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Peripheral Moves

There are a number of moves that can potentially apply to any character under certain circumstances.

Insight: By default, no-one has access to insight, but certain other moves grant it. When you ask your source for insight on what they think your best course is, the GM will tell you. If you pursue that course, take +1 to any rolls you make in the pursuit. If you pursue that course but don’t accomplish your ends, you mark experience.

Throw Money At It: When you want something and it’s not immediately obvious that you can just buy it, you canthrow money at the problem. Roll +Resources spent (max+3). On a 10+, you get it, no strings attached. On a 7-9, you find it, or something pretty close, but there’s almost certainly a caveat or addendum. On a miss, you can still find it, but with strings very much attached.

Suffer Harm: This move is unusual in that a hit is bad for the player and a miss is good:
When you suffer harm, roll +harm suffered (after armor, if you’re wearing any, and shields/barrier if applicable). On a 10+, the GM can choose 1:

On a 7–9, the GM can choose 1:

On a miss, the GM can nevertheless choose something from the 7–9 list above. If he does, though, it’s instead of some of the harm you’re suffering, so you take -1harm.

Mental Harm: When a player character suffers mental trauma or a fit of madness roll +mental harm suffered (usually on a scale of +1 to +3 depending on the severity of the trauma). On a 10+, the GM can choose 1:

On a 7–9, the GM can choose 1:

On a miss, you keep it together and overcome the trauma with no effect.

Inflict Harm on Another Player’s Character: When you inflict harm on another player’s character, the other character gets +1Hx with you (on their sheet) for every segment of harm you inflict. If this brings them to Hx+4, they reset to Hx+1 as usual, and therefore mark experience.

Heal Another Player’s Character: When you heal another player’s character’s harm, you get +1Hx with them (on your sheet) for every segment of harm you heal. If this brings you to Hx+4, you reset to Hx+1 as usual, and therefore mark experience.

Spectre Authority: If you’re a spectre, the Council has given you extraordinary legal authority. When you invoke your status to get something, roll +Paragon or +Renegade. On a 10+, you find a contact who will make it happen, within reason. On a 7-9, you get something close, but be ready to accept compromises.

Tempt Fate (Paragon/Renegade)
If you confront something so dangerous or unpredictable that it doesn’t really matter what you do, such as crashing a shuttle or being blown out an airlock, roll +Paragon or +Renegade (your choice). On a 10+, it’s unbelievable; you survive, perhaps with a temporary setback or hindrance, depending on circumstances. On a 7-9, you survive, but with permanent consequences or a scar.

Session End: At the end of the session, go around the table. Name one character that now knows you better. They gain +1Hx with you. Then, name one character that you know better, you gain +1 Hx with them.

In both cases state how or why you know each other better. Tie it in to the session, obviously.

Call on Inner Strength:: When you’ve taken enough harm to die, call on your inner strength and roll +Will. On a 10+ you find some inner reserve that lets you keep going; you’re at 11:00 on the Harm countdown. On a 7-9, you’re hanging on by a thread; you’re at 12:00, unconscious, but still revivable. On a miss, you tried your best, but that’s it for you. You may make this move before deciding whether or not to take a debility.

Perilous Journey
When you travel by FTL, choose one member of the group to act as Pilot, one to be Sensors Operator, and one to be the Engineer (the same character cannot have two jobs). If you don’t have enough members in the group or choose not to assign a job, treat that job as if it had rolled a 6.
Each character with a job to do rolls+Sharp;

Outstanding Warrants
When you return to a civilized place in which you've caused trouble before, roll+Hot. On a 10+, word has spread of your deeds and everyone recognizes you. On a 7–9, that, and, the GM chooses a complication:

When you spend your leisure time in study, meditation, or hard practice, you gain preparation. If you prepare for a week or two, 1 preparation. If you prepare for a month or longer, 3 preparation. When your preparation pays off spend 1 preparation for +1 to any roll. You can only spend one preparation per roll.

When you make a move while carrying weight up to or equal to load, you’re fine. When you make a move while carrying weight equal to load+1 or load+2, you take -1. When you make a move while carrying weight greater than load+2, you have a choice: drop at least 1 weight and roll at -1, or automatically fail.

Once per session, when you show great heroism or compassion, roll+paragon. On a 10+, choose 1. On a 7–9, choose 1 but, you also open yourself up to harm, cost, or later repercussions. On a miss, gain +1 paragon. If paragon reaches +4, reset it to +1 and mark experience.

Once per session, when you do whatever it takes to get the job done, roll+renegade. On a 10+, choose 1. On a 7–9, choose 1 but, you also allow harm to come to someone or something else in the process. On a miss, gain +1renegade. If renegade reaches +4, reset it to +1 and mark experience.