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archie unique moves

autodidact
What you’re doing right now isn’t
øWhat is here that’s not what it
appears to be?
Take +1 forward to deal with the
The problem with history is that they used to just keep making more of it. Now, here at the end of time, you can so hard. You read about it in a book. answers to these questions.
finally get around to cataloging all this stuff.
Before making a roll, ante 1 Fx,
Archies just love going through old things. They’ve forgotten more than most people will ever remember. They study
then roll +Up.
make for great adventurers because they know a little bit about everything« and what they don’t know, they can Your study pool builds from your
extrapolate from the thousands of things they do know. Up to 6: -1 forward! Oops, well, other moves.
Play an Archie if you want to help your friends with useful facts, figures, and trivia. atleast we learned something.
When your or another character
Set aside your ante as study.
tries to solve a puzzle, to work
sample names attributes connections 7+:+1 forward. Set aside your ante with tech, to know something,
Amaranth, Attabar, Bill, Cassandra, & health Ask a trivia question. For the first
as study. to involve themselves with
Codger, Doc, Herodotus, Notion, player to answer the question to your something you have a
Choose one: analysis Connection with, or does
Mambazol, Matins, MeiFeng, øAntiquarian satisfaction, you have +1 Connection
Those who fail to learn history are something else that the MC
MissUnderstanding, Oort, Bottom -1, Charm -1, Down+3 with their character. There’s no
doomed to repeat it. says would benefit from
Professor, Reverend, Secretary, Top -1, Strange+1, Up+2 time limit. The truth will out.
Teach, C. S. Tyson, TheWatcher Also, +2 Connection with Ante 1 or more Fx, then pick a your field study, they may
Doing 3, Feeling 5,Thinking 10
(chooseone): situation to analyze. move 1 point of study to
øQuiet Observer
looks Bottom+2,Charm -1, Down+1 øCoat of Deep Pockets (gear) Roll+Down. your Hx. Forward, they will
rollthree dice and then
øCarpet Bag of Tribid-8 (gear) Up to 6:Return your ante to Fx.
Choose one or more: Top -1, Strange -1, Up+3 choose which two tokeep.
Big hat, Books, Canteen, Dirt under Doing 6, Feeling 3, Thinking 9 øThe cluttered closet of my 7+:For each point in your ante,
ask the MC one question from
fingernails, Dirty clothes, Duster, øMost Interesting Person research vessel (gear)
the list below. Then set aside
Gears, Glasses, Goggles, Good luck Bottom -1,Charm+2, Down+1 øGastronompede (alien pet,
charm, Magnifying glass, Top -1, Strange -1, Up+3 named Plato, Elon, Wales, the entire ante as study.
Mismatched clothes, Moleskin Doing 3, Feeling 6, Thinking 9 Oxnard, Bartleby, Quux, etc.) øWhat happened here recently?
journal, More books, Neat and
øInsufferable Know-it-All øFloating thought matrix (alien øWhat is about to happen?
fastidious appearance, Out-of-date Bottom -1, Charm -2, Down+3 pet, named Bit, Core, Hash, øWhat should I be on the lookout
clothes, Pocket watch, Pony tail, Short Top+1, Strange=0, Up+2 Klak, Computer, Log, etc.) for?
hair, Too many books, Unkempt hair, Doing 5, Feeling 3,Thinking 10 øLab assistant (follower, named øWhat here is useful or valuable
Towel, Vest, Wrinkles, Wristwatch
Bem, Shev, Qyd’eb, Sedgewick, to me?
deflect: feeling Tyro, Clone, something you øHave there been any strange
Prime Directive of Non-Interference: can’t remember, etc.) scientific anomalies here?
Whenever you would suffer harm to øOr make something up! øWhat is the anthropological
your Feeling, you can deflect the harm history of this place?
to your Doing or Thinking, instead. øWhat are the life sciences here?
(Biological readings, life-forms,
times toxins, signs of activity, etc.)
Futurex 2, Historyx 3 øWho’s really in control here?
øWhat tier are these people?
common moves
To assault another target, state your weapon’s tier, and roll +Strange.
7-9,become exposed and choose one: either charge into range and +3
forward, or hit a lesser target. 10-12,choose one: stay covered & hit
lesser target, or become exposed & hit equal target, or charge and +3
forward. 13+,choose one:stay covered & hit lesser target, or become
exposed & hit greater target, or charge and +3 forward.
To avoid danger till your next move, roll +Bottom. 7-9,weak enemies
overlook you and -1 harm. 10-12,the strong overlook you and -2
harm. 13+,the grand overlook you and -3 harm.
To block something till your next move, roll +Top. 7-9,weak enemies target
you first, +1 forward to respond to them. 10-12,the strong target you first,
+3 forward to respond. 13+,the grand target you first, +6 to respond.
To know casual stuff, just ask. To know obscure lore, roll +Down.
7-9,MCtells you something. 10+, MC may give you +1 connection.
To reveal something from your inventory, ante 1 Fx and roll
+Connection. 7-9,move ante to Hx and you have weak stuff.
10-12,move ante to Hx and you have strong stuff. 13+,set aside
ante as inventory and you have grand stuff.
To talk to people who are already friendly with you, no roll is needed.
To schmooze unfriendly people, roll +Charm. 7-9,they’re open to talk,
ask the MC how to proceed. 10+,the target makes a counter-offer,
accept it or move on to something else (MC’s choice).
To observe the obvious, ask your MC. To scope a situation or person,
roll+Up. 7-9,ask one question and +1 forward to deal with answers.
10+, ask three questions and +1 forward on those answers. (Does this
person have something I need? How could I get past these people to
leave me alone? Who’s really in control here? Is this person trying to
deceive me? What happened here recently? What here is useful or
valuable to me? What is about to happen? Is there anything here that
isn’t supposed to be here? What should I be on the lookout for? Whattier
are these people? What’s the best way to deal with these people?)

