Index

Basic Moves

On any 10+, cure a Feeling. On any 6-, incur a Feeling.

Analyze / Research

Invent / Repair

Dominate the Room

Befriend the Strange

Stunt

Sabotage

Work Together

Go Mad

Stroll Right In

Analyze / Research

When you try to learn about something, say why it's dangerous or what it may cost, then roll plus Bio or Eng.

What are the tools? What are you doing with them? How does it get you messy? What are you like, mid-study?

10+: Take three rewards.
7-9: Take two, at a small cost.
6-: Take one, at a terrible cost.

A reward can either be a chunk of info, or an Asset representing some technical knowledge. Ex:

Invent / Repair

When you build or fix something, say what could go wrong, then roll plus Bio or Eng.

What are the materials? What are you doing with them? How does it get you messy? What are you like, mid-creation?

10+: It's a marvelous success. Choose one bonus:

7-9: It's a brilliant creation. But choose one cost:

6-: It's a complete disaster. Choose two disasters:

Dominate the Room

When you try to draw attention and influence people with your force of personality, say your exact goal, then roll plus Soc or Ath.

What kind of people are here? How do you let loose or calculate carefully?

10+: Choose two:
7-9: Choose one:

6-: Achieve the literal opposite of what you wanted.

Befriend the Strange

When you try to connect with a freak, say what you have in common, then roll plus Sociology.

What do you reveal, or what facade do you give?

10+: You can make use of your new friend. Choose one:

7-9: Your new friend is its own reward.

6-: It becomes your enemy or you have an awkward moment, whichever is worse.

Stunt

When you attempt a physical feat, describe the shot, then roll plus Athletics.

What personal flourish do you add? How do you up the risk or hedge your bet?

10+: You clutch it and everyone claps. You or your team get a big opening.

7-9: You pull it through.

6-: You beef it, bitch. Everyone boos and your enemies get a big opening.

Sabotage

When you try to get in the way, take someone down, set a trap, break someone's stuff, or muddy someone's name, say what you risk, then roll plus Bio, Eng, Soc, or Ath.

What personal flourish do you add? How do you twist the knife or blunt the blow?

10+: You kick ass, and choose a bonus:

7-9: It works! The enemy has to change tactics and it gives you an opportunity.

6-: You badly miscalculated. You incur your stated risk, and the enemy chooses a bonus against you.

Work Together

When you use any Move, you can work with an ally and add both your stats to the roll (or +1 from an NPC).

This is deeply intimate and risky, and always alters your relationship.

How can people tell you're eerily in sync? How can they tell you're polar opposites?

10+: You form a bond, and clear an extra Feeling.

7-9: You learn something strange about each other.

6-: You form a loathing, and mark an extra Feeling.

No matter the result, each player fills in: "X is the only person in the world who Y."

Go Mad

When you mark all 5 Feelings, or you get a shock or trauma, you enter THE MADNESS PLACE. You can also turn any 6- into a 10+ by choosing to enter THE MADNESS PLACE.

How does your manner and appearance change? How do you speak to people? How are your abilities supercharged? What meaningless details fall by the wayside?

While in THE MADNESS PLACE, clear all your Feelings and don't incur more. You must act on your Mania immediately. You get +2 to rolls that serve your Mania. But on a 10+ success, also answer how you hurt someone or something less important to you.

Leave THE MADNESS PLACE when you have taken drastic action for your Mania, or when something from your Grounding snaps you out of it.

Stroll Right In

When you know what you want to accomplish, but don't know why it should be difficult, choose or roll for a prompt:

2. Why is this deadly?
3. What followed you?
4. What separate problem is coming home to roost?
5. What history do you have here?
6. How does this put your Grounding at risk?
7. Who stands in your way?
8. Why has no one achieved this before?
9. What don't you know?
10. What mistake is coming back to bite you?
11. What tempts someone to betray the mission?
12. Rocks fall everyone dies