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Personal Moves




The Personal Moves have been Broken Down into a few logical groups. They are still available to all players I just wanted to help tie them together. It might help you decide when and how to put them together.

Job Moves


These moves help define roles you might take on as a player character.

The Pilot
A No Slacko Pilot: When operating a vehicle…

The Star
Artful & Gracious: When you perform your chosen art – any act of expression or culture – 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 anNPC member of your audience and choose one:

On a miss, you gain no benefit, but suffer no harm or lost opportunity. You simply perform very well.

The Connected Guy
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:

At the beginning of the session, or as soon thereafter as you are in a position to do so, you maycontact 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:

On a miss, your network needs a favor in return. Lose access to this move until you satisfy them.

Fingers in Every Pie: Put out the word that you want a thing – could be a person, could be somethin’ somethin’, could even be just a thing – and roll +Hot. On a 10+, it shows up for you remarkably quickly. On a 7-9, well, your people make an effort and everybody wants to please you and close is close, right? On a miss, it shows up for you with strings wicked attached.

Moonlighting: You get 2-juggling. Whenever there’s a stretch of downtime in play, or between sessions, choose a number of your gigs to work. Choose no more than your juggling. Roll +Cool. On a 10+, you get profit from all the gigs you chose. On a 7-9, you get profit from at least 1; if you chose more, you get catastrophe from 1 and profit from the rest. On a miss, catastrophe all around. The gigs you aren’t working give you neither profit nor catastrophe. Whenever you get a new gig, you also get +1juggling.
Choose 3 paying gigs (profit/catastrophe):

And choose 1 obligation gig:

For advancement, you may cross off any unused advance to instead gain +2 gigs, or +1 gig and remove your obligation gig.

Networker: When you collect gossip about someone important (your call), roll +Hot. On a hit, you can ask the GM questions. On a 10+, ask 3. On a 7-9, ask 1:

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:
Then Choose 2 Benefits:
Then Choose 1 Weakness:For advancement, you may cross off any unused advance to instead choose 2 new benefits, or take 1 new benefit and remove 1 weakness.

The Leader
Inspiring Leader: When you use words or deeds to inspire your people, roll +Hard. On a 10+, hold 3. On a 7-9, hold 1. At any time, you can spend your hold 1 for 1 to:
Pack Leader: When you lead a squad into battle, it counts as one size larger than it is.
Squad Leader: You have a squad (“gang” in AW terms) of about a dozen men and women. By default: 2-harm gang small 1-armor, and choose 2:
And choose 1:

When your squad fights for you, roll +Hard. On a 10+, hold 3. On a 7-9, hold 1. Over the course of the fight, spend your hold 1 for 1 to make your squad:
On a miss, your orders get misunderstood or garbled or otherwise confused.
For advancement, you may cross off any unused advance to instead add a new choice or remove an existing choice.

The Medic
Battlefield Medic: When you are caring for people, not fighting, you get +1armor. You have access to mundane medical supplies worth 4-stock (see Medical Kit in Equipment).

Defy Death: Whenever someone under your protection or care dies, gain +1 Will (max. +3).

Medical Miracle-worker: You are a master of all things biological, medical, and cybernetic. You may go into your lab to conduct research, perform surgeries or work on implants. Take the Laboratory Move as part of this move

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, booby traps.

When you go into your laboratory and dedicate yourself to researching something, implanting something or healing someone, or to getting to the bottom of something biological, 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:

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.

Trauma Care: When you try to keep a person from falling apart roll +Sharp. On a 10+, the person or other biological system can ignore 3 of the harm it has thus far taken. On a 7-9, they can ignore 2 of the harm they have taken. On a miss, you may well have made things worse… Note that this does not permanently repair the damage (that requires the laboratory above, or medical care), but it will stave off death or debility temporarily.

Unity: You have med packs with four doses of medi-gel and the knowledge to use it effectively. When you can tend to an injured colleague (or you both have medi-gel enabled omni-tools), roll +Sharp. On a 10+, heal 2 segments. On a 7-9, heal 1 segment. On a miss, something goes awry. Use one dose for every person upon whom you use this move. The GM will tell you when you can resupply. Furthermore, if you have access to mundane medical supplies, you can use those supplies just like a Medical Kit (see Equipment). This move does not give you the kit nor any stock, just the ability to use one effectively.

The Engineer
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. You take the Workspace Move below as part of this move.

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

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.

Field Repair: When you try to keep a piece of tech from falling apart roll +Sharp. On a 10+, the machine can ignore 3 of the harm it has thus far taken. On a 7-9, the machine can ignore 2 of the harm it has taken. On a miss, you may well have made things worse… Note that this does not permanently repair the machine (that requires the workspace above), but does permit it to perhaps survive long enough to get the job done.
Siege Engineer: When you attack a fortified and secure position or a building with people in it you count as a small gang with harm and armor appropriate to your equipment and moves. If you attempt toseize by force that position or building, add the following line to that move’s list of options:

The Handler
Varren Handler: You have a pet creature capable of fighting by your side. You can’t talk to it per se but it always acts as you wish it to. Name your animal and choose an appropriate species, then choose its stats:

Choose as many strengths as its ferocity:

Your animal is trained to fight people. Choose as many additional trainings as its cunning:

Choose as many weaknesses as its instinct:

When you work with your animal companion on something it’s trained in:

For advancement, you may cross off any unused advance to instead choose 2 new trainings.