support moves
Don’t like your last roll? To get inspiration from a friend, ask them to
ante 1 or more Hx and roll +connection. 7+,add their +ante to your
last roll; your friend moves their ante to their Fx.
To prepare a friend for rolling, roll and add something (usually the
same attribute). 7+, you give them +1 forward.
To order a follower to do something, ante 1 Fx and roll +connection
instead of what you’d usually roll. Either you suffer the response
for your follower, or lose 1 point of connection permanently. Move
ante to Hx.
celebrity
spotlight *If you add +fame to a roll that has
To get the attention of everyone doubles (any two dice have matching
around you, ante 1 or more Fx, numbers), move all mass appeal
Welcome to fame and fortune, baby. You might be a darling of the galactic media, a president on the run, or a holographic then roll +Charm. There must be to your Hx. (Fame is fleeting.)
music idol giving your first transstellar tour. When you talk, people listen—even if you’re just running your mouth. No matter people around for you to be a star.
how obnoxious you are, the mystique of fame excuses all. The universe is your audience, so give them something to watch. Up to 6: Do these people not know
Ego
Play a Celebrity if you want to draw lots of attention to yourself and solve your problems by talking. who you are? Inconceivable! To figure out how a situation or a
Move your ante to Hx. person relates to you, roll +Top.
sample names øPolitician øMy press secretary (follower, 7-9: You draw a crowd of weak
7-9:Ask the MC one of these
Bottom +2, Charm +3, Down -2 named Astra, Factotum, Gofer, questions:
Alazia-5, Biff, Chris, Emplox Alpha, targets. Move your ante to fame.
Ereshk1g4l, Hatsune, Lady
Top +2, Strange -1, Up -1 Cordelia, or You There) øDo these people have anything
10+:You draw a crowd of weak
Stardust, Minmay, Mogolith, Raka
Doing 9, Feeling 7, Thinking 2 øMy bodyguard (follower, named and strong targets. Move your
to offer me?
Zar, Tsqaliyah, Zaphod øGlitterati Rax, Spike, Brutus, Ronin, or
ante to fame. øWhat can these people do
Bottom +1, Charm +3, Down -2 Devastator) for me?
looks Top +2, Strange -1, Up =0
Doing 8, Feeling 7, Thinking 3
øMy pet exotic lifeform (alien fame øWhat here is useful or valuable
pet, named Checkers, Mister You gain fame by using your to me?
Choose one or more:
Woofykins, Bitey, or Socks) grandstand and spotlight moves. øWhat is about to happen to me?
Androgynous beauty, Cosmetic body
modifications, Expensive taste, Fancy
deflect: thinking øOr make something up! øAdd +fame to any rolls* to øWhat’s the best way to get
suit, Glowing eyes, Holographic vid- Getting By on Looks Alone: avoid consequences such as these people to do things
screens, Je ne sais quoi, Musical Whenever you would suffer harm to unique moves being caught lying, making a for me?
instrument, Narcissistic, Paranoid, your Thinking, you can deflect that faux pas, or other social
harm to your Doing or Feeling instead.
grandstand Take +1 forward when acting
Shifty eyes, Smells like booze, mishaps where being famous on the answer to your
If you have at least one observer, then
Smokes, Sunglasses could help you. question.
times before performing any common move,
you may declare that move to be a øUse +fame as a connection* with 10+:Ask the MC three of
attributes Futurex 4 Historyx 1 grandstand. Ante 1 Fx then roll for the any crowd that you gathered the above
& health move as normal. with your spotlight move. questions, and
Choose one: connections Up to 6: In addition to the move øSubtract -fame from any roll to take +1 forward
be stealthy, to blend in, or to when dealing
øHeartthrob Ask each other player to name their you just made, you also
otherwise not be the center of with the answers.
Bottom +1, Charm +3, Down -1 favorite actor, musician, or other embarrass yourself. Move your
attention. The MC may rule
Top +2, Strange -1, Up -1 celebrity. After listening to their ante to Hx and any fame points
that having fame makes some
Doing 8, Feeling 7, Thinking 3 answers, choose one character to you might have to Hx.
things impossible for you.
øLiving Legend have +2 Connection with. 7+: In addition to the move you just
Bottom -2, Charm +3, Down +1 Also, +2 Connection with made, move your Fx to fame, and
øAdd +fame to a friend’s roll*, if
(chooseone): being a celebrity would help.
Top +2, Strange +1, Up -2 play out the move as normal.
øMy influence with friends in For example, if you’re being a
Doing 5, Feeling 9, Thinking 4
high places (gear) distraction while a friend
sneaks in somewhere, or if your
øMy embezzled or otherwise friend is trying to impress
illegal fortune (gear)
someone else by knowing you,
øA cutting edge high-tech gizmo a real celebrity.
or toy (gear)
common moves
To assault another target, state your weapon’s tier, and roll +Strange.
7-9,become exposed and choose one: either charge into range and +3
forward, or hit a lesser target. 10-12,choose one: stay covered & hit
lesser target, or become exposed & hit equal target, or charge and +3
forward. 13+,choose one:stay covered & hit lesser target, or become
exposed & hit greater target, or charge and +3 forward.
To avoid danger till your next move, roll +Bottom. 7-9,weak enemies
overlook you and -1 harm. 10-12,the strong overlook you and -2
harm. 13+,the grand overlook you and -3 harm.
To block something till your next move, roll +Top. 7-9,weak enemies target
you first, +1 forward to respond to them. 10-12,the strong target you first,
+3 forward to respond. 13+,the grand target you first, +6 to respond.
To know casual stuff, just ask. To know obscure lore, roll +Down.
7-9,MCtells you something. 10+, MC may give you +1 connection.
To reveal something from your inventory, ante 1 Fx and roll
+Connection. 7-9,move ante to Hx and you have weak stuff.
10-12,move ante to Hx and you have strong stuff. 13+,set aside
ante as inventory and you have grand stuff.
To talk to people who are already friendly with you, no roll is needed.
To schmooze unfriendly people, roll +Charm. 7-9,they’re open to talk,
ask the MC how to proceed. 10+,the target makes a counter-offer,
accept it or move on to something else (MC’s choice).
To observe the obvious, ask your MC. To scope a situation or person,
roll+Up. 7-9,ask one question and +1 forward to deal with answers.
10+, ask three questions and +1 forward on those answers. (Does this
person have something I need? How could I get past these people to
leave me alone? Who’s really in control here? Is this person trying to
deceive me? What happened here recently? What here is useful or
valuable to me? What is about to happen? Is there anything here that
isn’t supposed to be here? What should I be on the lookout for? Whattier
are these people? What’s the best way to deal with these people?)

support moves
Don’t like your last roll? To get inspiration from a friend, ask them to
ante 1 or more Hx and roll +connection. 7+,add their +ante to your
last roll; your friend moves their ante to their Fx.
To prepare a friend for rolling, roll and add something (usually the
same attribute). 7+, you give them +1 forward.
To order a follower to do something, ante 1 Fx and roll +connection
instead of what you’d usually roll. Either you suffer the response
for your follower, or lose 1 point of connection permanently. Move
ante to Hx.
clockworker
Observer Paradox can’t think of all the time-
Why study history, when you You gain paradox points by using travel possibilities. As a rule, a
could just watch it first hand? your chronometry and observer roll of 7-9 will make a weak
Other people think that time is a strict linear progression of cause to effect. You know better. You have a personal To consult the past or future to moves. alteration, and a roll of 10+
line into the timestream: psychic powers of precognition, a time machine, four-dimensional technology, or help you with obscure facts, While you have paradox, you may will make a strong alteration.
bizarre time-warping powers. ante 1 Fx and then use these moves: *If you add +paradox to a roll
Play a Clockworker if you want to meddle about with time and space. roll+Bottom. øRoll +paradox to order a that has doubles (any two
duplicate of yourself to do dice have matching
Up to 6: That’s not a time that
sample names øEternal Wanderer øThe contents of my larger-on- either your past or future selves
something*. The MC takes on
the role of a follower —
numbers), move
Bottom +3,Charm =0, Down +2 the-inside time machine (gear) all paradox to your
Aradia, Chiana, Dave, Dio, have experience with. Move
another you from an alternate Hx. (The universe
Introssor, Janus, Kinmune, Marty,
Top -1, Strange -2, Up +1 øMy traveling companion your ante to paradox.
Doing 7, Feeling 3, Thinking 8 time-line. This follower only tolerates so
Pelinal, Professor, Tachyon, (follower named Ace, Adric, Ian, 7-9:The MC takes on the role of appears out of nowhere, does much meddling.)
Tessera, Trance øAnomalistic Entity Peri, or Susan) you, from the future, travelling a common move for you (using
Bottom +2,Charm -2, Down +1 øDisplaced historical figure back in time to this spot, to tell +paradox instead of the usual
looks Top +1, Strange +1, Up =0
Doing 8, Feeling 4, Thinking 6
(follower named Abe, Joan, you useful that might prove attribute), and then
Napoleon, Saladin, useful when dealing with this
Choose one or more: disappears. If something bad
Shakespeare, etc.) situation. This should be some
Anachronistic fashion, Dapper, happens to them (such as
High-tech timekeeping device, deflect: Feeling øOr make something up! obscure fact that a first-hand harm, capture, disease, horror,
In the Long Run: Whenever you observer would know: people etc.), move one point of
Low-tech timekeeping device,
Milky-eyed, Mischievous smile, would suffer harm to your Feeling, unique moves who were there, layout of the paradox to Hx.
you can deflect the harm to your room, combinations and pass-
Scarf, Soothing voice, Tendency to Chronometry words, etc. Take +1 forward
øTo retcon a response from
talk about things that haven’t Doing or Thinking, instead. the MC, roll +paradox*.
It’s easy to do things when you when acting on their/your
happened yet as if they already 7+, the MC must choose
already saw how they will end up.
have, Tired eyes, Trouble with verb times Before making a roll, ante 1 Fx,
observations, then move your
ante to paradox.
something different.
tenses, Tweedy, Twitchy Futurex 4 Historyx 1 For example, if a
then roll +Down. 10+:It’s you who travels back in friend was about to
attributes connections Up to 6: -1 forward! You don’t time to observe some key event suffer harm, the MC
& health Ask each other player to name a
remember it happening this way or happening to help you. The might retcon that
at all. Set aside your ante as MC may describe a scene where harm from
Choose one: historical event. After listening to paradox. you’re a passive observer, and happening « or
øStranded in Time their answers, choose one charac-
7+:+1 forward. Set aside your ante things that you see. Not only do they might move the
Bottom +2,Charm +1, Down +2 ter to have +2 Connection with. you get +1 forward when acting
as paradox. harm to you,
Top -2, Strange -2, Up +2 Also, +2 Connection with on these observations, but the instead. You have no
Doing 5, Feeling 4, Thinking 9 (chooseone): MC may tell you to write down control over what the
øPrecog øHistorical artifacts gathered a Connection +1 to something MC chooses instead,
Bottom +2,Charm +1, Down +3 from across time (gear) about this situation « even even if it’s worse. Don’t
Top -3, Strange -1, Up +1 øUsing time travel to get rich with something or someone you tamper with the time-
Doing 4, Feeling 5, Thinking 9 quick (gear) haven’t met yet. Move your ante stream lightly.
øThe gratitude of those you’ve to paradox.
øRoll +paradox to alter
helped (gear) time in some way*. We
common moves
To assault another target, state your weapon’s tier, and roll +Strange.
7-9,become exposed and choose one: either charge into range and +3
forward, or hit a lesser target. 10-12,choose one: stay covered & hit
lesser target, or become exposed & hit equal target, or charge and +3
forward. 13+,choose one:stay covered & hit lesser target, or become
exposed & hit greater target, or charge and +3 forward.
To avoid danger till your next move, roll +Bottom. 7-9,weak enemies
overlook you and -1 harm. 10-12,the strong overlook you and -2
harm. 13+,the grand overlook you and -3 harm.
To block something till your next move, roll +Top. 7-9,weak enemies target
you first, +1 forward to respond to them. 10-12,the strong target you first,
+3 forward to respond. 13+,the grand target you first, +6 to respond.
To know casual stuff, just ask. To know obscure lore, roll +Down.
7-9,MCtells you something. 10+, MC may give you +1 connection.
To reveal something from your inventory, ante 1 Fx and roll
+Connection. 7-9,move ante to Hx and you have weak stuff.
10-12,move ante to Hx and you have strong stuff. 13+,set aside
ante as inventory and you have grand stuff.
To talk to people who are already friendly with you, no roll is needed.
To schmooze unfriendly people, roll +Charm. 7-9,they’re open to talk,
ask the MC how to proceed. 10+,the target makes a counter-offer,
accept it or move on to something else (MC’s choice).
To observe the obvious, ask your MC. To scope a situation or person,
roll+Up. 7-9,ask one question and +1 forward to deal with answers.
10+, ask three questions and +1 forward on those answers. (Does this
person have something I need? How could I get past these people to
leave me alone? Who’s really in control here? Is this person trying to
deceive me? What happened here recently? What here is useful or
valuable to me? What is about to happen? Is there anything here that
isn’t supposed to be here? What should I be on the lookout for? Whattier
are these people? What’s the best way to deal with these people?)

