with this.
P - Passive
R - Response
B - Bonus
A - Action.