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.
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-.
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.
Follow Through on Someone Else’s Move: When you follow through on someone else’s move, roll +Hx (+Sharp for NPCs). On a 10+, the GM chooses one of the following for you, as appropriate.
- You inflict +1-harm.
- You dominate someone’s position.
- You make an untenable course or position secure.
- You avoid all fire.
- You create an opportunity and follow through to full effect.
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:
- Get the hell out of your way.
- Barricade themselves securely in.
- Give you something they think you want.
- Back off calmly, hands where you can see.
- Tell you what you want to you (or what they think you want to hear.)
Covering Fire: When you provide covering fire and defend a person, place or thing, you take the heat off it or them and bring it onto you instead. Roll+Cool. On a 1 0+, hold 3. On a 7-9, hold 1. As long as you stand in defense, you may spend your hold for on any of the following options:
- Redirect an attack onto yourself
- Halve the attack’s effect or damage
- Open up the attacker to an ally, giving that ally +1forward against the attacker
- Deal harm to the attacker equal to your Hard or Sharp, whichever is higher.
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:
- Are you telling the truth?
- What are you really feeling?
- What do you intend to do?
- What do you wish I’d do?
- How can I get you to ____?
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:
- What’s my best escape route/way past/way in?
- Who/what is most vulnerable to me?
- Who/what is the biggest threat here?
- What should I be on the lookout for?
- What’s my enemy’s true position?
- Who’s in control here?
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:
- If they do it, they mark experience.
- If they don’t, they’re acting under fire.
- 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)
Seize by Force: When you seize something by force, roll +Hard. On a 10+, choose 3. On a 7-9, choose 2:
- You seize it, absolutely.
- You inflict terrible harm.
- You suffer little harm.
- You impress, dismay, or frighten your enemy.
Stay the Redacted Down: When you take cover from enemy fire and temporarily duck out of the action, roll+Cool. On a hit you can recharge your shields. On a 10+, it's great cover: +2 armor. On a 7-9, it's adequate cover: +1 armor. On a -6, you stumble, hesitate or misjudge your situation; the MC will tell you what that means.