Supplemental Rules

Basic Moves

Act Under Fire: When you do something under fire, roll+Cool. On a 10+, you do it, no problem. On a 7-9, you do it, but the MC will offer you a hard bargain, a worse outcome, or an ugly choice. On a miss, you flinch, hesitate, or something goes awry at the wrong time…

Seize By Force: When you seize something by force, roll+Hard. On a 10+, choose 3. On a 7-9, choose 2…
 You seize it, absolutely.
 You inflict terrible harm.
 You suffer little harm.
 You impress, dismay, or frighten your enemy.

Apply Pressure: When you apply pressure to somebody, roll+Hard. On a 10+, they have to choose – take the full consequences of your threat, or cave and do what you want. On a 7-9, they choose an option…
 Get the hell out of your way.
 Barricade themselves securely in.
 Give you something they think you want.
 Back off calmly, hands where you can see.
 Tell you what you want to you (or what they think you want to hear.)

Seduce or Manipulate: When you seduce or manipulate somebody, roll+Hot. For NPCs, on a hit, they ask for something before they do what you want, and if you promise, they’ll do it. On a 10+, keeping that promise is optional. On a 7-9, they need some concrete assurance now. For PCs, on a 10+, both, on a 7-9, choose 1…
 If they do it, they mark experience.
 If they don’t, they’re acting under fire.

Read a Person: When you read a person, roll+Sharp. On a 10+, hold 3. On a 7-9, hold 1. While you’re interacting with them, spend hold to ask questions, 1 for 1…
 Are you telling the truth?
 What are you really feeling?
 What do you intend to do?
 What do you wish I’d do?
 How can I get you to ____?

Read a Situation: When you read a charged situation, roll+Sharp. On a 10+, ask 3. On a 7-9, ask 1…
 What’s my best escape route/way past/way in?
 Who/what is most vulnerable to me?
 Who/what is the biggest threat here?
 What should I be on the lookout for?
 What’s my enemy’s true position?
 Who’s in control here?

Consult Training: When you consult your training, roll+Sharp. On a 10+, the MC will tell you something interesting and useful about the topic at hand. On a 7-9, the MC will tell you something interesting, and it’s on you to make it useful.

Peripheral Moves

Aid or Hinder Another: When you aid or hinder another, roll+Hx (PCs) or +Cool (NPCs). On a hit, they get +1 (aid) or -2 (hinder) now. On a 7-9, you also give the MC 1 hold over you.

Augury: By default, noone has access to Augury, but the Psychic move Fraying Edges, certain unique character moves, or bad candy might grant access to it. When you perform an augury, roll+Will. On a hit, choose 1…
 Use the Signal to contact someone – or something – connected to it.
 Isolate or protect a person or thing from the Signal.
 Isolate and contain a fragment of the Signal itself – for nefarious purposes, obviously.
 Insert information into the Signal.
 Open a window into the maelstrom… to whatever end that may bring.
By default, the effect lasts only as long as you maintain it, has a shallow reach, and creates increasing instability and chaos around it. On a 10+, choose 2. On a 7-9, choose 1…
 I’ll persist – for awhile – without you actively maintaining it.
 It reaches deep into the Signal.
 It reaches broadly throughout the extended pattern of the Signal.
 It’s stable and contained – no bleeding chaos.

Insight: By default, noone has access to insight, but the Psychic move Precognition, the Personal moves Contact Network and Wealth, certain unique character moves, or bad candy might grant access to it. When you seek insight from your people/resources/the void, ask what they think the best course of action is, and the MC will tell you. If you pursue that course, take +1 to all rolls made in the pursuit. If you pursue that course but don’t accomplish your ends, mark experience.

Throw Money At It: When you make it known you want something and drop resources to speed it on its way, roll+Resources spent (max+3). On a 10+, it comes to you, no strings attached. On a 7-9, it comes to you, or something pretty close, but there’s almost certainly a caveat or addendum. On a miss, it still comes to you, but with strings very much attached.

Peripheral Battle Moves

Provide Covering Fire: When you provide covering fire for someone, roll+Cool. On a 10+, you keep them from coming under concentrated fire, even past 9:00. On a 7-9, their position or course is untenable, and they proceed accordingly. On a miss, they suffer concentrated fire now. (If it was before 9:00, it’s 9:00 now.)

Stay the Fuck Down: When you stay the fuck down, roll+Sharp. On a hit, you’re in a relatively safe place for the rest of the battle, or until you decide to break your position. You gain 2-cover. On a 10+, you come under no fire. On a 7-9, you come under only incidental fire. On a miss, you have to break position now or come under concentrated fire.

Maintain an Untenable Course or Position: When you maintain an untenable course or position, roll+Hard. On a 10+, you can hold it, and for 3 ticks, you’ll come under only incidental fire, even past 9:00. On a 7-9, you can hold it, and for 1 tick you’ll come under only incidental fire. Either way, you can abandon it before your time is up to avoid concentrated fire. On a miss, you have to abandon your position now or suffer concentrated fire. (If it was before 9:00, it’s 9:00 now.)