support moves
Don’t like your last roll? To get inspiration from a friend, ask them to
ante 1 or more Hx and roll +connection. 7+,add their +ante to your
last roll; your friend moves their ante to their Fx.
To prepare a friend for rolling, roll and add something (usually the
same attribute). 7+, you give them +1 forward.
To order a follower to do something, ante 1 Fx and roll +connection
instead of what you’d usually roll. Either you suffer the response
for your follower, or lose 1 point of connection permanently. Move
ante to Hx.
displaced
motivate 7-9:Something strong happens, Move 1 fluke to Hx to have you or
Your boundless enthusiasm can mostly in your favor. (You find a a nearby friend replace a
bring out the best in people. useful, rare, strong device; the hazard with embarrassment.
Funny thing about time, it just keeps slipping into the future. You’re from one of the many previous eras. Perhaps Pick a character or other target, alien has a love for some (Enemies spare your life, only to
you’re from 21st Century Earth, where you were put in cryogenic suspension or what-have-you, only to be revived and make a motivational obscure fact or ancient history capture you. Your fall is broken by
in this strange future time. Maybe you’re from a derelict spaceship, where you were put in suspended animation speech to them. Ante 1 or more you happen to know; you crash a dumpster of Ultra-Manure. The
only to be rescued much, much later than you ever thought possible. Or you might have popped through a Fx, then roll+Charm. the entire security system by alien considers your bodily fluids
wormhole or other cosmic anomaly, and you were lucky enough to survive the time point. typing in the exact random to be a powerful aphrodisiac, etc.)
Up to 6:Set aside your entire ante
Play a Displaced if you want to come through in a pinch and bring out the best in your friends. sequence it didn’t expect, etc.)
to fluke. Your target has no
Set aside 1 ante as fluke
idea what you’re on about.
sample names attributes connections 7-9:Your target takes +1 forward
and move the rest to Hx.

Amber, Amelia, Arthur, Brittany, & health Ask each player to name a song. as you cheer them on. Set aside
10+:Something grand happens,
mostly in your favor. (You find a
Carter, Cooper, Craig, Jimmy, Choose one: After listening to all their answers, 1 ante as fluke, return the rest
singular, grand device; you look
Justin, Lei Po, Ook, Melissa, Lauren, øTrying to Blend In choose one character to have a +2 to your Fx.
exactly like the messiah, as
Leela, Lindsay, Newcastle, Past- Bottom+3, Charm+2, Down+1 Connection with. You have latched 10+:Your target takes your +ante inscribed generations ago; you
Lifer, Philip, Popsicle, Rip, Rose, Top -1, Strange -3, Up -1 onto this character as your anchor forward, as you cheer them on. trigger the self-destruct
Roy, Sarah, Shannon, Specimen, Doing 7, Feeling 4,Thinking 5 in this strange new world. After they make the roll with sequence and now everyone
Travis, Whitley, Yesterday You have+1 Connection with
øBackward Savage the +ante bonus, move your must leave, etc.)
all the other characters. entire ante to Hx.
Bottom+2, Charm+1, Down+1 Set aside all
looks Top -3, Strange+2, Up =0, your ante as
Choose one or more: Doing 4, Feeling 8,Thinking 6 unique moves luck fluke.
Ankle monitor, Bathrobe, Cigarettes, øPerpetually Confused harmless The universe must really like you.
Confused expression, Digital watch, Bottom+2, Charm+1, Down+1 For some reason, you’re never Declare you want to have a really fluke
Eyes that cannot unsee, Fedora, Top+1, Strange=0, Up -2 considered a priority. lucky break, ante 1 or more Fx, You set aside fluke points
Flannel, Flint and tinder, Jeans, Lack Doing 8, Feeling 6,Thinking 4 Ante 1 Fx, then roll+Bottom. and roll+ante. You, the MC, by using your unique moves.
of background radiation, Legwarmers,
øXenophile Up to 6: Until your next move,
and your fellow players should Add +fluke to any rolls to
Newspaper, Nervous tic, Portable Bottom+1, Charm+3, Down -1 feel free to make suggestions,
subtract 1 from all harm and avoid harm.*
stereo, Party attitude, Poncho, Rosary, Top+2, Strange=0, Up -2 each one more unlikely and
weak threats ignore you. Add +fluke to any rolls forward
Simple smile, Sneakers, Tattoo of Doing 8, Feeling 8,Thinking2 embarrassing than the last.
Move your ante to Hx. that act on a previous luck
lab number, Tracking tag (on ear),
7+:Until your next move, subtract Up to 6:You suffer humiliation. result.* Especially the luck
T-Shirt, Trilby, Vivisection scars
deflect: thinking 3 from all harm and all threats (You reach into a bin and results that embarrassed you!
Ignorance is Bliss: Whenever you ignore you. Move your ante something stings you; the alien
*If you added +fluke to a roll that
would suffer harm to your Thinking, to fluke. reveals a frightening array of
had doubles (two dice that
you can deflect the harm to your toothy orifices; not only does
have matching numbers), move
Doing or Feeling, instead. the door not open, but you
all fluke to your Hx. You still get
trigger the security system, etc.)
the +fluke bonus to that last roll,
times Set aside your entire ante
as fluke.
but now it’s all gone.
Futurex 2 Historyx 3
common moves
To assault another target, state your weapon’s tier, and roll +Strange.
7-9,become exposed and choose one: either charge into range and +3
forward, or hit a lesser target. 10-12,choose one: stay covered & hit
lesser target, or become exposed & hit equal target, or charge and +3
forward. 13+,choose one:stay covered & hit lesser target, or become
exposed & hit greater target, or charge and +3 forward.
To avoid danger till your next move, roll +Bottom. 7-9,weak enemies
overlook you and -1 harm. 10-12,the strong overlook you and -2
harm. 13+,the grand overlook you and -3 harm.
To block something till your next move, roll +Top. 7-9,weak enemies target
you first, +1 forward to respond to them. 10-12,the strong target you first,
+3 forward to respond. 13+,the grand target you first, +6 to respond.
To know casual stuff, just ask. To know obscure lore, roll +Down.
7-9,MCtells you something. 10+, MC may give you +1 connection.
To reveal something from your inventory, ante 1 Fx and roll
+Connection. 7-9,move ante to Hx and you have weak stuff.
10-12,move ante to Hx and you have strong stuff. 13+,set aside
ante as inventory and you have grand stuff.
To talk to people who are already friendly with you, no roll is needed.
To schmooze unfriendly people, roll +Charm. 7-9,they’re open to talk,
ask the MC how to proceed. 10+,the target makes a counter-offer,
accept it or move on to something else (MC’s choice).
To observe the obvious, ask your MC. To scope a situation or person,
roll+Up. 7-9,ask one question and +1 forward to deal with answers.
10+, ask three questions and +1 forward on those answers. (Does this
person have something I need? How could I get past these people to
leave me alone? Who’s really in control here? Is this person trying to
deceive me? What happened here recently? What here is useful or
valuable to me? What is about to happen? Is there anything here that
isn’t supposed to be here? What should I be on the lookout for? Whattier
are these people? What’s the best way to deal with these people?)

