Personal Moves

A No-Shit Pilot: When operating a vehicle…
 If you do something under fire, add the vehicle’s power to the roll.
 If you seize something by force, add the vehicle’s power to the roll.
 If you apply pressure to a situation, add the vehicle’s power to the roll.
 If you help or interfere with someone, add the vehicle’s power to the roll.
 If you seduce or manipulate someone, add the vehicle’s looks to the roll.
 If someone interferes with you, they add the vehicle’s weakness to their roll.
 If you fail your roll, take a penalty forward equal to the vehicle’s weakness.

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 command their absolute attention. You may exempt specific people, by name, if you choose.

Artful and Gracious: When you perform your chosen art, or when you put its product before an audience, roll+Hot. On a 10+, spend 3. On a 7-9, spend 1. Spend 1 to name an NPC member of the audience and choose one of the following:
 This person must meet me.
 This person must have my services.
 This person loves me.
 This person must give me a gift.
 This person admires my patron.
On a miss, you gain no benefit, but suffer no particular harm, either. You simply perform very well.

Barfly: When you work a bar, crowd, or society function, roll+Hot OR Wealth spent (max +3). On a 10, Choose 3. On a 7-9, choose 1. On a miss, still choose 1, but things get really out of hand:
 You befriend a useful NPC.
 You hear rumors of opportunity.
 You gain useful information.
 You are not entangled, conned, or tricked.

Battlefield Medic: You are skilled in medicine and field treatment, and have access to a medical kit with 6-stock. When you treat someone’s injuries, if they’re at 3-harm or greater, roll+stock spent (max+3). On a hit, they stabilize and heal to 2-harm, but the MC will choose 1 (on a 10+) or 2 (on a 7-9) of the following:
 They need to be physically stabilized before you can move them.
 Even sedated, they’ll fight you – you’re acting under fire.
 They’ll be in and out of consciousness for 24 hours.
 It takes more supply than you expected – spend 1 extra stock.
 They’ll be bedridden for at least a week.
 They’ll need constant monitoring and care for 36 hours.
On a miss, they take 1-harm instead.

When you treat someone’s injuries, if they’re at less than three harm, don’t roll. They choose: spend 4 days (1-harm) or 1 week (2-harm) blissed out on drugs, immobile but happy, or power through it but heal more slowly.

When you revive someone from death’s door (6-harm), roll+stock spent. On a 10+, they recover to 4-harm. On a 7-9, they recover to 5-harm. On a miss, you’ve done everything you can, but they’re not going to make it.

Clear-Eyed: When you read a person, roll+Hard instead of +Sharp.

Contact Network: You have developed an extensive network of allies and contacts who can provide help or resources in a pinch. When you take this move, choose one:
 Your contacts respect strength. Roll+Hard when contacting them.
 Your contacts respect your allure or forceful personality. Roll+Hot when contacting them.
 Your contacts respect intelligence. Roll+Sharp when contacting them.
At the beginning of the session, or as soon thereafter as you are in a position to do so, you may contact your network and roll the appropriate stat. On a 10+, hold 3. On a 7-9, hold 1. You may spend your hold anytime during that session, 1 for 1, to:
 Get something done: find one or more contacts to accomplish an off-screen task
 Lean on someone: convince a character as if you’d rolled a 10+ on seduce or manipulate
 Gather Intel: learn something about a subject as if you’d rolled a 10+ on consult training
 Analyze Intel: gain access to the insight peripheral move for one course of action
 Gather Resources: gain resources, or an item worth resources, equal to hold spent. The resources or item arrives at the end of the session.
On a miss, your network needs a favor in return. Lose access to this move until you satisfy them.

Cooperation: When you successfully aid another, you take +1forward as well.

Dangerously Sexy: When you enter into a charged situation, roll+Hot. On a 10+, hold 2. On a 7-9, hold 1. Spend your hold 1 for 1 to make eye contact with an NPC, who freezes or flinches and can’t take action until you break it off. On a miss, your enemies identify you immediately as their foremost threat.

Daredevil: When you go straight into danger without hedging your bets, you get +1-armor. If you’re leading a gang, they get +1-armor too.

Dutybound: When you are given an order by a superior, take +1 to all rolls made while following that order. If you pursue that course but don’t accomplish your ends, you gain experience.

Fitness: You get 2 extra health wedges, at 7:00 and 8:00.

Good in the Clinch: When you act under fire, roll+Sharp instead of +Cool.

Ice Cold: When you apply pressure to a situation, roll+Cool instead of +Hard.

King Rat: When you try to impose your will on your gang, roll+Hard. On a 10+, all 3. On a 7-9, choose 1:
 They do what you want.
 They don’t fight back over it.
 You don’t have to make an example of one of them.
On a miss, someone in your gang makes a dedicated bid to replace you as King Rat. If you don’t already have a gang, this move gives you one. Refer to the rules for gangs to create one!

Medical Innovator: You have a medical laboratory, an assistant or two (NPCs – describe them), and an uncanny (some would say unnatural) knack for stitching people together… and upgrading them.

