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Personal Moves

Body Hopper

You never need to roll integration, alienation, and continuity as a result of voluntary resleeving. Resleeving after death, or being restored from backup requires integration, alienation, and continuity as normal.

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+Intuition. On a 10+, choose 3. On a 7-9, choose 2:

  • You get where you wanted to be
  • You remain undetected while getting there.
  • You leave no trace of ever having been there
  • You stumble across something useful or interesting along the way.

Disguise

When you have time and materials, you may disguise yourself as another individual of about the same size and shape. This disguise will pass all but a close physical examination (going beyond a simple pat-down). Simply posing as another random individual takes only moments and access to alternate clothing or a similar physical distraction. Posing as a particular individual requires considerable time, study and resources as determined by the MC.

Eccentric

Your motivations are not always clear to others, or even beneficial to them or to you. Whenever you take an action that is a detriment to the group, mark Experience.
Note: The +eccentric tag on your sanity track grants you this move for free.

Expertise

When you take this move, choose any other move you have that requires a die-roll. From now on, whenever you roll that move, you are boosted. You may take Expertise more than once, assigning each new version to a different move.

Fitness

Gain 2 new +scuffed boxes on your damage track.

In the Thick of Things

At the beginning of the session, roll+Intuition. On a 10+, hold 2. On a 7-9, hold 1. At any time, either you or the GM can spend your hold to have you show up in any scene, with the proper tools and knowledge. On a miss, the GM holds 1, and can spend it to have you already be there, but somehow pinned, caught or trapped.

Mercurial Mindset

You take pride in your differences from humanity. You must be +stigmatized to use this move. Whenever you take an action or public stance that highlights your nature to your own social detriment, mark experience.

Paragon

You have a reputation as a beacon of hope, or perhaps a ruthless badass. When you share with another player’s character your vision and your methods, roll+Rep. On a 10+, hold 2 over them. On a 7-9, hold 1 over them. Whenever you like, you can spend your hold, 1 for 1, to have them mark experience, typically for taking actions that follow your example. On a miss, they hold 1 over you, on the same terms.

Retribution

Whenever you or an ally becomes Dead, you are +boosted ongoing to all rolls versus those responsible, forever. (All rolls with them directly as a target count, of course. Rolls against their family and friends, minions, or property may count, in the GM’s judgment.)

Team Player

When you aid another you are +boosted forward as well.

Tough in the Fiber

When you fail the damage move (roll a 6-) take one less damage than you normally would.