support moves
Don’t like your last roll? To get inspiration from a friend, ask them to
ante 1 or more Hx and roll +connection. 7+,add their +ante to your
last roll; your friend moves their ante to their Fx.
To prepare a friend for rolling, roll and add something (usually the
same attribute). 7+, you give them +1 forward.
To order a follower to do something, ante 1 Fx and roll +connection
instead of what you’d usually roll. Either you suffer the response
for your follower, or lose 1 point of connection permanently. Move
ante to Hx.
empath If the target is strong, the
telepathy fails, return your ante
to Fx, and the grand target
vulnerabilities, and past history
with other telepaths.
øTo plant a hypnotic suggestion
øTo transfer some of your
personal energy to another
character, no roll is needed.
You understand. You have telepathic powers, whether they’re an inborn gift, a natural talent of your species, or becomes suspicious of you. into a remote target’s mind, roll You may move points from any
the product of technological upgrades and experimentation. You can understand people better than they know 10-12: Strong Telepathy +Top. Up to 6, affect a weak of your indices to restore the
themselves, and exert a terrifying degree of control over unwilling minds. If your target is weak or strong, target; 7-9, affect a strong target; same kind on the target. You
Play an Empath if you want to play a character with mind-reading and other telepathic powers. choose one: either let the 10+, affect a grand target. may move points from your Fx
telepathy fail, or move 1 Fx to Hypnotic suggestions are to the target’s Fx.
sample names øDominator Use your psychic powers to reach rapport. Your target suspects simple, careless actions that øTo erase a target’s memories,
Bottom -2, Charm -1, Down +1 nothing. do not cause the target roll +Top. 7-9, erase a weak
Antharum, Byron, Charles, across the cosmos. Distance is not
Top +3, Strange +1, Up +1 If there’s a group of weak immediate harm. (Forget to target’s memory of what just
Cognitotron 9000, Esth, Jean, a factor. Declare a target or group
Doing 6, Feeling 5,Thinking 7 characters here, all reasonably lock the door, leave the oven happened. 10+, erase a strong
Locus, Scorpius, Susan, Taruvius, that you have a Connection with,
similar, the MC may let you on, drop their wallet, etc.) Be target’s memory.
Troi, Vriska, Zhaan ante 1 Fx, and roll +Connection.
deflect: Feeling Up to 9: move your Fx to Hx. move 1 Fx as rapport with the subtle, be creative, and be fun. øDo something else that involves
whole group. The suggestion lasts even after
looks Psionic Discipline: Whenever you 10+: set your Fx on the target, as
If the target is grand, the the rapport is gone.
telepathy, mind-reading, and
other powers, making rolls as
would suffer harm to your Doing, you rapport. If your connection was
Choose one or more:
can deflect that harm to your Feeling with a group instead of a specific telepathy fails, return your ante øTo dominate a local target appropriate. Becreative!
Bald, Brain augmentations, Chatty, to Fx, and the grand target against their will, roll +Top.
or Thinking instead. person, you’ll get a random person
Frequent nosebleeds, Gas mask, becomes suspicious of you. 7-9, dominate a weak target.
in that group – the closest, most
Jaded eyes, Kind eyes, Menacing
eyes, Perfumed, Scared of crowds, times receptive mind. 13+: Grand Telepathy
Choose one: either let the
10+, dominate a strong target.
(Grand targets cannot be
Soft voice, Third eye, Tidily Futurex 3 Historyx 2 You can also use telepathy without
telepathy fail, or move 1 Fx to dominated.) Until your next
groomed. someone’s consent. Declare an
rapport. Your target suspects move, the target does anything
connections unaware or unwilling target in
nothing. you want, including suicide.
attributes In character, ask each other
your zone of control, ante 1 Fx,
then roll +Up.
They will remember being
& health character to tell you how they Rapport controlled.
Up to 6: No Telepathy
Choose one: feel. After listening to their You gain rapport points by using øTo possess a target, roll +Top.
Your power fails you; return
øXenopsychologist answers, choose one character to your telepathy move. 7-9, possess a weak target. 10+,
your ante to Fx.
Bottom +1, Charm +1, Down -1 have +2 Connection with. You may use the following possess a strong target. (Grand
A weak target won’t notice.
Top +1, Strange -1, Up +2 You have +1 Connection to all moves, but only on targets who have targets cannot be possessed.)
A strong target will become
Doing 7, Feeling 5,Thinking 6 other characters. your rapport set aside on them: Your own body becomes inert,
suspicious of you.
øInterrogator A grand target will know you
øTo read the target’s mind, roll and you are now controlling the

Bottom -2, Charm +1, Down +1 unique moves just tried using telepathy on them.
+Up. 7-9, you know the target’s target. Any harm suffered by
deep thoughts, including the target transfers to your
Top +2, Strange -1, Up +2 Telepathy 7-9: Weak Telepathy anything they’re hiding from body. The target won’t
Doing 5, Feeling 5,Thinking 8 You can use telepathy to establish a If your target is weak, choose you, who they really serve, and remember any of this.
øHigh Priest link to other people’s minds one: either let the telepathy fail, if they are trying to deceive
Bottom +2, Charm +2, Down -2 Ask a willing target if they will or move 1 Fx to rapport. Your you. 10+, you know the target’s
Top +1, Strange -3, Up +3 consent to your telepathy. If they target suspects nothing. subconscious thoughts, such
Doing 8, Feeling 4,Thinking 6 do, set aside 1 Fx on the target, as as the target’s personal fears,
rapport. (No roll is needed.)
common moves
To assault another target, state your weapon’s tier, and roll +Strange.
7-9,become exposed and choose one: either charge into range and +3
forward, or hit a lesser target. 10-12,choose one: stay covered & hit
lesser target, or become exposed & hit equal target, or charge and +3
forward. 13+,choose one:stay covered & hit lesser target, or become
exposed & hit greater target, or charge and +3 forward.
To avoid danger till your next move, roll +Bottom. 7-9,weak enemies
overlook you and -1 harm. 10-12,the strong overlook you and -2
harm. 13+,the grand overlook you and -3 harm.
To block something till your next move, roll +Top. 7-9,weak enemies target
you first, +1 forward to respond to them. 10-12,the strong target you first,
+3 forward to respond. 13+,the grand target you first, +6 to respond.
To know casual stuff, just ask. To know obscure lore, roll +Down.
7-9,MCtells you something. 10+, MC may give you +1 connection.
To reveal something from your inventory, ante 1 Fx and roll
+Connection. 7-9,move ante to Hx and you have weak stuff.
10-12,move ante to Hx and you have strong stuff. 13+,set aside
ante as inventory and you have grand stuff.
To talk to people who are already friendly with you, no roll is needed.
To schmooze unfriendly people, roll +Charm. 7-9,they’re open to talk,
ask the MC how to proceed. 10+,the target makes a counter-offer,
accept it or move on to something else (MC’s choice).
To observe the obvious, ask your MC. To scope a situation or person,
roll+Up. 7-9,ask one question and +1 forward to deal with answers.
10+, ask three questions and +1 forward on those answers. (Does this
person have something I need? How could I get past these people to
leave me alone? Who’s really in control here? Is this person trying to
deceive me? What happened here recently? What here is useful or
valuable to me? What is about to happen? Is there anything here that
isn’t supposed to be here? What should I be on the lookout for? Whattier
are these people? What’s the best way to deal with these people?)

