Personal Moves

Personal Moves

Note: Moves reliant on the Force or other unspecified psychic ability are marked as such. Any Hold given to the MC for a failed roll may be used to especially ill effect.

And No Disintegrations
When you inflict damage, you can choose to inflict any amount of damage you like, less than or up to your damage as established. Decide at the moment you inflict the damage; you need not tell anyone in advance how much damage you intend to inflict. You may also choose to inflict non-lethal damage regardless of the weapon used.

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

  • 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 you own, or the best thing you're carrying?

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 an NPC 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. You simply perform very well.

Artist in Battle
When you fight unarmed or in melee, you may roll +Hot instead of +Hard to seize by force.

Battlefield Grace
When you spend your action in combat to give someone medical aid, take +1 armor.

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.

When you try to impose your will on your squad, roll +Hard. On a 10+, all 3. On a 7-9, choose 1:

  • They do what you want.
  • They don't fight back over it.
  • Their Vulnerability doesn't activate, or you don't have to hurt one of them.

On a miss, someone in your squad makes a dedicated bid to replace you as Alpha. If you don't already have a squad, this move gives you one (see Gear). If you already have a squad, select one more option for them.

When you lead a squad into battle, roll +Hot. 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

On a miss, your orders get misunderstood or garbled or otherwise confused.

If you don't already have a squad, this move GIVES you one (see NPCs and Squads). If you do already have a squad, you can choose a new option for your squad instead.

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 may contact 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.

Deep Thinker
You pay closer attention to the world around you. At the end of every game session, mark experience.

When you speak passionately to a crowd, roll +Hot. On a 10+, hold 3. On a 7-9, hold 1. At any time, you can spend your hold 1 for 1 to have the mob:

  • Bring people forward and deliver them.
  • Bring forward their precious things.
  • Unite and fight for you as a gang.
  • Fall into a frenzy of uninhibited emotion (your choice as to what emotion)
  • Go quietly back to their lives

On a miss, the mob turns on you.

You are +raised on rolls you make against squads one size larger than you, with an additional +1 forward on rolls you make against squads two or more sizes larger than you.

Die Hard
When you fail the harm move (roll a 6-) take one less damage than you normally would.

When you have time and materials, you may disguise yourself as another individual of about the same size and shape. This disguise will pass all but a close physical examination (going beyond a simple pat-down). Simply posing as another random individual takes only moments and access to alternate clothing or a similar physical distraction. Posing as a particular individual requires considerable time, study and resources as determined by the MC.

When you are given an order by a superior, you are +raised on any rolls you make when following that order. If you pursue that course but don't accomplish your ends, you mark experience.

Emotional Awareness
You have a practiced eye for body language. When you have a one-on-one interaction with someone where you can see each other's' body language roll +Sharp. On a 10+ hold 2, on a 7-9, hold 1. You may spend your hold at any time during the interaction to:

  • automatically know when they lie or try to misdirect you.
  • conceal from them your own motives or intentions
  • communicate an idea or concept entirely non-verbally in a manner unlikely to be intercepted

Creatures which are not fully human may be difficult to read. The GM may impose +hindered when interacting with them.

Chose any move from any list that requires a die roll. Whenever you roll that move, you are +raised. You may take Expertise more than once, assigning each new version to a different move.

Field Repair
When you try to fix a broken piece of tech roll +Sharp. On a 10+, you've got it working for now. On a 7-9, it's up and running, but its next use tech roll is +hindered. On a miss, boom. It's gone for good.

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

Force Grip:
This is a Force move. When you trap another person in your Force Grip roll +Will. On a hit, they're frozen in place, disabled, and may not act or make moves. On a 10+, this lasts the entire battle. On a 7-9, 1-tick. The effect ends if the target takes 2-harm from any source. Player characters may attempt to act under fire to break the effects.

Good In a Tight Spot
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.

When you seek to subvert a computer system or electronic security measures, roll +Sharp. On a 10+, choose 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 leave no trace behind
  • You don't permanently damage something important

Honest Face
When another PC asks you a question while assessing the situation, you may answer any way you choose. NPCs will similarly have difficulty discerning your intentions.

I am One With the Force and the Force Is With Me
This is a +Force move. When you seize by force, you may roll +Will instead of +Hard. If you choose inflict terrible harm as one of your outcomes, you give the GM +1 Hold.

