No Direction Home
The basic moves are things that any character can do at basically any (narratively appropriate) time. They all cover a lot of ground!
Fight for your life:
When you straight-up fight for your life,
roll+Tough. On a hit, you and your opponent both inflict harm as established and your course or position becomes untenable. For NPCs, on a 10+, choose one of the following to be true. For PCs, they choose one of the following instead:
- You inflict great or terrible harm.
- Your course or position doesn’t become untenable.
- They are disarmed, knocked prone, or left vulnerable in some way.
Assess the situation:
When you cast your gaze upon a charged situation,
roll+Savvy. On a 10+, hold 3. On a 7-9, hold 1. You can spend your hold at any time, 1 for 1, to:
- Ask the GM any one question about the situation.
- Name your way in/around/through/out. You’re
boosted to get there.
- Name the most important character on the scene (your call). You’re
boosted on your next roll involving them.
- Name your objective. You’re
boosted on your next roll to seize it.
Change the game:
When you try to change the current course of events – could be seizing control of a conversation, winning a contest, avoiding a barrage of missiles, or just about anything – say what you’re doing and
roll+Moxie. On a hit, you get more or less the results you wanted, but on a 7-9 choose 1:
- You expose yourself to harm, trauma, or retaliation.
- You miss noticing something important.
- You attract additional attention to yourself.
- You lose track of something or someone you were attending to.
Refuse to fall:
When you suffer harm or shock, you may choose to
roll+Will. On a hit, you still take the harm or trauma, but you can ignore any additional effects until the end of the scene. On a 7-9, choose one of the following:
- You’re making it worse. You’ll take an additional 1-harm or 1-shock at the end of the scene.
- Your course or position is now untenable, and you proceed accordingly.
On a miss, you suffer all the consequences of your harm or trauma now, and the GM can choose an extra option off the harm list if she wishes.