support moves
Don’t like your last roll? To get inspiration from a friend, ask them to
ante 1 or more Hx and roll +connection. 7+,add their +ante to your
last roll; your friend moves their ante to their Fx.
To prepare a friend for rolling, roll and add something (usually the
same attribute). 7+, you give them +1 forward.
To order a follower to do something, ante 1 Fx and roll +connection
instead of what you’d usually roll. Either you suffer the response
for your follower, or lose 1 point of connection permanently. Move
ante to Hx.
energy being
Cosmic senses blast
You have otherworldly senses beyond You can attack others with bolts of
those of material beings. To sense energy. To blast your foes with
You are an existence of pure energy, a lifeform that transcends the crude limitations of biology and technology. energy and cosmic pheno- energy, ante 1 Fx, then roll
Whatever you’re made of—electricity, light, radiation, cosmic energy—it’s tuned you into a perspective on reality mena, ante 1 Fx, then roll+Up. +Strange:
that’s fundamentally different from the way lesser beings experience it. Your reasons for traveling the universe Up to 6:Either return your ante to Fx Up to 6: Either move your
might seem inexplicable to them, but what are they going to do? Stop you? and do nothing « or choose one ante to Hx and score a
Play an Energy Being if you want an alien perspective of the world combined with weird, logic-defying powers. item from below, and move your weak hit« or return
ante to Hx (as you drain your your ante to Fx
sample names øScientific Observer unique moves personal energy). andmiss.
Anomaly Zero-X, Chorzoron, Dave
Bottom +3, Charm +2, Down +1
Transcendence øWhat’s the largest source of 7-9: Either move your ante
Top -3, Strange -2, Up +2 power nearby? to Hx and score a strong
the Vortex, Emanation Prime, You don’t need to breathe, eat, sleep,
Doing 5, Feeling 5, Thinking 8 øHave there been any strange hit (or weak hits against
Galoch, Helios, Nova, Phoenix, or drink. You’re beyond such things.
Omegnetron, Rakasha, Rebus, øEnergy Eater energetic anomalies, cosmic a group of weak targets)
Bottom +2, Charm -2, Down -1 To use your energy , ante 1 Fx, then phenomena, or other beings of « or return your ante to
Starchild, Syzygy, Tzalikoth
Top -1, Strange +3, Up +2 roll +Bottom. pure energy around here lately? Fx and just score a weak hit
looks Doing 6, Feeling 6, Thinking 6 Up to 6: Either return your ante to Fx
and do nothing « or choose one
øIs there anything weird or on one target.
unusual happening around 10+: Either move your ante to
Choose one or more:
Containment suit, Crackling
deflect: Doing item from below, and move your here that could help me? Hx and score a grand
ante to Hx (as you drain your
electricity, Disrupts technology, Beyond Material Form: Whenever
personal energy).
øWhat’s the technology level like hit« or return your
Dots of cosmic energy, Energy you would suffer harm to your Doing, nearby, and is there infra- ante to Fx and just
tentacles, Higher-dimensional you can deflect that harm to your øPhase through a weak barrier. structure that’s useful to me? score a strong hit.
geometry, A metallic tang, Ozone Feeling or Thinking instead. øTransmit yourself through øWhat should I pay attention to?
electrical wires, over a radio
smell, Person-shaped, Radiant, øWhat happened here recently?
Shadowy, Translucent times dish, etc.
øWhat’s about to happen?
Futurex 3 Historyx 2 øIgnore gravity.
øWhat tier are these people?
attributes øIgnore a single incident of weak
& health connections harm. 7-9:Choose one: Return your ante to
Fx, and ask one question from the
Choose one: In character, ask each other
øDrain or disable a weak elec-
list above « or drain yourself,
tronic device, including a
øTrickster character how they enjoy the
weapon held by a weak target.
move your ante to Hx, and then
Bottom +2, Charm +3, Down +1 confines of their material bodies. ask three questions from the list.
Top -3, Strange -2, Up +2 After listening to their answers, 7+: Choose one:
10+:Return your ante to Fx, and then
Doing 4, Feeling 6, Thinking 8 choose one character to have +2 øReturn your ante to Fx, and
ask up to three questions from the
Connection with. choose one option from the list
øTranscendental list above
above (and thus avoid draining
Bottom +2, Charm +2, Down -1
your personal energy).
Top -2, Strange -1, Up +3
Doing 5, Feeling 6, Thinking 7 øMove your ante to Hx, and then
overcome a strong barrier,
harm, or device.
common moves
To assault another target, state your weapon’s tier, and roll +Strange.
7-9,become exposed and choose one: either charge into range and +3
forward, or hit a lesser target. 10-12,choose one: stay covered & hit
lesser target, or become exposed & hit equal target, or charge and +3
forward. 13+,choose one:stay covered & hit lesser target, or become
exposed & hit greater target, or charge and +3 forward.
To avoid danger till your next move, roll +Bottom. 7-9,weak enemies
overlook you and -1 harm. 10-12,the strong overlook you and -2
harm. 13+,the grand overlook you and -3 harm.
To block something till your next move, roll +Top. 7-9,weak enemies target
you first, +1 forward to respond to them. 10-12,the strong target you first,
+3 forward to respond. 13+,the grand target you first, +6 to respond.
To know casual stuff, just ask. To know obscure lore, roll +Down.
7-9,MCtells you something. 10+, MC may give you +1 connection.
To reveal something from your inventory, ante 1 Fx and roll
+Connection. 7-9,move ante to Hx and you have weak stuff.
10-12,move ante to Hx and you have strong stuff. 13+,set aside
ante as inventory and you have grand stuff.
To talk to people who are already friendly with you, no roll is needed.
To schmooze unfriendly people, roll +Charm. 7-9,they’re open to talk,
ask the MC how to proceed. 10+,the target makes a counter-offer,
accept it or move on to something else (MC’s choice).
To observe the obvious, ask your MC. To scope a situation or person,
roll+Up. 7-9,ask one question and +1 forward to deal with answers.
10+, ask three questions and +1 forward on those answers. (Does this
person have something I need? How could I get past these people to
leave me alone? Who’s really in control here? Is this person trying to
deceive me? What happened here recently? What here is useful or
valuable to me? What is about to happen? Is there anything here that
isn’t supposed to be here? What should I be on the lookout for? Whattier
are these people? What’s the best way to deal with these people?)

support moves
Don’t like your last roll? To get inspiration from a friend, ask them to
ante 1 or more Hx and roll +connection. 7+,add their +ante to your
last roll; your friend moves their ante to their Fx.
To prepare a friend for rolling, roll and add something (usually the
same attribute). 7+, you give them +1 forward.
To order a follower to do something, ante 1 Fx and roll +connection
instead of what you’d usually roll. Either you suffer the response
for your follower, or lose 1 point of connection permanently. Move
ante to Hx.
explorer
caution Diplomacy
You’re ready for ambushes, traps, You speak dozens of languages,
and other surprises. you’ve been to hundreds of places.
Every map has edges. You’re one of the people that keeps pushing those edges forward. Driven by wanderlust and When suffering some hazard or You are most interesting, that way.
the thrill of discovery, you live a constant adventure into the unknown. You take joy in finding uncharted planets, peril, instead of rolling the When you interact with a strange
discovering new species, making first contact with alien civilizations, and in dreaming of what’s still left to be usual challenge, roll +Down. or alien culture, roll +Charm.
discovered. Up to 6:Suffer the hazard, as if 7-9: The MC should tell you basic
Play an Explorer to be a jack of all trades who cames out of danger unscathed. you rolled 6 or less. facts about the civilization
7-9: Avoid any weak hazard you’ve just met. The MC should
sample names øMost Interesting Character øAn all-purpose navigational completely, or reduce any harm tell you who is in control here,
Bottom +1, Charm +2, Down +2 drone (gear) what you should be on the
Alexander, Darak, Ell, Farin, by 1. (In case it matters, treat
Hunter, Indie, James, Lara,
Top +2, Strange -2, Up -2 øCaches of weapons everywhere the hazard as if you rolled 7.) lookout for, and what is the best
Doing 8, Feeling 5,Thinking 5 (gear) way to deal with these people. If
Mimulex, Ravi, Rey, Roland, Swift Until your next move, any
øA newly discovered life form friend who responds to the they are currently hostile,
looks deflect: Feeling (alien pet, named Argo, Jax, same hazard takes +1 forward. you may immediately try
Obi, or Specimen Zero) to cease hostilities
Choose one or more: Can’t Take the Sky from Me: 10+ Avoid any strong hazard
øOr make something up! (page123).
Bright eyes, Curious eyes, Whenever you would suffer harm completely, or reduce any harm
Compass, Dusty clothes, Heavily to your Feeling, you can deflect by 2. (In case it matters, treat 10+: As above, plus the MC
armed, Hiking gear, Messy, Scruffy, the harm to your Doing or unique moves the hazard as if you rolled 10.) may tell you to write
Tanned, Trusting eyes, Unsus- Thinking, instead. Until your next move, any down a Connection +1
Versatility with this civilization.
pecting, Utility vest friend who responds to the
times Specialization is for insects.
same hazard takes +3 forward. You can now nego-

