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Tech Moves:

All My Vices Are Devices

At the beginning of game, roll+Resources. 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.

Cyberbrain Hacking

When you hack a +cyberbrain or a +virtual person in a charged situation roll+Cognition. On a 10+, hold 3. On a 7-9, hold 1. You can spend your hold 1 for 1 at any time to…

  • Make the target’s attack miss its mark – it strikes someone other than the intended target, or a wall, or the ground.
  • Extract one discrete piece of information from the target.
  • Impress, dismay, or frighten the target.
  • Overload the target. Inflict 2 damage per hold spent.
  • Take over their body (+puppet sock only). They can try to resist by rolling+Willpower in subsequent rounds. 10+ throws off your control, 7-9 contests control, and failure leaves control in your hands.

You cannot use this move if you have unspent hold from this move.

Hacker

When you seek to subvert a non-informorph computer system or electronic security measures, roll+Intuition/Cognition. On a 10+, choose 3. On a 7-9, choose 2. On a miss, choose 1 anyway.

  • You get into the system or past the security
  • You don’t alert anyone to your intrusion
  • You leave no trace behind
  • You don’t permanently damage something important

Mechanic

You are skilled with your hands and can fix, repair, or build pretty much anything. You have a dedicated workspace for larger projects, and an ability to repair things on the fly.

Workspace: Choose 3: a garage or cargo hold, a darkroom, skilled labor, a collection of raw materials, a cargo vehicle, high-tech gadgets, advanced tools, transmitters & receivers, an alien relic, high security.

When you go into your workspace and dedicate yourself to making a thing, or to getting to the bottom of something technological, decide what you’re doing and tell the GM. The GM will tell you “sure, no problem, but…” and then 1 to 4 of the following:

  • It’s going to take hours/days/weeks/months of work
  • First you’ll have to get/build/fix/figure out (something)
  • You’re going to need (someone) to help you with it
  • It’s going to cost you a ton of resources
  • The best you’ll be able to do is a crap version, weak and unreliable
  • It’s going to mean exposing yourself and colleagues to serious danger
  • You’re going to have to add (something) to your workspace first
  • It’s going to take several/dozens/hundreds of tries
  • You’re going to have to take (something) apart to do it.

The GM might connect them all with “and,” or might throw in a merciful “or.” Once you’ve accomplished the necessaries, you can go ahead and accomplish the thing itself.

You can repair synthetic morphs with this move.

Medical Miracle-worker

You are a master of all things biological, medical, and cybernetic. You may work on people or other biological specimens as if you were a Mechanic.

Laboratory: Choose 3: a med-bay or cargo hold, a surgery, skilled labor, growth vats of raw materials, an ambulance vehicle, high-tech gadgets, advanced life-support systems, top-notch cybernetic implant supply, an alien relic, high security.

You may go into your laboratory using the same rules as a mechanic going into their workspace.

You can use this move to heal biomorphs.

Nanovirus Fabricator

Name somebody who might conceivably eat, drink, breathe or otherwise ingest something you’ve touched and roll+Cognition. On a 10+, they do, and become Dead in some nasty way sometime during the next 24 hours. On a 7-9, they’re merely badly injured or out of action. On a miss, some several people of the GM’s choice, maybe including your guy maybe not, get it.

Psychosurgery:

When you engage in psychosurgery upon a neural backup, fork, AGI, or emulated ego in your carefully controlled simulspace, roll+Cognition. On a 10+, choose 2 (the same choice can be taken twice). On a 7-9, choose 1:

  • Fork Integration: re-integrate a fork successfully
  • Memory Editing: alter, or delete any one memory or related set of memories
  • Behavioral modification: edit or delete certain behaviors or impulses
  • Deep Learning: Grant the subject 1 Experience.
  • Interrogation: Learn the complete answer to any one question
  • Psychotherapy: Add or Remove one check from the Sanity Track.
  • Take Care: Grant the subject +boosted on the subsequent trauma move (see below)

The subject then rolls the trauma move. In addition to the normal effects, on a 10+, the subject may choose whether to keep the changes or reject them. On a 7-9, the changes take effect, but the subject may choose one change that is only temporary. It will fade in a few weeks. On a failure, the changes take effect permanently, and the subject marks one check on the sanity track as normal.

Glitch in the System

You can see the tiny flaws in any virtual system. You always know if you have the +virtual tag, and you always know if you’re in a simulspace or some other virtual reality. While +virtual you can glitch the system. Roll+Willpower. On a hit, you can change one aspect of the reality around you. On a 10+, you gain partial administrator access permitting follow-up, minor changes.

Master Puppeteer

Bots you remotely control may make moves from your move list, using your stats. They are not glitched when under your direct control.


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