Defend a Secure Position: When you defend a secure position, roll+Hard. On a 10+, hold 3. On a 7-9, hold 1. While defending your position, you can spend your hold 1 for 1 to…
 Redirect an attack from someone else at your position to you.
 Reduce the harm from an attack by half.
 Automatically succeed with a 10+ to stay the fuck down.
On a miss, your position is no longer secure – it’s now untenable, and you proceed accordingly.

Follow Through: When you follow through on someone else’s move, roll+Hx (Sharp for NPCs). On a 10, the MC chooses one of the following for you, as appropriate…
 You inflict 1-harm.
 You dominate someone’s position.
 You make an untenable course or position secure.
 You avoid all fire.
 You create an opportunity and follow through to full effect.
On a 7-9, you create an opportunity, but you haven’t seized it or followed through on it yet. The MC will tell you what it is. On a miss, the MC chooses one of the above for an appropriate NPC instead.
When you suffer harm…
When you suffer harm from any source, roll
Harm suffered. On a 10+, the MC can choose 1…
 You’re out of the action: unconscious, trapped, incoherent, or panicked.
 It’s worse than it seemed. Take 1 additional harm.
 Choose 2 from the 7-9 list, below.
On a 7-9, the MC can choose 1…
 You lose your footing.
 You lose your grip on whatever it was you were holding.
 You lose track of something or someone you were attending to.
 You miss noticing something important.
On a miss, the MC can choose 1 from the 7-9 list anyway, but the harm you suffer is reduced by 1.

When you suffer mental trauma…
When you suffer mental trauma from any source, roll+Mental Harm suffered (usually 1 to +3, depending on the circumstances). On a 10, the MC can choose 1…
 You’re out of the action: unconscious, trapped, incoherent, or panicked.
 You’re out of your own control. You come to yourself again a few moments later, having done I-don’t-know-what.
 Fill in one wedge on your Sanity countdown.
 Choose 2 from the 7-9 list, below.
On a 7-9, the MC can choose 1…
 You lose your footing.
 You lose your grip on whatever it was you were holding.
 You lose track of something or someone you were attending to.
 You miss noticing something important.
 You take one concrete action of the MC’s choosing.
On a miss, you keep it together and overcome the trauma with no lasting effect.

The Sanity Countdown!
Sometimes, due to mental trauma/psychic assault/bad luck/good luck, something snaps. Assumptions about the workings of the universe unravel. Your understanding of the truth of things expands. There is a truth of the universe beyond the perception of most individuals. Certain specialized instruments can measure it, in the midst of the cosmic white noise. Certain specialized individuals are attuned to it. There’s a pattern to it, vast and indescribably complex, and almost certainly a purpose. It is both stronger and more unpredictable in the empty, black reaches of space. Some species call it the “God Signal”, or the “whispers in the void”, or the “Delphic field”, or any number of other things. And awareness of it seems to hinge on madness.

That’s where the Sanity Countdown comes into play. You have a Sanity clock, just like your Harm clock, with wedges at 3:00, 6:00, 9:00, 10:00, 11:00, and 12:00. Sometimes, certain moves or events will cause you to fill in a wedge on the clock. While you can theoretically recover lost wedges of Sanity – through psychic surgeries or invasive procedures or extensive medication – it tends to be a difficult prospect.

At 3:00 you gain access to open your brain as an additional basic move, that can be advanced just like the other seven. Your awareness of the God Signal and the whispers in the void is heightened.
At 6:00 you get Delphic Channel as an additional move. Your awareness of the Signal is such that you often can’t shut it out.
At 9:00 you get Unstable as an additional move. Sometimes the whispers tell you things. And sometimes they give you instructions.
At 10:00 you get whichever option for Delphic Channel you didn’t take at 6:00.
At 11:00, whenever you roll the when you suffer mental trauma move, add +1 to the roll.
At 12:00, whenever you open your brain, you suffer 1 mental trauma (and roll the mental trauma move, as appropriate).

Open Your Brain: When you open your brain to the Signal, roll+Will. On a hit, the MC will tell you something new and interesting about a subject or situation – something you couldn’t otherwise know. He might also ask you some questions, answer them truthfully. On a 10+, you’ll get solid, useful details. On a 7-9, you’ll get flashes or impressions. On a miss, you’ve exposed yourself to something… the MC will tell you what.

Delphic Channel: At 6:00 on your Sanity countdown, choose one. At 10:00, both…
 Whenever you read a person, you also open your brain.
 Whenever you read a situation, you also open your brain.

Unstable: Whenever you do something detrimental to yourself or your allies, because the whispers told you to, mark experience.

Supplemental Rules

One More Star runawaymoonbeams ardhanari