Basic Moves
TAKE A RISK
When you do something risky, or try to endure dangerous circumstances, roll+cool.
On a 10+, you do it.
On a 7–9, you flinch, hesitate, or stall: the HOST can offer you a worse outcome, a hard bargain, or an ugly choice.
On a 6 or less, be prepared for the worst.
INTIMIDATE SOMEONE
When you go aggro on someone, roll+hard.
On a 10+, they have to choose:
• Accept the consequences.
• Cave and do what you want.
On a 7–9, they can choose 1 of the above, or 1 of the following:
• Get out of your way.
• Barricade themselves securely in.
• Give you something they think you want, or tell you what you want to hear.
• Back off calmly, hands where you can see.
On a 6 or less, be prepared for the worst.
MANIPULATE SOMEONE
When you try to manipulate, bluff, fast-talk, or lie to someone, tell them what you want them to do, give them a reason, and roll+hot. For NPCs:
on a 10+, they’ll go along with you, unless or until some fact or action betrays the reason you gave them.
On a 7–9, they’ll go along with you, but they need some concrete assurance, corroboration, or evidence first.
For PCs: on a 10+, both.
On a 7–9,
choose 1:
• If they go along with you, they mark experience.
• If they refuse, erase one of their stat highlights for the remainder of the session.
What they do then is up to them.
On a 6 or less, for either NPCs or PCs, be prepared for the worst.
HELP OR INTERFERE WITH SOMEONE
When you help or interfere with someone who’s making a roll, roll+Hx. On a 10+,
they take +2 (help) or -2 (interfere) to their roll.
On a 7–9, they take +1 (help) or -1 (interfere) to their roll.
On a 6 or less, be prepared for the worst.
OBSERVE YOUR SURROUNDINGS
When you read a charged situation, roll+sharp. On a hit, you can ask the MC questions. Whenever you act on one of the MC’s answers, add 1 to your roll.
On a 10+, ask 3 of the following questions.
On a 7–9, only ask 1.
• Where’s my best escape route / way in / way past?
• Which enemy is most vulnerable to me?
• Which enemy is the biggest threat?
• What should I be on the lookout for?
• What’s my enemy’s true position?
• Who’s in control here?
On a miss, ask 1 anyway, but be prepared for the worst.
READ A PERSON
When you read a person in a charged interaction, roll+sharp.
On a 10+, ask upto 3 of the following questions any time during your conversation.
On a 7–9, only ask 1.
• Is your character telling the truth?
• What’s your character really feeling?
• What does your character intend to do?
• What does your character wish I’d do?
• How could I get your character to —?
On a 6 or less, ask 1 anyway, but be prepared for the worst.
REACH OUT TO YOUR CONTACTS
When you seek aid or knowledge from your extended network of contacts, roll+connected.
On a 10+, it comes willingly.
On a 7-9, it comes but with strings attached.
On a 6 or less, what you seek moves further from you.
SEIZE BY FORCE
To seize something by force, roll+hard. On a 10+, choose 2 results from the list below.
On a 7–9, choose 1.
• You take it quietly.
• You take definite and undeniable control of it.
• You impress, dismay, or frighten your enemy.
On a 6 or less, you are caught vulnerable.
CREATE A NEW RACE
Whenever a new NPC is introduced, the HOST may call for a new alien race to be created. The HOST will describe their appearance, or they may wish to defer the decision to a player. One of the players must roll without modifiers.
On a 10+, the player chooses the answers to 3 of the questions below.
On a 7-9, they answer 2.
- What is the race's culture (choose from the culture list)?
- Is the race neutral, allied or opposed to Mankind?
- Whom else are they most strongly allied with?
- How involved are they in Mankind’s affairs?