Personal Moves

Ain’t Got Time to Bleed: When you’re reduced to 12:00-midnight or worse on the Harm or Shock clock, roll+Tough. On a hit, you’re not quite licked yet!

Shock: On a 10+ you find some inner reserve that lets you keep going; you’re at 12:00 but still able to act. On a 7-9, you’re at 12:00, able to act, but glitched. On a miss, you slump unconscious. Further shock received becomes Harm.

Harm: On a 10+ you find some inner reserve that lets you keep going; you’re at 12:00 on the clock but still able to act. On a 7-9 you’re hanging on by a thread; you’re able to act, but choose 2:
- You are glitched
- You’ll pass out in a few moments, unconscious or dying but still revivable.
- You’re making it worse. Future moves to aid or heal you will be glitched

On a miss, you tried your best, but that’s it for you. You may make this move before deciding whether or not to take a debility.

A No-Shit Driver: You are skilled behind the wheel of just about any vehicle you can get your hands on. When operating a vehicle…

…when you fight for your life, add the vehicle’s Power to your roll.
…when you change the game, add the vehicle’s Style to your roll.
…when you incur fire, add the vehicle’s armor to your own.
…when someone hinders you by targeting your vehicle, add the vehicle’s Weakness to their roll.

Arresting Grace: When you remove a piece of clothing – your own, or someone else’s – nobody who can see you can do anything but watch. You can exempt specific people, by name, if you choose.

Artful and Gracious: When you perform your chosen art, or place the product of it before an audience, roll+Moxie. On a 10+, choose 3. On a 7-9, choose 2:
- You gain one or more admirers – for better or worse.
- Name a character in the audience. They must give you a gift or offer you a favor.
- Name a character in the audience. They must have your services.
- You attract the attention of a powerful or influential patron.

Barfly: When you work a bar, crowd, or society function, roll+Savvy. On a 10+, choose 3. On a 7-9, choose 2:
- You meet someone important or helpful.
- You learn something interesting or useful.
- You aren’t entangled, tricked, or conned.
- You don’t make a spectacle of yourself.

Big Damn Heroes: You have a knack for showing up at exactly the right time. At the beginning of the session, roll+Moxie. On a hit, hold 1. You can spend your hold at any time to show up on the scene, with just the right tools or knowledge for the job, with or without any clear explanation for how you got there. On a 10+, take +1-ongoing when you get there as well.

Break and Enter: You are talented at gaining access to places you have no business being. When you attempt to enter or exit such a place, roll+Savvy. On a 10+, choose 3. On a 7-9, choose 2:
- You get where you wanted to go.
- You remain undetected getting there.
- You leave no trace of having ever been there.
- You stumble upon something interesting or useful.
- You blaze a trail for your allies to follow.

Consummate Liar: When someone else attempts to read you, you don’t have to answer their questions honestly if you don’t want to.

Crows and Pigeons: You are skilled at begging, scrounging, and stealing the basics you need for survival. At the beginning of the session, roll+Savvy. On a hit, you have enough food/water/money/supplies to get by, regardless of the results of your team’s roll on the Mean Streets move. On a 10+, you even have a little extra – you get +1-wealth.

On a miss, pick one:
- You owe someone a favor, and it’s payable right the fuck now
- You lost something valuable getting out of trouble

Dangerously Sexy: When you enter into a charged situation, name the character you consider most important and roll+Moxie. On a hit, they become fixated on you and can take no action against anyone else for the duration of the scene. On a 10+, you are boosted on all rolls against them, as well.

Daredevil: When you charge into danger without planning or hedging your bets, you get +1-armor. If you happen to be leading a gang, they get +1-armor too.

Discipline: When you inflict harm, you may choose one of the following:
- You inflict Shock instead of Harm
- You inflict -1-harm, but your harm is ap

Don’t Tread On Me: Trauma has taught you hard lessons, and your will to survive is strong. At the beginning of the session, roll+Tough. On a 10+, hold 3. On a 7-9, hold 1. You can spend your hold at any time to:
- Heal one wedge of Harm or two wedges of Shock
- Ignore all damage from a single incoming attack
- Ignore the effects of the glitched status for 1 tick

Fire Control: When you go into battle, roll+Tough. On a 10+, hold 2. On a 7-9, hold 1. You can spend your hold at any time, 1 for 1, to:
- Add a tag to your weapon for 1 tick.
- Remove a tag from your weapon for 1 tick.

You can do this even for ‘weapons’ inherent to anatomy, moves, or powers.

Fitness: You have two additional wedges on your Harm clock, at 7:00 and 8:00.

Fuck This Shit: When you retreat from a bad situation, name your exit and roll+Will. On a hit, you’re gone. On a 10+, choose 2. On a 7-9, choose 1:
- You can bring other people (your call) with you.
- You don’t leave something important behind.
- You don’t take something unwanted along.

Hacker: When you attempt to subvert or gain access to an electronic system, state what you’re trying to do and roll+Savvy. On a hit, you get what you were after. On a 7-9, choose 1:
- You were detected getting in.
- You broke something along the way.

Medical Training: You have access to a mundane medical kit with 6-stock, and you have the skill to use it effectively.

In battle, when you refuse to let someone else die, roll+Will. On a hit, they’re stabilized. On a 10+, choose 2. On a 7-9, choose 1:
- They heal 1-harm now.
- There won’t be complications later.
- They’re conscious and can act immediately.

This probably counts as saving a teammate’s life, but that’s still their call. On a miss, you make things worse – they take 1-harm, and they might not survive the kind of help you have to give.

Oftener Right: When someone comes to you for advice, tell them what you honestly think the best course of action is. If they take your advice, they are boosted on all rolls to pursue that course of action, and you mark experience.

Ravens and Vultures: You are skilled at liberating, stealing, and bargaining for specialized equipment that’s often very helpful to you. At the beginning of the session, roll+Will. On a 10+, choose 2. On a 7-9, choose 1:
- 2-stock for a first aid kit
- Ammunition for a weapon with the refill tag
- A reasonably common weapon
- Somebody you were looking for
- A piece, part, or tool

For each thing you choose, choose one of the following as well:
- You stole it from someone and they want it back
- You owe someone a favor now
- You got hurt acquiring it – take 1-harm
- It cost you something valuable to get hold of it

Reputation: When you meet someone important (your call), roll+Moxie. On a hit, they’ve heard of you, and you decide what it is that they’ve heard. On a 10+, you’re boosted on your next roll to interact with them, too. On a miss, they’ve heard of you, but the GM will decide what they’ve heard.

Revenge!: When someone important to you falls in battle (your call), pick the person you hold most responsible. You are boosted on all rolls against them, forever.

Team Spirit!: You’ve always got an eye out for your teammates. When you enter into a charged situation, roll+Team. On a 10+, hold 2. On a 7-9, hold 1. During the course of the scene, you can spend your hold 1 for 1 to automatically aid an ally, as though you’d rolled a 10+ to aid or hinder another, in addition to whatever else you’re doing.

Trouble Brewing: You have an eye for danger and opportunity. Whenever you spend a hold from using your instincts, you may ask the GM any one question about the current situation in addition to the usual effects of the move.

Personal Moves

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