Moves (02) inner
PERIPHERAL MOVES
HARM & HEALING MOVES
By default, the harm & healing moves are in play. The MC might decide to forego them, case by case.
This move is unusual in that a hit is bad for the player and a miss is good:
When you suffer harm, roll+harm suffered (after armor, if you're wearing any). On a 10+, the MC can choose 1:
On a 7–9, the MC can choose 1:
On a miss, the MC can nevertheless choose something from the 7–9 list above. If she does, though, it's instead of some of the harm you're suffering, so you take −1 harm.
When you inflict harm on another player's character, the other character gets +1 Hx with you (on their sheet) for every segment of harm you inflict. If this brings them to Hx+4, they reset to Hx+1 as usual, and therefore mark experience.
When you heal another player's character's harm, you get +1 Hx with them (on your sheet) for every segment of harm you heal. If this brings you to Hx+4, you reset to Hx+1 as usual, and therefore mark experience.
When you hurt someone, they see you more clearly. When you heal someone, you see them more clearly.
INSIGHT
By default, nobody has access to insight, but a hocus' followers might give it.
When you use your followers for insight, ask your followers what they think your best course is, and the MC will tell you. If you pursue that course, take +1 to any rolls you make in the pursuit. If you pursue that course but don't accomplish your ends, you mark experience.
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 below.
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.
BASIC MOVES
DO SOMETHING UNDER FIRE
When you do something 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: the MC can offer you a worse outcome, a hard bargain, or an ugly choice.
GO AGGRO
When you go aggro on someone, roll+hard. On a 10+, they have to choose: force your hand and suck it up, or cave and do what you want. On a 7–9, they can instead choose 1:
SEIZE BY FORCE
When you try to seize something by force, or to secure your hold on something, roll+hard. On a hit, choose options. On a 10+, choose 3. On a 7–9, choose 2:
READ A SITCH
When you read a charged situation, roll+sharp. On a hit, you can ask the MC questions. Whenever you act on one of the MC's answers, take +1. On a 10+, ask 3. On a 7–9, ask 1:
READ A PERSON
When you read a person in a charged interaction, roll+sharp. On a 10+, hold 3. On a 7–9, hold 1. While you're interacting with them, spend your hold to ask their player questions, 1-for-1:
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 know (or what you want to hear)
you take definite hold of it
you suffer little harm
you inflict terrible harm
you impress, dismay, or frighten your enemy
where's my best escape route / way in / way past?
which enemy is most vulnerable to me?
which enemy is the biggest threat?
what should I be on the lookout for?
what's my enemy's true position?
who's in control here?
is your character telling the truth?
what's your character really feeling?
what does your character intend to do?
what does your character wish I'd do?
how could I get your character to    ?
BASIC MOVES
SEDUCE OR MANIPULATE
When you try to seduce or manipulate someone, tell them what you want and roll+hot. For NPCs: on a hit, they ask you to promise something first, and do it if you promise. On a 10+, whether you keep your promise is up to you, later. On a 7–9, they need some concrete assurance right now. For PCs: on a 10+, both. On a 7–9, choose 1:
What they do then is up to them.
OPEN YOUR BRAIN
When you open your brain to the world's psychic maelstrom, roll+weird. On a hit, the MC will tell you something new and interesting about the current situation, and might ask you a question or two; answer them. On a 10+, the MC will give you good detail. On a 7–9, the MC will give you an impression. If you already know all there is to know, the MC will tell you that.
HELP OR INTERFERE
When you help or interfere with someone who's making a roll, roll+Hx. On a hit, they take +1 (help) or −2 (interfere) now. On a 7–9, you also expose yourself to fire, danger, retribution, or cost.
SESSION END
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 they do it, they mark experience
if they refuse, it's acting under fire
VEHICLES & HARM
When a vehicle suffers…
1‑harm: cosmetic damage. 0‑harm can blow through to passengers.
2‑harm: functional damage. 1‑harm can blow through to passengers.
3‑harm: serious damage. 2‑harm can blow through to passengers.
4‑harm: breakdown. 3‑harm can blow through to passengers.
5‑harm and more: total destruction. Full harm can blow through to passengers, plus they can suffer additional harm if the vehicle explodes or crashes.
GANGS
When a character makes an aggressive move using her gang as a weapon, her gang inflicts and suffers harm, she doesn't. A gang inflicts and suffers harm according to its own and its enemy's sizes, weapons, and armor.
When a gang suffers…
1‑harm: a few injuries, one or two serious, no fatalities.
2‑harm: many injuries, several serious, a couple of fatalities.
3‑harm: widespread injuries, many serious, several fatalities.
4‑harm: widespread serious injuries, many fatalities.
5‑harm and more: widespread fatalities, few survivors.
With a strong, present leader, a gang will hold together if it suffers up to 4‑harm. If the leader is weak or absent, it'll hold together if it suffers up to 3‑harm. If the leader is both weak and absent, it'll hold together if it suffers 1‑ or 2‑harm. If it has no leader, it'll hold together if it suffers 1‑harm, but no more.