Das ist der momentane Stand meiner Basic Moves. Die fangen hoffentlich a) das Setting und b) alle relevanten Aktionen ein. Ich muss stellenweise noch ausbaldowern, ob ich Stress oder Trauma als Begriff nutze und bei welchen Ergebnissen ich Bezug auf Clocks nehme.
Das ist der momentane Stand meiner Basic Moves. Die fangen hoffentlich a) das Setting und b) alle relevanten Aktionen ein. Ich muss stellenweise noch ausbaldowern, ob ich Stress oder Trauma als Begriff nutze und bei welchen Ergebnissen ich Bezug auf Clocks nehme.
Assess the Threat (Savvy)
When you take time—seconds or hours—to size up a potential x‑risk, hostile faction plot, or anomalous situation, say what you’re worried about and roll +Savvy.
- 10+: Ask 2 questions and gain true answers .
- 7–9: Ask 1 question and the GM adds a complication, clock tick, or new detail.
- 6–: You misread something important; the GM reveals a truth later at the worst possible moment.
- Example questions:
- What here is the greatest long‑term threat?
- What will escalate this fastest if we ignore it?
- What is being concealed from normal sensors or scrutiny?
- Who is most compromised, infected, or lying?
Commit Violence (Vigor)
When you attack someone who can resist you (whether in brutal melee, with weapons, or by threatening their morph) roll +Vigor.
- 10+: You deal harm and choose 1:
- You avoid counter‑attack.
- You inflict a lasting injury, disfigurement, or crippling condition.
- You push them exactly where you want them (position, cover, line of fire).
- 7–9: You deal harm, but the GM chooses 1:
- You take harm in return.
- You lose position, ammo, or control of the scene.
- Collateral damage hits something or someone important.
- 6–: Your violence backfires; you’re disarmed, pinned, outgunned or otherwise put in a terrible spot, and the GM makes a hard move.
Contain or Destroy (Savvy)
When you try to neutralise an immediate x‑risk (infected morphs, exsurgent nodes, rogue forks, TITAN relics) by force or drastic measures, describe how and roll +Savvy.
- 10+: You contain or destroy the threat for now; choose 1:
- Collateral damage is minimal.
- You recover useful data, samples, or salvage.
- No major faction realizes what you did.
- 7–9: You stop the immediate danger, but choose 2:
- innocents suffer or valuable assets are lost.
- Evidence points back to Firewall.
- The threat mutates or survives in a subtler form (advance or create a related clock).
- 6–: Your attempt backfires; the situation escalates or spreads and the GM makes a hard move.
Destroy the Shell (Vigor)
When you attack a morph (not just its pilot) roll +Vigor.
- 10+: You render the shell combat-ineffective and choose 1:
- Destroy/kidnap the cortical stack intact.
- Force an emergency ego backup or psi scream.
- Intimidate nearby egos watching their own vulnerability.
- 7–9: You damage the morph badly, but the GM chooses 1:
- The ego escapes to backup elsewhere.
- Destroyed systems vent nanites, spores, or psi static.
- You expose yourself to morph countermeasures or witnesses.
- 6–: The morph fights back viciously—autonomic defences, final psi burst, or self-destruct sequence activates.
Face the Horrors (Moxie)
When you confront something that should not exist (exsurgent infection, TITAN relics, fork torture, or the consequences of your own actions) roll +Moxie.
- 10+: You look the horror in the eye; you keep your composure and ask the GM 1 question about its true nature or intent.
- 7–9: You hold it together, but choose 1:
- Mark 1 Stress.
- Gain a new minor tic, phobia, or intrusive thought.
- Freeze, hesitate, or lash out at the wrong target for a brief moment.
- 6–: The horror gets under your skin; mark Stress and a Trauma, and the GM defines how it changes your behaviour, relationships, or future rolls until treated.
Firewall Mandate (Lucidity)
When you invoke Firewall’s mission - preventing existential disaster - to justify questionable actions (coercion, black ops, collateral damage), say what you’re willing to risk and roll +Lucidity.
- 10+: You and your allies steel yourselves; take +1 forward on actions following the mandate, and mark 1 XP if your choice clearly compromises your personal ethics.
- 7–9: You get the determination you need, but choose 1:
- You mark Stress from guilt, fear, or disgust.
- A relationship, contact, or faction bond is strained or broken.
- 6–: Your justification rings hollow; an ally, contact, or your own psyche pushes back hard. The GM makes a move against your reputation, cohesion, or mental stability.
Mesh Infiltration (Savvy)
When you hack a system, subvert surveillance, or manipulate the mesh , roll +Savvy.
- 10+: Choose 2:
- You get in quietly; no obvious alerts.
- You get persistent, reusable access.
- You alter, erase, or plant data as you like.
- You identify hidden backdoors, forks, or TITAN‑linked code.
- 7–9: Choose 1, and the GM picks one consequence: trace left, partial lockdown, hostile ICE, or time pressure.
- 6–: Defensive systems or enemy operators react aggressively; expect counter‑intrusion, legal heat, or physical security response.
Operate Under Cover (Lucidity)
When you act in the open while secretly serving Firewall (posing as citizens, mercs, hypercorp agents), say what cover you present and roll +Lucidity.
- 10+: Your cover holds; you pass background checks, social scrutiny, and routine scans, and you may ask the GM one question about how others perceive your cover.
- 7–9: You maintain the cover, but:
- Someone becomes quietly suspicious, or
- You must prove yourself to the role in a risky way.
- 6–: Your cover is compromised; the GM decides who realises and what they do about it.
Quarantine Breach (Moxie)
When you perform a lethal containment (sterilising infected spaces, torching exsurgent vectors, or triggering habitat failsafes) roll +Moxie.
- 10+: The area is cleansed/neutralised and choose 1:
- Minimal collateral (survivors escape or data preserved).
- You salvage a crucial sample or clue from the kill zone.
- Firewall proxy channels approve your escalation.
- 7–9: Containment succeeds but choose 2:
- Civilians/agents/bystanders killed or traumatised.
- Atmosphere/systems contaminated, requiring evac.
- Factions witness your ruthlessness (+rep/-rep).
- Partial infection escapes in vents, stacks, or forks.
- 6–: Your quarantine fails catastrophically; the threat spreads faster and the GM advances all related threat clocks.
Take Harm (Vigor)
When you suffer serious physical trauma (from combat, psi, hazards, or exsurgent effects), roll +Vigor.
- 10+: You stay on your feet or keep your head clear; reduce the incoming harm or effect by one step (severe → moderate → minor).
- 7–9: You survive but choose 1:
- Mark Stress and accept the full harm/effect.
- Downgrade the harm by one step but suffer a serious complication (lost gear, pinned, separated).
- Stay functional now, but the harm worsens or flares up later.
- 6–: The harm hits full force; mark any Stress/Trauma indicated and the GM says how your situation becomes immediately worse.
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