Effects
Weapon
Stun gun
(s-harm, hand, reload)
Armour
I'm not entirely sure what would or wouldn't qualify as 1-armour, but these details of what she wears will likely depend a lot on the weather. | 0/1-Armour
Ψ
0-Ψ
Barter
People support you out of appreciation, and you turn all their support back into resources for providing more care. | 0-barter
Environ
0-environ Stats
Aggro=0 ○
When you confront, intimidate, threaten, or bluff someone, roll+Aggro. On a 10+, they have to choose: back down and give you your way, defy you and fight back, or else submit to your mercy and ask you to reconsider. On a 7–9, you’ve left them some wiggle room, and they can try to escape, bargain with you, pass off responsibility, or divert you instead. You choose whether and how to follow through. On a miss, be prepared for the worst. | Confront Someone
Cool-1 ○
When you act under fire, or dig in to endure fire, roll+Cool. On a 10+, you do it. On a 7–9, you flinch, hesitate, or stall, and the MC can offer you a worse outcome, a hard bargain, or an unfortunate choice. On a miss, be prepared for the worst. | Act Under Fire
When you charm or deceive someone, roll+Cool. On a 10+, they have to choose: set scepticism aside and go along with you, or else call you a fool or a liar to your face. On a 7–9, if they don’t want to go along with you or call you out, they can choose to ask you for evidence, time, a compromise, or some concrete assurance; they must go along with you if you provide it. On a miss, be prepared for the worst. | Charm or Deceive Someone
Hard+1 ○
When you do battle with someone, exchange harm, but first roll+Hard. On a 10+, you hold 4 against your enemy. On a 7–9, you hold 3 against them. On a miss, you hold 1 against them. If a PC, your enemy rolls simultaneously to do battle with you. If an NPC, your enemy holds 2 against you on any hit, and 3 against you on a miss.
To conduct the battle, spend your hold on the following. Commit to your spends without knowing your enemy’s.
• Fight for blood: Spend 1 to inflict +1harm.
• Fight defensively: Spend 1 to suffer -1harm.
• Fight opportunistically: Spend 1 to inflict harm on an additional enemy.
• Guard someone: Spend 1 to protect an ally from 1-harm.
• Seize initiative: Whoever spends more to seize initiative, does.
If you seize initiative, you get any or all of these, as applicable:
• Take +1hold against your enemy into the next round, if the battle continues.
• Ask 1 Read a situation question for free, with no roll.
• Take a quick action of any kind, for free, while your enemy is off balance. | Do Battle
Sharp+2 ○
When you read someone in a charged interaction, roll+Sharp. On a 10+, hold 3 against them. On a 7–9, hold 2 against them. During your interaction, spend your hold 1 for 1 to ask the MC or their player questions. They have to answer frankly, from their character’s point of view.
• Are you telling the truth?
• What are you feeling?
• What are you thinking of doing?
• What do you hope I’ll do?
• How could I get you to do [x]?
On a miss, the MC might have you ask 1 anyway, but be prepared for the worst. | Read Someone
When you read a charged situation, roll+Sharp. On a 10+, ask the MC 3 questions right now. On a 7–9, ask the MC 1 question. They have to answer frankly, and when you’re acting on their answers, take +1 to any rolls you make.
• Who’s in control here?
• What’s my best way in / out / around / through?
• Who or what poses the biggest threat to me?
• Who or what represents the best opportunity for me to do [x]?
• What should I be on the lookout for?
On a miss, the MC might have you ask 1 anyway, but be prepared for the worst. | Read a Situation
Weird+1 ○
When you open your brain to the world’s psychic maelstrom, roll+weird. On any hit, the MC must tell you something new and interesting about the current situation, and might ask you a question or 2; answer them frankly. On a 10+, the MC must give you at least one good, concrete detail. On a 7–9, the MC can stick to impressions and suggestions. If you already know everything there is to know about the situation, the MC must tell you so. On a miss, be prepared for the worst. | Open Your Brain
Improvement
3 Experience → ●
○○○ → Improve
○ Get +1Sharp (max Sharp+3).
○ Get +1Aggro (max Aggro+2).
○ Get +1Cool (max Cool+2).
○ Get a new Medic move.
○ Get a new Medic move.
