Savvyhead inner
WORKSPACE
☐ Things speak: when you handle or examine something interesting, roll+weird . On a 10+, hold 3. On a 7–9, hold 1. Spend your hold 1-for-1 to ask the MC questions about the thing:
On a miss, treat it as though you’d opened your brain to the world’s psychic maelstrom and missed the roll.
☐ Bonefeel: at the beginning of the session, roll+weird. On a 10+, hold 1+1. On a 7–9, hold 1. At any time during the session, either you or the MC can spend your hold to have you already be there, with the proper tools and knowledge, with or without any clear explanation why. If your hold was 1+1, take +1 forward now. On a miss, the MC holds 1, and can spend it to have you already be there, but somehow pinned, caught, or trapped.
☐ Oftener right: when a character comes to you for advice, tell them what you honestly think is the best course is. If they do it, they take +1 to any rolls they make in pursuit of that course, and you mark experience.
☐ Reality’s fraying edge: some component of your workspace, or some arrangement of components, is uniquely receptive to the world’s psychic maelstrom; your workspace gets +augury. Choose and name the antenna, or leave it for the MC to reveal during play.
☐ Spooky intense: when you act under fire, roll+weird instead of roll+cool.
☐ Deep insights: you get +1 weird (max weird +3).
Who handled this last before me?
Who made this?
What strong emotions have been felt most recently nearby this?
What words have been spoken most recently nearby this?
What has been done most recently with this, or to this?
What’s wrong with this, and how might I fix it?
When you and another character have sex, you can ask questions as though they were a thing and you rolled 10+ on the things speak move, whether or not you have that move. The other player and the MC will answer your questions.
Otherwise, that move never works on people, only things.
SAVVYHEAD MOVES
WORKSPACE
Choose which of the following your workspace includes. Choose 3:
☐ a garage ☐ a controlled growing environment
☐ a darkroom ☐ skilled labor (e.g. Carna, Thuy, Pamming)
☐ a truck or van ☐ a junkyard of raw materials
☐ machining tools ☐ a relic of the golden age past
☐ a proving range ☐ weird-ass electronica
☐ booby traps ☐ transmitters & receivers
When you go into your workspace and dedicate yourself to making a thing, or to getting to the bottom of some shit, tell the MC your goal. The MC will tell you “sure, no problem, but …” and then 1 to 4 of the following:
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 the thing itself. The MC will stat it up, or spill, or whatever it calls for.
it’s going to take hours/days/weeks/months of work
first you’ll have to get/build/fix/figure out
you’re going to need     to help you with it
it’s going to cost you a fuckton of jingle
the best you’ll be able to do is a crap version, weak and unreliable
it’s going to mean exposing yourself (plus colleagues) to serious danger
you’re going to have to add     to your workplace first
it’s going to take several/dozens/hundreds of tries
you’re going to have to take     apart to do it
If your workspace has augury, you can use the augury move (see p. 211). If your workspace has life support, you can work on people using the same rules as for working on tech.