attributes Futurex 4 Historyx 1


After rolling 6 or less, but before
playing out any effects, move
tiate with them,
freely.
& health 1 Fx to Hx. That roll is changed
Choose one: connections to7.
øThrill Seeker In character, ask each other After a nearby friend rolls 6 or
Bottom -1, Charm +2, Down +2 character what they want to find. less, but before playing out
Top +2, Strange -1, Up -1 After listening to their answers, any effects, offer your
Doing 6, Feeling 6,Thinking 6 choose one character to have +2 assistance. Move 1 of your Fx
øScientific Adventurer Connection with. to your Hx, and your friend’s
Bottom +2, Charm +2, Down +2 Also, +2 Connection with roll is changed to7.
Top -2, Strange -3, Up +2 (chooseone):
Doing 5, Feeling 4,Thinking 9 øSpace fleet uniform with
øTreasure Hunter bandolier and communicator
Bottom +1, Charm +2, Down +3 (gear)
Top +1, Strange -1, Up -3 øA talent for improvising repairs
Doing 7, Feeling 6,Thinking 5 with whatever’s at hand (gear)
øThe lost treasure of an ancient
alien civilization (gear)
common moves
To assault another target, state your weapon’s tier, and roll +Strange.
7-9,become exposed and choose one: either charge into range and +3
forward, or hit a lesser target. 10-12,choose one: stay covered & hit
lesser target, or become exposed & hit equal target, or charge and +3
forward. 13+,choose one:stay covered & hit lesser target, or become
exposed & hit greater target, or charge and +3 forward.
To avoid danger till your next move, roll +Bottom. 7-9,weak enemies
overlook you and -1 harm. 10-12,the strong overlook you and -2
harm. 13+,the grand overlook you and -3 harm.
To block something till your next move, roll +Top. 7-9,weak enemies target
you first, +1 forward to respond to them. 10-12,the strong target you first,
+3 forward to respond. 13+,the grand target you first, +6 to respond.
To know casual stuff, just ask. To know obscure lore, roll +Down.
7-9,MCtells you something. 10+, MC may give you +1 connection.
To reveal something from your inventory, ante 1 Fx and roll
+Connection. 7-9,move ante to Hx and you have weak stuff.
10-12,move ante to Hx and you have strong stuff. 13+,set aside
ante as inventory and you have grand stuff.
To talk to people who are already friendly with you, no roll is needed.
To schmooze unfriendly people, roll +Charm. 7-9,they’re open to talk,
ask the MC how to proceed. 10+,the target makes a counter-offer,
accept it or move on to something else (MC’s choice).
To observe the obvious, ask your MC. To scope a situation or person,
roll+Up. 7-9,ask one question and +1 forward to deal with answers.
10+, ask three questions and +1 forward on those answers. (Does this
person have something I need? How could I get past these people to
leave me alone? Who’s really in control here? Is this person trying to
deceive me? What happened here recently? What here is useful or
valuable to me? What is about to happen? Is there anything here that
isn’t supposed to be here? What should I be on the lookout for? Whattier
are these people? What’s the best way to deal with these people?)

support moves
Don’t like your last roll? To get inspiration from a friend, ask them to
ante 1 or more Hx and roll +connection. 7+,add their +ante to your
last roll; your friend moves their ante to their Fx.
To prepare a friend for rolling, roll and add something (usually the
same attribute). 7+, you give them +1 forward.
To order a follower to do something, ante 1 Fx and roll +connection
instead of what you’d usually roll. Either you suffer the response
for your follower, or lose 1 point of connection permanently. Move
ante to Hx.
extinctioner While you have might, you may
use these moves:
øSurvive and travel in outer
While you have destruction, you
may use thesemoves:
øRoll+destruction vs. a group
You could be a sentient vapor cloud, or a being of pure energy, or a swarm of nanites. In theory, if you were left space. You propel yourself of strong targets. If you roll
unchecked, you could destroy planet after planet... but what’s the fun in that? Besides, you’d eventually go head- with some sort of locomotion. 7+, all targets are destroyed.
to-head with some other unstoppable force and it would just get ugly. The genocide of countless innocents hasn’t While you could travel to other Describe the carnage indetail.
brought you any happiness. If you just take a chance to talk to people, many of them are extremely polite, when stars, you don’t move faster øRoll+destruction vs. a grand
they’re not sobbing and begging you to spare them from your ineffable power. Maybe here, among these gentle, that light and it will take target. If you roll 7+, you may
ephemeral beings, you might come to know the strange and wonderful feeling called “love.” Or maybe you’ll get centuries to get there. move 1 point from
jilted, throw a fit, and wipe out a few star systems. Most of us are hoping for the “love” part. øIgnore weak hazards and destruction to your
Play an Extinctioner if you want to be a big, dangerous power, even by our standards! attackers. They either bounce Hx to inflict grand
off you or are destroyed. damage to the
sample names When you are powered up, it’s deflect: thinking øBefore resisting a strong target. Some
quite obvious. Nearby electronics hazard or attack, roll+might. grand targets will
The All-Consuming, Aohime, Unthinkable Destruction:
may suddenly turn on or short out. If you roll 7+, you both ignore be instantly
Azathoth, Berserker, Bringer-of- Whenever you would suffer harm
Sentient beings feel the aura of your and destroy the source. destroyed, but
Death, Dioxygene Diflouride, Ender, to your Thinking, you can deflect
dread. Your appearance changes grander targets
Gemmajacula, Grey Goo, Gygan, the harm to your Doing or Feeling, øBefore resisting a grand hazard
to your final form, etc. Be creative! or attack, roll+might. If you may take two hits
The Instrumentality, Jenora, Kali, instead.
roll 7+, you may move 1 point ormore.
Kosmos, Otto, Pyron, Ripper, Shakara,
Shen Taier, Shiva, Tarkus, Tiamat attributes times from might to Hx to ignore this øMove all
& health source until your next move, and destruction toHx.
Futurex 4 Historyx 1
looks Choose one: to inflict grand damage on it. Youpowerdown.
Some grand challenges will be
Choose one or more: øCosmic Horror connections destroyed by this, but grander
Amorphous blob, Crackling plasma, Bottom -1, Charm-1, Down -2
In character, ask each player if ones might not.
Death cannons, Everybody sees Top+3, Strange+2, Up+2
something different, Glow, Humming Doing 7, Feeling 6, Thinking 5
their character is afraid of yours. øMove all might to Hx.
After listening to their answers, Youpowerdown.
noise, Ichorous ooze, Nanomachines, øNice If You Get to Know Them pick one character to have a +2
Polymorphism, Pulsating flesh, Bottom+1, Charm=0, Down -3
Robotics, Shifting chaos, Small Top+3, Strange+2, Up=0
Connection with. destruction
To power up for destruction, ante
child, Stench of death, The stuff of
nightmares, Yawning void of space
Doing 9, Feeling 7, Thinking 2
øHiding in Plain Sight
unique moves 1 or more Fx. Roll+Top.
Choose your dread power: Bottom+1, Charm=0, Down -2
might Up to 9:Return your ante to Fx.
To power up for might, ante 1 or If “power up for destruction” is
øZetta-tech cybernetics Top+2, Strange+2, Up=0
more Fx. Roll+Strange.
Doing 8, Feeling 7, Thinking 3 your next move, take +3 forward.
øSelf-replicating nano-machines
øBad News Up to 9:Return your ante to Fx. 10+:Put all your ante aside, as
øHard-light force-screens If “power up for might” is your
Bottom=0, Charm -1, Down -1 destruction.
øLevel 9000 Psycho-Kinesis Top+2, Strange+3, Up=0 next move, take +3 forward.
øUnchecked biotic growth Doing 7, Feeling 7, Thinking 4 10+:Put all of your ante aside, as
øBeing of pure energy might.
ø« or make something up!
common moves
To assault another target, state your weapon’s tier, and roll +Strange.
7-9,become exposed and choose one: either charge into range and +3
forward, or hit a lesser target. 10-12,choose one: stay covered & hit
lesser target, or become exposed & hit equal target, or charge and +3
forward. 13+,choose one:stay covered & hit lesser target, or become
exposed & hit greater target, or charge and +3 forward.
To avoid danger till your next move, roll +Bottom. 7-9,weak enemies
overlook you and -1 harm. 10-12,the strong overlook you and -2
harm. 13+,the grand overlook you and -3 harm.
To block something till your next move, roll +Top. 7-9,weak enemies target
you first, +1 forward to respond to them. 10-12,the strong target you first,
+3 forward to respond. 13+,the grand target you first, +6 to respond.
To know casual stuff, just ask. To know obscure lore, roll +Down.
7-9,MCtells you something. 10+, MC may give you +1 connection.
To reveal something from your inventory, ante 1 Fx and roll
+Connection. 7-9,move ante to Hx and you have weak stuff.
10-12,move ante to Hx and you have strong stuff. 13+,set aside
ante as inventory and you have grand stuff.
To talk to people who are already friendly with you, no roll is needed.
To schmooze unfriendly people, roll +Charm. 7-9,they’re open to talk,
ask the MC how to proceed. 10+,the target makes a counter-offer,
accept it or move on to something else (MC’s choice).
To observe the obvious, ask your MC. To scope a situation or person,
roll+Up. 7-9,ask one question and +1 forward to deal with answers.
10+, ask three questions and +1 forward on those answers. (Does this
person have something I need? How could I get past these people to
leave me alone? Who’s really in control here? Is this person trying to
deceive me? What happened here recently? What here is useful or
valuable to me? What is about to happen? Is there anything here that
isn’t supposed to be here? What should I be on the lookout for? Whattier
are these people? What’s the best way to deal with these people?)

