Tech Moves

All My Vices Are Devices: At the beginning of game, roll+Sharp. On a 10+, hold 3. On a 7-9, hold 1. You can spend your hold 1 for 1, at any time, to have a piece of tech useful to whatever situation you find yourself in – either on-hand, or somewhere you can get at it without too much trouble. This won’t get you weapons, but it might get you just about anything else man-portable and high-tech.

Combat Engineer: When you defend a secure position, roll+Sharp instead of+Hard.

Hacker: When you seek to subvert a computer system that doesn’t belong to you or bypass electronic security measures, roll+Sharp. On a 10+, choose 3. On a 7-9, choose 2. On a miss, choose 1 anyway…

  • You get what you were after.
  • You don’t alert anyone to your intrusion.
  • You don’t damage anything on the way in or out.

Kinetic Barriers: You get +2-shields. This stacks with any shields you might have from equipment or environmental factors.

Mechanic: You have a functional workspace and the talent for assembling, designing, disassembling, and understanding technological devices.

For your workspace, choose three: spacious, machining tools, an alien relic, high-tech gadgets, access to rare materials, a cargo vehicle, skilled labor, security

When you go into your workspace, tell the MC what you want to do. He’ll then say “sure, but…” and add one to four of the following conditions:

  • You’ll have to add _____ to your workspace.
  • You’ll need to figure out _____.
  • You’ll need to find _____.
  • It’ll cost you – a lot – in wealth and favors.
  • It’s going to take days/weeks/months of work to finish.
  • You’ll be exposing yourself and your companions to serious danger.
  • It’s going to take a few/many/dozens/hundreds of tries before you get it right.
  • The best you’ll be able to manage is a crap version, weak or unreliable.
    The MC might choose to link these conditions together with ‘and’, or might throw in a merciful ‘or’, at his discretion.

When you try to keep a piece of tech from falling apart, roll+Sharp. On a 10+, it can temporarily ignore up to 3-harm. On a 7-9, it can temporarily ignore up to 2-harm. On a miss, you may well have made things worse. Note that field repair of this manner doesn’t permanently fix something – for that, you have your workspace.

Sabotage: When you sabotage a piece of tech being wielded against you, roll+Sharp. On a hit, it breaks and is non-functional for the rest of the battle. On a 10+, it does 1-harm to the wielder.

When you sabotage a drone or artificial lifeform, roll+Sharp. On a 10+, hold 3. On a 7-9, hold 2. At any time, spend your hold 1 for 1 to:

  • Make it fight on your behalf. If in battle, this lasts for 1 tick.
  • Make it defend you. It takes all harm from an attack meant for you.
  • Make it die. It takes 1-harm per hold spent (ap).

Sentry Turret: When you place a sentry turret in battle, you automatically make that position a secure one and get +1 to defend a secure position. Furthermore, you can defend that position even if you leave it. If you choose to redirect an attack from a person or thing in your position to yourself, you may redirect it to the turret instead, destroying the turret and ending this move.

Technopathy: You can read a person on any computer system, interpreting the move’s results as liberally as is appropriate, and can add the following options to the list…

  • What is the system’s true function or purpose?
  • Who does the system regard as an “authorized user”?

Tech Moves

One More Star runawaymoonbeams ardhanari