The Tech Savvy
Hacker: When you seek to subvert a computer system that doesn’t belong to you or bypass electronic security measures, roll +Sharp. On a 10+, all 3. On a 7-9, choose 2. On a miss, choose 1 anyway.

Hypnotic: When you have time and solitude with someone, they become fixated upon you. Roll +Hot. On a 10+, hold 3. On a 7-9, hold 2. They can spend your hold, 1 for 1, by:

For NPC’s, while you have hold over them, they can’t act against you. For PCs, instead, any time you like you can spend your hold, 1 for 1:

On a miss, they hold 2 over you on the exact same terms.


Social Moves


These moves are primarily used to support your team or be used in a non-combat fashion.

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

Consummate Liar: Whenever someone reads you with a move and asks you if you’re telling the truth, the answer is always “yes.”

Dangerous and 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 present, 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

Dutybound: When you are given an order by a superior, take +1 to any rolls you make when following that order. If you pursue that course but don’t accomplish your ends, you mark experience.

Easy to Trust: When you try to seduce or manipulate another player’s character, roll +Hx instead of roll +Hot. An NPC, roll +Cool instead of roll +Hot.

Life of the Party: When you hit the club or enter the party, roll EITHER +Hot OR +Resources spent (max +3). On a 10+, choose 3. On a 7–9, choose 1. On a miss, you still choose one, but things get really out of hand (the GM will say how).

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

Paragon: You have a reputation as a beacon of hope. When you share with another player’s character your vision and your methods, roll +Will. On a 10+, hold 3 over them. On a 7-9, hold 2 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.

Renegade: You are a ruthless dude who will do whatever it takes. When you give someone an order or a warning, roll +Hard. On a hit, they choose:

On a 10+, take +1forward against them as well. On a miss, they do what they like and you take
-1forward against them.

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.


Tactical Moves


Tactical moves are designed to support combat moves.

Dance of Death: When you go aggro or seize something by force via melee combat, roll +Hot instead of roll +Hard.

b>Daredevil</b>: If you go into battle without hedging your bets, you get +1armor. If you happen to be leading a squad (“gang”) or convoy, it gets +1armor too.

Demophobia: When facing a gang or mob, gain +1ongoing for every size-category larger the gang is than you on any move to fight or escape the gang.

Disciplined Engagement: When you inflict harm, you can choose to inflict any amount of harm you like, less than or up to your harm as established, including s-harm. Decide at the moment you inflict the harm; you need not tell anyone in advance how much harm you intend to inflict.

Eye on the Door: Name your escape route and roll +Cool. On a 10+, you’re gone. On a 7-9, you can go or stay, but if you go it costs you: leave something behind, or take something with you, the GM will tell you what. On a miss, you’re caught vulnerable, half in and half out.

Ice-Cold: When you go aggro on an NPC, roll +Cool instead of roll +Hard. When you go aggro on another player’s character, roll +Hx instead of roll +Hard.

Keen-Eyed: When you go into battle roll +Sharp. On a 10+, hold 3. On a 7-9, hold 1. During battle you may spend your hold, 1 for 1, to re-roll any single die on any move.

Knife in the Dark: When you attack from hiding or from a circumstance prepared by you in advance, your harm is (ap)

Last Stand: When you stand your ground against overwhelming odds, roll +Hard. On a 10+, choose 3. On a 7-9, choose 1:

Retribution: When an ally falls in battle (midnight or beyond on the harm clock), you get +1ongoing against the individual you consider most responsible. Forever, or until he dies, whichever comes first.

Tactical Acumen: You look at every situation with a tactical eye, and are commonly prepared for most surprises. When you declare retroactively that you’ve already set something up, roll +Sharp. On a 10+ it’s just as you say. On a 7-9, you set it up but here at the crucial moment the GM can introduce some hitch or delay. On a miss, you set it up, but since then things you don’t know about have seriously changed.


General Moves


These moves typically modify what stat you roll or give you a modifier in a particular situation.

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

Fitness: Gain 2 new Harm wedges at 7:00 and 8:00. Draw in two new lines on your Harm countdown.

Force of Will: You can roll +Will to get the effects of going aggro, without going aggro. Your victim has to be able to see you, but you don’t have to interact. If your victim forces your hand, your uncanny presence counts as a weapon doing s-harm close loud-optional.

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

Impossible Reflexes: The way you move unencumbered counts as armor. If you’re naked or nearly naked, 2-armor; if you’re wearing non-armor fashion, 1-armor. If you’re wearing armor, use it instead.

Intelligent Aid: You can choose to roll +Sharp instead of roll +Hx when you aid another who’s rolling.

Merciless: When you do harm, do +1harm

Team Player: When you follow through on someone else’s move, on a 10+ the GM selects two options from the list. On a 7-9, you create an opportunity AND seize it or follow through on it.

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

Sneaky and Stealthy Moves


Thes moves assist in the art of being a ninja.

Appraising Eye: When you read a situation, on a hit, in addition to your other questions, you may ask this:

When you read a person, on a hit, in addition to your other questions, you may ask this:

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

Poisoner: Name somebody who might conceivably eat, drink, or otherwise ingest something you’ve touched. If it’s an NPC, roll +Hard; a PC, roll +Hx. On a 10+, they do, and suffer 4-harm (ap, ignore shields/barriers) sometime during the next 24 hours. On a 7-9, it’s 2-harm (ap, ignore shields/barriers). On a miss, some several people of the GM’s choice, maybe including your guy maybe not, get it, and all suffer 3-harm (ap, ignore shields/barriers).