support moves
Don’t like your last roll? To get inspiration from a friend, ask them to
ante 1 or more Hx and roll +connection. 7+,add their +ante to your
last roll; your friend moves their ante to their Fx.
To prepare a friend for rolling, roll and add something (usually the
same attribute). 7+, you give them +1 forward.
To order a follower to do something, ante 1 Fx and roll +connection
instead of what you’d usually roll. Either you suffer the response
for your follower, or lose 1 point of connection permanently. Move
ante to Hx.
flora øAdd +growth to any rolls
where being huge would help
(holding doors open, getting
øCover a place in fungus, spores
and leaves, which instantly
enrages all maids, cleaners,
Galactic sentience is often biased in favor of the mammals, what with their circulatory systems and their high things off high shelves, and janitorial staff in the area.
metabolic rate and whatnot. Maybe sometimes you get marsupials or even reptiles, but what about our other catching falling people, etc.) øAttract one or more types of
kingdoms? When you’re a humanoid plant, you don’t have a shallow complexity just to show off to the øSubtract -growth from any rolls insects. With the right wind on
homiotherms. And you smell nice. where being huge would hurt the right planet, you could
Play a Flora if you want to be different, if you want to be pretty, or if you want freaky plant powers. (convincing people you mean summon swarms of the things.
them no harm, sneaking about, øRepel an animal.
sample names øBeautiful Arrangement unique moves fitting into places, pushing
øSynthesize a variety of poisons,
Bottom=0, Charm +2, Down -2 buttons, etc.) The MC may rule irritants, thorns,
Alec, Audrey, Aweto, Eedyh, Elder,
Top+3, Strange+1, Up -1
growth that some things are impossible
Eukeif, Groot, Hawthorne, Kiara, and other
Doing 8, Feeling 8, Thinking 2 To rapidly grow into a plant monster, for giant plant monsters todo.
Kodama, Morphir, Neued, Pamela, unpleasant
ante 1 or more Fx. Roll+Top. øMove 1 growth to Hx to
Rowan, Sallis, Treven, Triff, øEternal Wisdom things.
Up to 9: Others can see your reduce incoming harm by 1, or
Woodrue, Willow, Yew Bottom=0, Charm=0, Down=0 øUse healing
Top+1, Strange+1, Up+1 flowers bloom, stalks extend, just because you want to. If all herbs and oils
looks Doing 6, Feeling 6, Thinking 6 etc. Choose one: +ante forward
to your next growth move« or
your growth is gone, you shrink
back to normal size.
to give you or
someone else +3
Choose one or more:
Androgynous, Asexual, Bark skin,
deflect: thinking move your ante back to Fx.
bloom
on their next revive
10+:Set your ante aside, move. (See
Bright colors, Flowers, Fungoid Natural Law: Whenever you would
as growth. The more points in To use your colors, aroma, and page126).
growths, Green hide, Humanoid, suffer harm to your Thinking, you
growth, the bigger you are. other display to your advantage,
Hundreds of symbiotic insects living can deflect the harm to your Doing øSprout a blossom,
While you have growth, you may ante 1 Fx and roll +Top. which you can then
inside your body cavity, Leaves, Mass or Feeling, instead.
use the following moves. 7-9: Move your ante to Hx, and hand off to
of Fibers, Pleasant Odor, Pollen,
Reedy voice, Sticky globs, Tendrils times øWhen a friend or nearby object choose one from the list below. someone as a token
suffers harm, roll +growth. 10+:Return your ante to Fx, and of your regard.
Futurex 2 Historyx 3
attributes 7-9, you take the hit instead; choose one from the list below. øLearn the
& health connections 10+, you take the hit and you øUse bioluminescence to biological history of
subtract 1 from the harm, too. illuminate an area, revealing the plants in this
Choose one: Ask each player to say their øWhen you are assaulted directly, anything hidden. area.
øPlant Thing favorite color. After listening to roll +growth. 7-9, you ignore and øDazzle a strong enemy, so that øBlend in with
Bottom+1, Charm -2, Down -2 their answers, pick one character disable a weak attacker; 10+, they stop assaulting you, thus local plants.
Top+3, Strange+2, Up =0 to have a +2 Connection with. you ignore and disable a strong
Doing 9, Feeling 5, Thinking 3
giving you an opening for øLandscaping.
attacker or group of weak ones. negotiation.
øAvatar of Nature Choose one: subdue them (with
øRoot yourself into
øEntrance a weak target, with good soil and then
Bottom+1, Charm+1, Down -2 vines, catapults, etc.) or
your bright colors, powerful wait a hundred
Top+1, Strange+2, Up=0 destroy them (with thorns,
pheromones, and natural years.
Doing 7, Feeling 8, Thinking 3 smashing, smothering, etc.)
promise. øOr something else related to
being a sentient plant.
common moves
To assault another target, state your weapon’s tier, and roll +Strange.
7-9,become exposed and choose one: either charge into range and +3
forward, or hit a lesser target. 10-12,choose one: stay covered & hit
lesser target, or become exposed & hit equal target, or charge and +3
forward. 13+,choose one:stay covered & hit lesser target, or become
exposed & hit greater target, or charge and +3 forward.
To avoid danger till your next move, roll +Bottom. 7-9,weak enemies
overlook you and -1 harm. 10-12,the strong overlook you and -2
harm. 13+,the grand overlook you and -3 harm.
To block something till your next move, roll +Top. 7-9,weak enemies target
you first, +1 forward to respond to them. 10-12,the strong target you first,
+3 forward to respond. 13+,the grand target you first, +6 to respond.
To know casual stuff, just ask. To know obscure lore, roll +Down.
7-9,MCtells you something. 10+, MC may give you +1 connection.
To reveal something from your inventory, ante 1 Fx and roll
+Connection. 7-9,move ante to Hx and you have weak stuff.
10-12,move ante to Hx and you have strong stuff. 13+,set aside
ante as inventory and you have grand stuff.
To talk to people who are already friendly with you, no roll is needed.
To schmooze unfriendly people, roll +Charm. 7-9,they’re open to talk,
ask the MC how to proceed. 10+,the target makes a counter-offer,
accept it or move on to something else (MC’s choice).
To observe the obvious, ask your MC. To scope a situation or person,
roll+Up. 7-9,ask one question and +1 forward to deal with answers.
10+, ask three questions and +1 forward on those answers. (Does this
person have something I need? How could I get past these people to
leave me alone? Who’s really in control here? Is this person trying to
deceive me? What happened here recently? What here is useful or
valuable to me? What is about to happen? Is there anything here that
isn’t supposed to be here? What should I be on the lookout for? Whattier
are these people? What’s the best way to deal with these people?)