○ Add an option to your refuge.
○ Add an option to your refuge.
○ Add an option to your refuge.
○ Get a move from an unused playbook.
○ Get a move from an unused playbook.
○ Get +1 to any stat (max stat+3).
○ Get +1 to any stat (max stat+3).
○ Unlock a gamechanger.
○ Create an additional character to play.
○ Retire your character to safety. | Advancement Hx ○○
When you help or interfere with someone who’s making a roll, roll+Hx. On a 10+, they take +2 (help) or -2 (interfere) now. On a 7–9, they take +1 (help) or -1 (interfere).On a miss, be prepared for the worst. | Help or interfere
At the end of every session, choose a character who knows you better than they used to. If there’s more than one, choose one at your whim. Tell that player to add +1 to their Hx with you on their sheet. If this brings them to Hx+4, they reset to Hx+1 (and therefore mark experience). If no one knows you better, choose a character who doesn’t know you as well as they thought, or choose any character at your whim. Tell that player to take -1 to their Hx with you on their sheet. If this brings them to Hx -3, they reset to Hx=0 (and therefore mark experience). | session end
Insert Hx Here
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Everyone introduces their characters by name, pronouns, look and outlook. Take your turn.
List the other characters’ names.
Go around again for Hx. On your turn, ask 1, 2 or all 3:
• Do I figure that any of you are doomed to self-destruction?
For those characters, write Hx-2.
• Have any of you ever put a hand in when it mattered, and helped me save lives?
For those characters, write Hx+2.
• Have any of you been beside me all along, and seen everything I’ve seen?
For those characters, write Hx+3.
For everyone else, or if no one volunteers at all, write Hx+1. You keep your eyes open.
On the others’ turns, volunteer if you like. | Starting Hx
Harm ○
When you suffer harm, roll minus the harm you’ve suffered. On a 10+, the MC chooses 1:
• The harm you take stands as is, with no additional effect.
• You take -1harm, but the MC chooses 1 from the 7–9 list below.
On a 7–9, the MC chooses 1:
• You lose your footing.
• You lose your grip on whatever you’re holding.
• You lose track of someone or something you’re attending to.
• You miss noticing something important.
On a miss, the MC chooses 1:
• You’re out of action: unconscious, trapped, incoherent or panicked.
• It’s worse than it seemed. Take an additional 1-harm.
• Choose 2 from the 7–9 list above.
The MC can forget or otherwise choose to forgo the harm move, case by case.
The MC can call for the harm move whenever you suffer harm, even if your armor reduces the harm you’ve suffered to 0 or negative. | Suffer Harm
○ Maddened (+1 Weird)
○ Crippled (-1 Hard)
○ Change Playbooks
○ Die | When life becomes untenable
The Time Is: 12:00 Noon
0________3________6________9_10_11_12
████████████████████████████████████
Noon_________________________Midnight ○ Stabilised | Moves
Field medic: When somebody’s suffered harm, you can help. Roll+Sharp. On any hit, you stabilise them: their injuries won’t get worse, and you can safely move them. On a 10+, they recover 1harm as well. On a miss, you see at once that there’s nothing you can do for them. Choose 1:
• I do my best for them, even though it won’t make a difference.
• I break it to them compassionately and stay with them.
• I walk away.
Healing touch: Put your hands on someone injured and roll+Weird. On a 10+, choose 3. On a 7–9, choose 2:
• Your touch takes their pain away.
• Your touch heals their tissue damage and stops their bleeding.
• Your touch knits their bones back together.
• Your touch removes their disease or purges their infection.
…And ask the MC whether they heal 1-harm or 2-harm. On a miss, you take their pain away, but they heal 0-harm.
Tinkering: When you go into your workspace to create something, repair something, solve a problem, or get to the bottom of something, tell the MC about it and ask if it’s possible. The MC 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/make/fix/figure out [x].
• You’re going to need [x] to help you with it.
• It’s going to cost a ton of jingle.
• The best you’ll be able to do is not great, it’ll be poor, slow, weak or unreliable.
• It’s going to mean exposing yourself or others to serious danger.
• You’re going to have to add [x] to your workspace first.
• It’s going to take you several/dozens/hundreds of tries.
• You’re going to have to take [x] apart to do it.
The MC 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 your project.
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