Basic MovesTake Action Under Pressure.
- Cool. Your character’s level-headedness, focus, and self-discipline.
- Sharp. Your character’s alertness, caution, and insight.
- Smooth. Your character’s charm, wit and animal magnetism.
- Tough. Your character’s ruthlessness, aggression and force of will.
- Weird. Your character’s connection with the mindcloud.
- Rapport. Your character’s connection with other people. This stat is different for each relationship.
- Favor. How much favor your character has accrued with a person or group.
- Fortune. Your character’s accumulated wealth, in currency and valuable goods.
As acting under fire. Roll +coolAssess a Person/Situation.
As reading in AW. Roll +sharpSchmooze or Impress Someone.
Schmoozing takes time. Important people and aliens aren’t likely to welcome you as an ally. Roll +smooth.
On a 10+, take +1 rapport with them at the end of the conversation.
On a 7-9, take +1 rapport with them at the end of the conversation, but your schmoozing draws the attention of their enemies.
On a 6-, the GM makes an appropriate hard move.Call In a Favor.
As you accrue favor with NPCs, you can spend it to gain favor from them in return. When you call in a favor, roll +rapport.
On a 10+, the NPC provides the favor, no problemo.
On a 7-9, the NPC provides the favor, and the GM picks one:
- The NPC is annoyed and demands +1 favor more than usual.
- The NPC can’t immediately provide the favor because of a little problem they’re having.
On a 6-, the GM makes an appropriate hard move.
I think there will be a list of things that cost 1 favor and what would cost more than that.Manipulate or Seduce Someone.
As in AW except a hit gives you 1 favor.Get Rough with Someone.
As aggro in AW.Use Force To Take or Keep Something.
As seize in AW.Tap the Mindcloud.
As maelstrom in AW. The mindcloud has different "personalities" on different worlds and will often have different answers to give. It grows fainter when you travel into deep space or barren worlds.Spaceship Moves
When you're doing a move by operating a ship's systems, you roll + your stat or the ship's system, whichever is lower.
A lot of basic moves translate easily into ship moves, like reading a situation, getting rough, take hold by force, etc.
What I'm thinking, since the characters have such a shared fate when they're on a ship, is to come up with some "followthrough-specific moves." e.g. in order for you to do the "target their weak spot" move, you need the sensors operator to make a successful scan, or you need the pilot to make a successful tactical maneuver. Attempt damage control
On a 10+ a damaged system is back online for 3 battle ticks, or a ship that’s dead in space is operational for 3 ticks before shutting down again
On a 7–9 a damaged system is back online for 1 tick or a ship that’s dead in space gets 1 more tick of operational status before shutting down again
On a 6-, the damage is actually worse than you thought, and the ship takes +1 damagePlot an emergency jump
On a 10+ choose 1
On a 7-9, choose 2
On a 6-, you get all three
- The ship jumps off course
- One crewmember gets jump sickness (1-harm ap)
- A ship system overloads and shuts down