Peripheral Moves

The Peripheral Moves are moves that can potentially apply to any character under certain circumstances.

Core Peripheral Moves

Mean Streets (Session Start):
Whoever’s in charge right now, at the beginning of the session, roll+Team. On a hit, hold 1. You can spend that hold at any time during the session to call bullshit, and have a convenient escape from the current scene or a convenient solution to one problem, good for you and everyone you’re leading, with or without any clear explanation for how you pulled it off. On a 10+, it’s clean, without future complications. On a 7-9, the GM gets 1 hold over you.

On a miss, something’s gone really sideways. The GM will choose one of the following:
- Your enemies have caught you at a bad time.
- Your friends or allies have been compromised, endangered, or corrupted.
- The authorities are coming for you, and you might or might not know why.

Aid or hinder somebody:
When you aid or interfere with a teammate, roll+Team. When you aid or interfere with an NPC, roll+Savvy.

Aiding: On a hit, they’re boosted on their current action.
Interfering: On a hit, they’re glitched on their current action.

On a 7-9, you also expose yourself to danger, harm, or retaliation – the GM gets 1 hold over you.

Teenagers are fractious and petty:
Since teenagers are fractious and petty, a lot can go wrong very quickly with a team of them. Whenever you…

…inflict harm on a teammate, reduce your Team by 1.
…make time with someone else’s ONE TRUE LOVE, reduce your Team by 1.
…fail the Mean Streets move while acting as team leader, reduce your Team by 1.
…spend hold generated by the second clause of this move against a teammate, reduce your Team by 1.
…remorsefully apologize for your transgressions (and your teammates gotta buy it), increase your Team by 1.

Whenever a teammate does something to you that causes their Team to drop, hold 1 over them. You may spend this hold at any time to:
- Automatically succeed with a 10+ to interfere with them.
- Automatically succeed with a 10+ to sweet talk them.
- Automatically succeed with a 10+ to twist their arms.

When you spend hold generated by this move, mark experience.

Session End:
At the end of every session, go around the table. For every character, decide as a group – don’t vote, discuss and decide – whether the team as a whole trusts them more, less, or about the same as they did before. If the team trusts that character more, increase Team by 1 (to a maximum of +3). If the team trusts that character less, reduce Team by 1 (to a minimum of -2). Otherwise, leave it be.

If you end the session with a lower Team stat than you started the session with, mark experience. If you end the session with a Team stat of +3, choose one of the following:
- Reset your Team stat to +1 and mark experience.
- Reset your Team stat to +1 and erase one of the GM’s hold over you.
- Keep your Team stat at +3 and choose one other character to give 1 teenagers are fractious and petty hold over you.

Peripheral Social Moves

Sweet talk:
When you try to sweet-talk someone into seeing/doing things your way, roll+Moxie. For NPCs, on a hit, they’ll do what they think you want, but on a 7-9 you’ll have to give them something they want first. For PCs, on a 10+, both. On a 7-9, choose 1:
- If they do it, they mark experience.
- If they refuse, they’re changing the game, and roll accordingly.

Twisting arms:
When you make someone an offer they can’t refuse, roll+Will. For NPCs, on a hit, they’ll do what they think you want, but on a 7-9 you’ll have to hurt them or otherwise make an example first, to prove you’re serious. For PCs, on a 10+, both. On a 7-9, choose 1:
- You’re boosted on your first roll to hurt them if they refuse.
- They’re glitched on their first roll against you if they refuse.

Peripheral Battle Moves

Hold your position:
When you try to maintain an untenable course or position, roll+Tough. On a hit, you can stay the course for now. You’ll suffer only incidental fire this tick, even past 9:00. On a 7-9, choose one of the following to be true:
- You lose track of something or someone you were attending to.
- You miss noticing something important.
- You lose your grip on whatever you were holding.

On a miss, you take concentrated fire now. If it’s before 9:00, the battle clock moves to 9:00 immediately.

Defend the walls:
When you bunker down and defend a secure position, roll+Will. On a hit, your position is secure for the moment. On a 10+, all 3. On a 7-9, choose 2:
- You and all allies at your position get 2-cover.
- You suffer only incidental fire this tick, even after 9:00.
- You can ignore gang scaling when calculating harm done to you this tick.

On a miss, your position is now untenable and you proceed accordingly.

Hit the deck:
When you hit the deck to avoid fire, roll+Savvy. On a hit, you get to a relatively safe place for now – you’ll suffer only incidental fire this tick, even after 9:00. On a 10+, choose one:
- Your position is now secure, and you proceed accordingly.
- You suffer no fire this tick, even after 9:00.

On a miss, you take concentrated fire now. If it’s before 9:00, the battle clock moves to 9:00 immediately.

Provide covering fire:
When you provide covering fire for someone else, roll+Moxie. On a 10+, both. On a 7-9, choose 1:
- They suffer no fire this tick, even after 9:00.
- Your position doesn’t become untenable.

Follow through:
When you follow through on someone else’s move or action, roll+Team. On a hit, they choose one of the following:
- You inflict +1-harm
- You dominate the enemy’s course or position
- You make an untenable position secure
- You buy time, create a distraction, or sow confusion

On a 10+, you both take +1-forward. On a miss, the GM will choose one of the above options for an NPC.

Peripheral Harm and Healing Moves

When you suffer harm…
…if you suffer 1 or 2-harm, the GM will choose one of the following:
- You lose your footing.
- You lose your grip on whatever you’re holding.
- You lose track of something or someone you were attending to.
- You miss noticing something important.

…if you suffer 3-harm or more, the GM will choose one of the following:
- It’s worse than it looked. Take +1-harm.
- You’re out of action: unconscious, trapped, or panicked.
- Choose 2 options from the 1 or 2-harm list, above.

Peripheral Moves

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