Stats
Distribute -1, 0, +1, +2 among the stats.
| Biology | Understand & alter creatures |
| Engineering | Understand & alter mechanisms |
| Sociology | Understand & alter relationships |
| Athletics | Jump good |
Feelings (Conditions)
| Threatened | Lash out, be reckless | -1 to Analyze / Research |
| Ashamed | Show off, assert dominance | -1 to Invent / Repair |
| Confused | Obsess or dismiss | -1 to Dominate the Room |
| Exhausted | Take the easy way | -1 to Stunt, Sabotage |
| Desolate | Overtax or undermine your relationships | -1 to Befriend the Strange |
These are toggling checkbox statuses. They are like Conditions in other PBTAs, but they're not heavy like injuries, they fluctuate really fast.
A Feeling is active anytime you're feeling that way in the narrative. Plus you have to accrue one on a 6- roll.
You can cure a Feeling whenever you accomplish something you care about, which includes any 10+ roll.
Assets
As madboys we are interested in getting, using, hoarding, and admiring resources of all kinds: gadgets, loyal monsters, chunks of technical knowledge, favors & clout, etc.
When you succeed in a Move and it gives you a resource, you can abstract it as an Asset that will give +1 to any relevant roll. Track them in view of all players so they can help define your character and situation.
And failed Moves that give you an injury or persistent disadvantage can make a negative -1 Asset.