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…
- If you do something under fire, add the vehicle’s power to your roll
- If you try to seize something by force, add your vehicle’s power to your roll
- If you go aggro, add your vehicle’s power to your roll
- If you try to seduce or manipulate someone, add your vehicle’s looks to your roll
- If you help or interfere with someone, add your vehicle’s power to your roll
- If someone interferes with you, add your vehicle’s weakness to their roll
- If you fail your move, take a penalty forward equal to your vehicle’s weakness
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:
- This person must meet me
- This person must have my services
- This person loves me
- This person must give me a gift
- This person admires my patron
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:
- Your contacts respect strength. Roll +Hard when contacting them.
- Your contacts respect your allure or forceful personality. Roll +Hot when contacting them.
- Your contacts respect intelligence. Roll +Sharp when contacting them.
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:
- Get something done: find one or more contacts to accomplish an off-screen task
- Lean on someone: convince a character as if you’d rolled a 10+ on seduce or manipulate
- Gather intel: learn something about a subject as if you’d rolled a 10+ on consult training
- Analyze intel: gain access to the insight peripheral move for one course of action
- Borrow Resources: gain temporary access to an item, piece of equipment, or service
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):
- Bodyguarding (1-resources / embattled)
- Espionage (1-resources / deceived)
- Mercenary Work (1-resources / embattled)
- Enforcement (1-resources / overthrown)
- Honest Work (1-resources / impoverished)
- Companionship (1-resources / entangled)
- Deliveries (1-resources / bushwhacked)
- Infiltration (1-resources / discovered)
- Salvage (1-resources / impoverished)
- Brokering deals (1-resources / shut out)
- Technical work (2-resources / shut out)
- Sex (2-resources / entangled)
- Counter-espionage (2-resources / infiltrated)
- Murder for hire (3-resources / embattled)
And choose 1 obligation gig:
- Avoiding Someone (You keep well clear / they catch you in a bad spot)
- Paying debts (you keep up with them / they come due)
- Revenge (you victimize someone / they humiliate you)
- Protecting someone (nothing bad happens to them / they’re gone)
- Pursuing luxury (beauty in your life / you wind up in a bad spot)
- Maintaining your honor (you keep your word and your name / you cross a line)
- Seeking answers (you get a clue / you chase a red herring)
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:
- How are they doing? What’s up with them?
- What or who do they love best?
- Who do they know, like and/or trust?
- When next should I expect to see them?
- How could I get to them, physically or emotionally?
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:
- You’ve invested in soldiers or mercenaries. Roll +Hard at the beginning of the session, surplus: 1-Resources, want: violent
- You’ve invested in the underworld, or in networks that value face-time. Roll +Hot at the beginning of the session, surplus: 1-Resources, want: shady
- You’ve invested in academics, science, or technology. Roll +Sharp at the beginning of the session, surplus: 1-Resources, want: distracted
Then Choose 2 Benefits:
- Your investments are extensive, but thinly spread. Surplus: +1Resources, want: needy
- Your investments are compact and well administered. Remove one want.
- Your investments profit from violent conflict. Surplus: +1Resources, want: embattled
- You’ve invested in the information trade. Surplus: gain the insight peripheral move, want: infiltrated
- You’ve invested in physical resources, perhaps a planet rich in minerals or a refinery. Surplus:+1Resources, want: immobile
- You’re a minor sharehold in another, larger organization. Surplus: +1Resources, want: obligation
- Your people have access to rare or specialized technology. Surplus: +1Resources, want: idle
- Your investments are always working for you, or deeply concealed. Want: unreliable
- Your investments are micromanaged and rely entirely on you for everything. Want: desperation
- Your investments are subject to bullying or blackmail. Want: reprisals
- Your investments are in large companies with multiple masters. Want: obligation
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:
- Give someone under your command +1forward.
- Give someone under your command +1-armor for 1 tick.
- Give someone under your command +1-harm for 1 tick.
- Give someone under your command +1 per hold spent to call on inner strength
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:
- Your squad consists of two dozen men and women. Medium instead of small
- Your squad is well armed. +1harm
- Your squad has combat armor. +1armor
- Your squad has access to shields or biotic barriers. +4shield or +4barrier
- Your squad is self-sufficient. +rich
- Your squad is ill-supplied, -1harm or -1armor
- Your squad is a pack of fracking Vorcha. It gets +savage
- Your squad is loose-knit, with members coming and going as they choose. Vulnerable: desertion.
- Your squad owes a significant debt to someone powerful. Vulnerable: obligation
- Your squad is lax about security and likes to drink and brag. Vulnerable: reprisals
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:
- Make a hard advance
- Stand strong against a hard advance
- Make an organized retreat
- Show mercy to their defeated enemies
- Fight and die to the last
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:
- 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 credits
- 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 laboratory 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.
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:
- 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 credits
- 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.
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:
- You smash a wall or defensive structure opening the way
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:
- Ferocity +2, Cunning +1, 1 Armor, Instinct +1
- Ferocity +2, Cunning +2, 0 Armor, Instinct +1
- Ferocity +1, Cunning +2, 1 Armor, Instinct +1
- Ferocity +2, Cunning +2, 1 Armor, Instinct +2
Choose as many strengths as its ferocity:
- Fast, burly, huge, calm, adaptable, quick reflexes, tireless, camouflage, ferocious, intimidating, keen senses, stealthy
Your animal is trained to fight people. Choose as many additional trainings as its cunning:
- Hunt, search, scout, guard, fight animals, perform, labor, travel
Choose as many weaknesses as its instinct:
- Flighty, savage, slow, broken, frightening, forgetful, stubborn, lame
When you work with your animal companion on something it’s trained in:
- …and you attack the same target, add its ferocity to the harm you inflict
- …and you track, add its cunning to your roll
- …and you take damage, add its armor to your armor and it’s ferocity drops by 1 until you heal it.
- …and you read a situation, add its cunning to your roll
- …and you seduce or manipulate, add its cunning to your roll
- …and someone interferes with you, add its instinct to their roll
- …and you fail on your move, take a penalty forward equal to its instinct
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.
- You get into the system or past the security
- You don’t alert anyone to your intrusion
- You don’t permanently damage something important
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:
- giving you something you want
- acting as your eyes and ears
- fighting to protect you
- doing something you tell them to
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:
- they distract themselves with the thought of you. They’re acting under fire.
- they inspire themselves with the thought of you. They take +1 right now.
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).
- You befriend a useful NPC.
- You hear rumors of an opportunity.
- You gain useful information.
- You are not entangled, conned, or tricked.
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:
- They do it, following your order or heeding your warning.
- They freeze.
- They back away, hands where you can see them
- They attack you.
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:
- You create an opportunity for others (your call) to escape.
- You get +1ongoing for as long as you continue to stand your ground.
- Your position is counted as secure for as long as you choose to hold it.
- You do not give the GM 1 hold over you
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:
- What’s the most beautiful, the rarest, or the most valuable thing here?
When you read a person, on a hit, in addition to your other questions, you may ask this:
- What’s the best thing your character owns, or the best thing your character’s carrying?
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:
- You get where you wanted to be
- You remain undetected while getting there.
- You leave no trace of ever having been there
- You stumble across something useful or interesting along the way.
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).