For your laboratory, choose three: surgical tools, hydroponics, biological samples, skilled labor, biomechanical gadgets, spacious, an alien relic

When you go into your laboratory and attempt to fix or upgrade a biological entity, tell the MC what you want to do. You can work on living things the same way a Mechanic works on machines.

When you keep a person from falling apart, roll+Sharp. On a 10+, they can ignore up to 3-harm. On a 7-9, they can ignore up to 2-harm. On a miss, you may well have made things worse. Note that this doesn’t actually heal damage – for that, you’ll need your laboratory.

Moonlighting: You get 2-juggling. Whenever there’s a stretch of downtime in play or between sessions, you can work as a free operator. Choose a number of jobs to work up to your juggling and roll+Cool. On a 10+, you get profit from all your jobs. On a 7-9, you get profit from one, and disaster from the rest. On a miss, disaster all ’round.

Choose 2 paying jobs (profit/catastrophe):
 Bodyguarding (1-wealth / embattled)
 Espionage (1-wealth / deceived)
 Mercenary Work (1-wealth / embattled)
 Enforcement (1-wealth / overthrown)
 Honest Work (1-wealth / impoverished)
 Companionship (1-wealth / entangled)
 Deliveries (1-wealth / bushwhacked)
 Infiltration (1-wealth / discovered)
 Salvage (1-wealth / impoverished)
 Brokering Deals (1-wealth / shut out)
 Technical Work (2-wealth / shut out)
 Sex (2-wealth / entangled)
 Counter-Espionage (2-wealth / infiltrated)
 Assassination (3-wealth / embattled)
And choose 1 obligation gig:
 Avoiding Someone (you keep well clear / they catch you in a bad spot)
 Paying Debts (you keep up with them / they come due)
 Revenge (you victimize someone / they humiliate you)
 Protecting Someone (nothing bad happens to them / they’re gone)
 Pursuing Luxury (beauty in your life / you wind up in a bad spot)
 Maintaining Your Honor (you keep your word and your name / you cross a line)
 Seeking Answers (you get a clue / you chase a red herring)
For advancement, you may cross off any unused advance to instead get a new gig and +1-juggling, or remove your obligation gig.

Oftener Right: When a character comes to you for advice, tell them what you honestly think is the best course. If they do it, they take +1 to any rolls they make while doing it, and you gain experience.

Opportunistic: When you interfere with someone who’s rolling, roll+Cool instead of +History. Asshole.

Reputation: When you meet someone important (your call), roll+Cool. On a hit, they’ve heard of you, and you say what they’ve heard; the GM will have them respond accordingly. On a 10+, you take +1forward for dealing with them as well. On a miss, they’ve heard of you, but the GM will decide what they’ve heard.

Staggering Charisma: When you seize something by force, roll+Hot instead of +Hard.

Towering Presence: When you give someone an order or warning, roll+Hard. On a hit, they choose:
 They do it, following your order or heeding your warning.
 They freeze.
 They back away, hands where you can see them.
 They attack you.
On a 10+, take +1forward against them as well. On a miss, they do what they like and you take -1forward against them.

Wealth: You have developed extensive investments and agents whose job it is to keep you in credits. At the beginning of the session, roll the appropriate stat (see below) to see how your fortune is faring. On a 10+, you have surplus on hand for your needs. On a 7-9, you have surplus, but choose one want. On a miss, your investments are in want. The GM will choose one or more. The precise values of your surplus and want are determined by creating your investments below.
Choose 1:
 You’ve invested in soldiers or mercenaries. Roll+Hard at the beginning of the session, surplus: 1-Wealth, want: violent
 You’ve invested in the underworld, or in networks that value face-time. Roll+Hot at the beginning of the session, surplus: 1-Wealth, want: shady
 You’ve invested in academics, science, or technology. Roll+Sharp at the beginning of the session, surplus: 1-Wealth, want: distracted
Then Choose 2 Benefits:
 Your investments are extensive, but thinly spread. Surplus: +1-Wealth, want: needy
 Your investments are compact and well administered. Remove one want.
 Your investments profit from violent conflict. Surplus: +1-Wealth, want: embattled
 You’ve invested in the information trade. Surplus: gain the insight peripheral move, want: infiltrated
 You’ve invested in physical resources, perhaps a planet rich in minerals or a refinery. Surplus: +1-Wealth, want: immobile
 You’re a minor sharehold in another, larger organization. Surplus: +1-Wealth, want: obligation
 Your people have access to rare or specialized technology. Surplus: +1-Wealth, want: idle
Then Choose 1 Weakness:
 Your investments are always working for you, or deeply concealed. Want: unreliable
 Your investments are micromanaged and rely entirely on you for everything. Want: desperation
 Your investments are subject to bullying or blackmail. Want: reprisals
 Your investments are in large companies with multiple masters. Want: obligation
For advancement, you may cross off any unused advance to instead choose 2 new benefits, or take 1 new benefit and remove 1 weakness.

Will to Succeed: When you act under fire, roll+Will instead of +Cool.

Personal Moves

One More Star runawaymoonbeams ardhanari