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Basic Moves



Basic Moves


All the basic moves from Apocalypse World are used EXCEPT open your brain. I’ve added few new basic moves, and added advanced versions of Some moves. You can only get the “Advanced” result if you purchase the advance for that move (see XP and Advancement) For reference, all the the basic moves in Mass Effect: Apocalypse are:

Act Under Fire: When you do something under fire [act despite an imminent threat or suffer a calamity] , roll +Cool. On a 10+, you do it, no problem. On a 7-9, you do it, but the MC will offer you a hard bargain, a worse outcome, or an ugly choice. On a miss, you flinch, hesitate, or something goes awry at the wrong time.
Avanced:
On a 12+, you transcend the danger, the pressure, the possibility of harm. You do what you set out to do and the GM will offer you a better outcome, true beauty, or a moment of grace.

Go Aggro: When you go aggro on somebody, or are otherwise in a position to harm them when they can’t harm you, roll +Hard. On a 10+, they have to choose: take the full consequences of your threat, or cave and do what you want. On a 7-9, they choose an option:
Advanced:
On a 12+, they have to cave and do what you want. You’ve overwhelmed them; they can’t possibly bring themselves to force your hand.

Seize by Force: When you seize something by force, roll +Hard. On a 10+, choose 3. On a 7-9, choose 2:
Advanced:
On a 12+, you get all 4, plus choose 1 for double effect

Seduce or Manipulate: When you seduce or manipulate somebody, roll +Hot. For NPCs, on a hit, they ask for something before they do what you want, and if you promise, they’ll do it. On a 10+, keeping that promise is optional. On a 7-9, they need some concrete assurance now. For PCs, on a 10+, both, on a 7-9, choose 1:
Advanced:
On a 12+, only if they’re an NPC, they do it, and furthermore you change their nautre. Choose one of the following; tell the GM to erase their threat type altogether and write it in instead.
  • ally: friend (impulse: to back you up)
  • ally: lover (impulse: to give you shelter & comfort)
  • ally: right hand (impulse: to follow through on your intentions)
  • ally: representative (impulse: to pursue your interests in your absence)
  • ally: guardian (impulse: to intercept danger)
  • ally: confidante (impulse: to give you advice, perspective, or absolution)
Read a Person: When you read a person, roll +Sharp. On a 10+, hold 3. On a 7-9, hold 1. While you’re interacting with them, spend hold to ask questions, 1 for 1:
Advanced:
On a 12+, hold 3, but spend them 1 for 1 to ask any question you want, not limited to the list.


Read a Situation: When you read a situation, perhaps with your own eyes, a ship’s sensors or an omni-tool, roll +Sharp. If you act on the answers, take +1 forward. On a 10+, ask 2. On a 7-9, ask 1:
Advanced:
On a 12+, ask any 3 questions you want, not limited to the list.


Consult Training: When you consult your training to determine a course, roll +Sharp. On a 10+, the GM will tell you something interesting and useful about the subject relevant to your situation. On a 7-9, the GM will only tell you something interesting, it’s on you to make it useful. The GM might ask you “How do you know this?” Tell him the truth, now. You can only consult your training on a particular situation once, unless that situation significantly changes.
Advanced:
On a 12+, you have an epiphany. Your mind connects seemingly unrelated facts and you achieve a moment of pure insight. It’s up to the GM to tell you what that insight is, but it should be impressive.

Aid or Hinder: When you aid or hinder another, roll +Hx. On a hit, they get +1 (aid) or -2 (hinder) now. On a 7-9, you also give the MC 1 hold over you.
Advanced:
On a 12+, you guarantee their success for failure. If you were aiding and they rolled less than a 10+, now it’s a 10+. If you were interfering and they rolled higher than a 6-, now it’s a 6-.