I Bypassed the Compressor
You are skilled with your hands and can fix, repair, or build pretty much anything, with the right raw materials. When you have time and safety to study a tech item, roll +Sharp. On a 10+, the GM will tell you what it does and how to use it. On a 7-9, the GM will explain the general principle at work.

When you dedicate yourself to making or fixing 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
  • You're going to need parts, and they're going to be expensive
  • 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 find or create a workspace where you can do (something)
  • 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.

I Call It Luck
You're talented at avoiding harm, whether by instinct, training, reflexes, the Force, or some other reason. Body armor literally slows you down. If you're in ordinary clothes or less, you gain +2 Armor while rolling the harm move.

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.

Inspiring Leader
When you use words or deeds to inspire your people, roll +Hot. 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 +raised on their next move while in battle.
  • Give someone under your command +raised for all damage moves for 1 round of battle.
  • Give someone under your command +1harm for 1 round of battle.

I've Got a Bad Feeling About This
When you read a situation, you can always ask one of the following questions, for free, without spending hold, even if you fail:

  • Which enemy is the biggest threat?
  • What should I be on the lookout for?

Knife in the Dark
When you attack from hiding or from a circumstance prepared by you in advance, your damage is +ap 2.

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 are +raised 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 are not overwhelmed at the end of the round, and your life does not become untenable.

When you lean on someone, roll +Hard. On 10+, they comply with your demands without argument. On 7-9, they comply, but (choose 1):

  • They look for payback
  • They do only the bare minimum
  • They tell someone else what you wanted

Life of the Party
When you hit the club or work a crowd, 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.

Magnetic Gaze
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 (even a nonhuman creature or machine, as long as they can ‘see' you, 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.

When you seize by force with ranged weapons, you may add the following options to the move's list:

  • You do -1harm but you create an opportunity as if you had hit 7-9 on follow through on someone else's move.
  • damage or destroy a specific body part or item (held or not).

Martial Artist
You do +2harm when unarmed. You may choose to inflict non-lethal harm in melee.

You maintain an excellent medikit. It all fits in a large backpack. When you use it, spend its stock; you can spend 0–3 of its stock per use. You can resupply it for 1-barter per 2-stock, if your circumstances let you barter for medical supplies. It begins play holding 6-stock.

To use it to stabilize and heal someone at 9:00 or past: roll +stock spent. On a hit, they stabilize and heal to 6:00, and choose 2 (on a 10+) or 1 (on a 7–9):

  • They fight you and you have to dose them with tranquilizers. How long will they be out?
  • The pain and drugs make them babble the truth to you. Ask them what secret they spill.
  • They respond very well to treatment. Recover 1 of the stock you spent, if you spent any.
  • They're at your complete mercy. What do you do to them?
  • Their course of recovery teaches you something about your craft. Mark experience.
  • They owe you for your time, attention, and supplies, and you're going to hold them to it.

On a miss, they take 1-harm instead.

To use it to speed the recovery of someone at 3:00 or 6:00: don't roll. They choose: you spend 1-stock and they spend 4 days (3:00) or 1 week (6:00) blissed out on giraluna, immobile but happy, or else they do their time in agony like everyone else.

To use it to revive someone whose life has become untenable, spend 2-stock. They come back, but you get to choose how they come back. Choose from the regular “when life is untenable” list, or else choose 1:

  • They come back in your deep, deep debt.
  • They come back with a prosthetic (you detail).

To use it to treat an NPC, spend 1-stock. They're stable now and they'll recover in time.

You're a merchant, negotiator, or you come from a culture built on trade. Spend 1 fewer Resources on all purchases to a minimum of 1-Resources. Also, you gain +1 to the throw money at it peripheral move, and +1 to roll on the Wealth Personal Move (should you have it).

When you inflict harm, inflict +1harm.

My Ally Is the Force
This is a +Force move. When you go into battle, roll +Will. On a 10+, hold 3. On a 7-9, hold 2. On a failure, hold 1 anyway, but your position is untenable. During the battle, you may spend your hold, 1 for 1, to:

  • Lift a character out of cover or throw their cover out of the way. Gain +1forward against them
  • Throw a character against a wall. Inflict minor harm.
  • Pull a character, helpless, toward you. Inflict +1harm on your next attack against them. (This will give the GM +1 hold)

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?

Name your escape route and roll +Cool. On a 10+, you're gone, and you take something or someone with you, you tell the GM what. On a 7–9, you can go or stay, but if you go 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.

Not to Be Fucked With
In battle, you count as a small squad, with harm according to your weapons.

One Hell of a 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

Also, choosing this move at character creation will provide your character with a starship.

At the beginning of every session, roll +Sharp. On a 10+, hold 3. On a 7-9, hold 1. You can spend your hold 1 for 1, at any time, to have a piece of gear useful to whatever situation you find yourself in – either on-hand, or somewhere you can get at it without too much trouble. This won't get you weapons, but it might get you just about anything else man-portable and useful. After using it, the item finally breaks down.

You have a reputation as a highly principled individual, though what those principles are is up to you. When you share with another player's character your vision and your methods, roll +Hot. On a 10+, hold 2 over them. On a 7-9, hold 1 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.

When you try to steal or plant something on an individual or you try to ditch something surreptitiously, roll +Cool. On a 10+, you do it, no problem. On a 7-9, you do it, but the GM chooses 1:

  • You create an awkward moment
  • The action will get noticed before too long
  • Someone other than the people you're hiding your action from saw you do it

Name somebody who might conceivably eat, drink, breathe or otherwise ingest something you've touched and roll +Sharp. On a 10+, they do, and their life becomes untenable in some nasty way sometime during the next 24 hours. On a 7-9, they're merely badly injured or out of action. On a miss, several people of the GM's choice, maybe including your guy maybe not, get it.

When you meet someone important (your call), roll +Hot. 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.

Whenever life becomes untenable for you or an ally, you are +raised ongoing to all rolls to do ill against those responsible, forever. (All rolls with them directly as a target count. Rolls against their family and friends, minions, or property may count, in the GM's judgment.)

When you scavenge in a ruin, a dangerous territory, or a battlefield, roll +Sharp. On a hit, you find something. On a 10+, choose 2. On a 7-9, choose 1:

  • You find it quickly.
  • You find it without getting attacked or into trouble.
  • You find an item that is valuable.
  • You find an item that is tech.

Squad Leader
When you lead a squad into battle, it counts as one size larger than it is.

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.

Team Player
When you aid another you are +raised forward as well.

The Stealthiest

When you use stealth to achieve an objective, roll +Cool. On a 10+, hold 3. On a 7-9, hold 2. On your turn, you can spend your hold 1 for 1 to:

  • Create an opportunity but you haven’t yet seized it or followed through on it. The GM will tell you what it is. Take +1forward.
  • Secure an objective by stealth
  • Automatically get 10+ when you follow through on someone else’s move.
  • Attack from surprise. This option uses up all remaining hold. Do +1harm per spent hold.

These Aren't the Droids You're Looking For
This is a +Force move. At the beginning of game, roll +Will. On a 10+, hold 3. On a 7-9, hold 1. You can spend your hold 1 for 1 at any time to…

  • Make an attack miss its mark – it strikes someone other than the intended target, or a wall, or the ground.
  • Make someone lose their footing or drop their weapon.
  • Make someone miss noticing something important (your call).
  • Impress, dismay, or frighten someone, as though you'd seized something by force and chosen that option.

Touch of History
This is a +Force move. When you handle or examine something interesting, roll +Will. On a hit, you can ask the GM questions. On a 10+, ask 3. On a 7-9, ask 1:

  • Who handled this last before me?
  • Who made this?
  • What strong emotions are recently associated with this?
  • What has been done most recently to this, or using this?
  • What's wrong with this, and how can I fix it?

At the beginning of the session, roll +Will. On a 10+, hold 2. On a 7-9, hold 1. At any time, either you or the GM can spend your hold to have you show up in any scene, with the proper tools and knowledge. On a miss, the GM holds 1, and can spend it to have you already be there, but somehow pinned, caught or trapped.

You have developed or inherited 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

Then Choose 1 Weakness:

  • 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

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

Your Feelings Betray You
This is a +Force move. When you are alone with someone and get a hit on read a person you may add the following to the list of available questions:

  • What do you love or hate the most
  • What secret would you never tell anyone but me

Personal Moves

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