support moves
Don’t like your last roll? To get inspiration from a friend, ask them to
ante 1 or more Hx and roll +connection. 7+,add their +ante to your
last roll; your friend moves their ante to their Fx.
To prepare a friend for rolling, roll and add something (usually the
same attribute). 7+, you give them +1 forward.
To order a follower to do something, ante 1 Fx and roll +connection
instead of what you’d usually roll. Either you suffer the response
for your follower, or lose 1 point of connection permanently. Move
ante to Hx.
freebooter øHow valuable are these things riches
to other people? You gain riches by making
øWhat tier are these people? successful trade deals.
You can’t take it with you, and with the stars about to go out, why wait? Everything has a price, and your goal is to øWho’s really in control here? Add +riches to all rolls when you
build up the best inventory that you can. It’s not so much that enjoy the money, as the thrill of the acquisition. øWhat is here that’s not what it can impress others with how
Your stock and trade is the exotic, the bizarre, and the unique. Without a standard for money, you have to make appears to be? wealthy you are.
frequent spot judgements to weigh the value of one thing against another. And to you, everything has a price. Make a business transaction with
Take +3 forward when acting on
Play a Freebooter if you care about getting the best toys as much as you care about having them. someone. Move 1 riches to Hx,
the answers to your questions.
and choose one:
sample names øCollector Also, +2 Connection with trade øMake a strong purchase for you
Bottom -3, Charm+3, Down=0 (chooseone): and each one of your
Adam, Captain, Carmen, Croesus, It’s time to make a deal. Declare a
Cyrano, Delos, Fortune, Harry, Lucre,
Top+2, Strange -1, Up+2 øYour Designer Bag of Holding target, then ante 1 or more Fx. friends.
Doing 4, Feeling 7, Thinking 7 with patented Xtra-DimensionTM
Macklin, Midas, Milton, Noah, Quark, Roll+Charm. øBribe a grand target.
Stan, Tiktik, Tivan, Underwood, øConnoisseur Pok-8 Space® (gear)
(Grander targets may
Up to 6:Return ante to Fx.
Vantabeard, Xuanzang Bottom -2, Charm+2, Down+1 øYour ship’s cargo hold(gear) need multiple riches.)
Top+2, Strange -2, Up+2 7-9:Set aside 1 point of the ante as
øYour credit at finer stores found øPurchase a grand
looks Doing 5, Feeling 5, Thinking 8 across the galaxy (gear) trade, and return the rest to Fx.
piece of gear.
øYour supercargo (follower, 10: Set aside the entire ante as (Grander gear may
Choose one or more:
Clashing clothes, Concealed
deflect: doing named Arrow, Blackberry, Cat, trade. require multiple
weapon, Deep pockets that jingle, Better Part of Valor: Whenever Efreet, Newton, 1-Zero-1, Declare +trade to be a riches.)
Exotic cologne, Gaudy jewelry, you would suffer harm to your Silver, Uteeni, Zoop, etc.) +Connection with the target. øThrow money at a
Honest face, Immaculate complexion, Doing, you can deflect the harm to øYour rare, exotic, and spoiled pet Use this connection to reveal problem, what can
Mixed drink, Smile, One or more your Feeling or Thinking, instead. (named Angel, Buster, Lucario, gear, services, or other things. be solved with
attendants, Organizer with up-to- Nero, Princess, Snookums, You could have multiple trade money. In a casual
date inventory, Polyglot of languages, times Sweet Baby, Zuqueta, etc.) pools, set aside for different situation, this
targets.
Pride of their collection, Styled hair Futurex 2 Historyx 3 øOr make something up! could just work, but
unique moves To liquidate trade, find another for charged
attributes connections savviness
target who wants to do business situations, the
& health Think of a number, then ask all the
with your first target and MC may give you
Always be closing. Move 1 Fx to roll +Top. +3 per riches
Choose one: other players to guess that number. Hx, then roll+Top. spent.
Up to 6:Move all trade to Hx.
øMerchant Marine After hearing all their guesses,
Up to 6:Ask the MC one question
Bottom -3, Charm+2, Down+1 pick one character to have a +2 7-12:Set aside 1 trade as riches.
from the list below. 7 9,two
Top+3, Strange+1, Up -1 Connection with. You can choose Ifyour next move is to
questions. 10+,three questions.
Doing 5, Feeling 8, Thinking 5 who guessed the closest, or who liquidate, take+3 forward.
didn’t go over, or just anyone. Don’t øWhat happened here recently?
øSmooth Talker 13+:Move all trade to riches.
Bottom -2, Charm+3, Down+2 tell anyone what your number was. øWhat is about to happen?
Top+1, Strange -2, Up+1 øWhat’s in it for me?
Doing 4, Feeling 6, Thinking 8 øWhat of mine is at risk, here?
øWhat things here are the most
valuable or profitable?
common moves
To assault another target, state your weapon’s tier, and roll +Strange.
7-9,become exposed and choose one: either charge into range and +3
forward, or hit a lesser target. 10-12,choose one: stay covered & hit
lesser target, or become exposed & hit equal target, or charge and +3
forward. 13+,choose one:stay covered & hit lesser target, or become
exposed & hit greater target, or charge and +3 forward.
To avoid danger till your next move, roll +Bottom. 7-9,weak enemies
overlook you and -1 harm. 10-12,the strong overlook you and -2
harm. 13+,the grand overlook you and -3 harm.
To block something till your next move, roll +Top. 7-9,weak enemies target
you first, +1 forward to respond to them. 10-12,the strong target you first,
+3 forward to respond. 13+,the grand target you first, +6 to respond.
To know casual stuff, just ask. To know obscure lore, roll +Down.
7-9,MCtells you something. 10+, MC may give you +1 connection.
To reveal something from your inventory, ante 1 Fx and roll
+Connection. 7-9,move ante to Hx and you have weak stuff.
10-12,move ante to Hx and you have strong stuff. 13+,set aside
ante as inventory and you have grand stuff.
To talk to people who are already friendly with you, no roll is needed.
To schmooze unfriendly people, roll +Charm. 7-9,they’re open to talk,
ask the MC how to proceed. 10+,the target makes a counter-offer,
accept it or move on to something else (MC’s choice).
To observe the obvious, ask your MC. To scope a situation or person,
roll+Up. 7-9,ask one question and +1 forward to deal with answers.
10+, ask three questions and +1 forward on those answers. (Does this
person have something I need? How could I get past these people to
leave me alone? Who’s really in control here? Is this person trying to
deceive me? What happened here recently? What here is useful or
valuable to me? What is about to happen? Is there anything here that
isn’t supposed to be here? What should I be on the lookout for? Whattier
are these people? What’s the best way to deal with these people?)

support moves
Don’t like your last roll? To get inspiration from a friend, ask them to
ante 1 or more Hx and roll +connection. 7+,add their +ante to your
last roll; your friend moves their ante to their Fx.
To prepare a friend for rolling, roll and add something (usually the
same attribute). 7+, you give them +1 forward.
To order a follower to do something, ante 1 Fx and roll +connection
instead of what you’d usually roll. Either you suffer the response
for your follower, or lose 1 point of connection permanently. Move
ante to Hx.
futsie 13+:Grand Atrocity
Move the ante to Fx. Charge a
group of strong opponents, and
Only the insane have strength enough to prosper. Only those who prosper truly judge what is sane. And boy, have destroy them using only your
you prospered. The pointless entropy of the universe, coupled with the death of everything and everyone you hold bare hands. You may charge a
dear, may have had an adverse effect upon you. Or maybe you just weren’t all there to begin with, and you thrive grand opponent and inflict
in the madness that is the end of history. If you’re stubborn enough, eventually there won’t be anyone around to grand damage on it, but it may
tell you that you need help « just you, and the voices in your head. or may not be destroyed.
Play a Futsie if you want to solve problems with brutal violence or addle-headed insights. If your next move is an
assault or atrocity, take +6
sample names attributes connections forward.

Albert, Alice, Black, Citizen Snips, & health Ask all the other players to roll prophecy
Colonel, Crazy, Death-on-Two-Legs, Choose one: two dice. Look at all their If only they would listen to you!
Decker, Jane Doe, The End, Forbus, øWalking Horror numbers, and then pick one Itwould all make sense, given time.
Frankie, Goldman, Jason, Kilgore, Bottom -1, Charm -3, Down+2 character to have a +2 Connection
Declare another character to
Mister Happy, Johnson, Mawl, Mom, Top+2, Strange+3, Up=0 with. You don’t have to tell anyone
share your secrets with, and
Nutjob, Omega, The Perfect Being, Doing 6, Feeling 5, Thinking 7 why you did or didn’t pick them.
ante 1 or more Fx. Roll+ante.
Priscilla, Prophet, Psycho, Reaper,
øLurker in the Darkness
Roberto, Sam, Smiley, Super-
Bottom+3, Charm -2, Down=0 unique moves Up to 6:Insanity
Move 1 point to your Hx, and
Beast, The Unnamable, Wacko atrocity
Top -1, Strange+2, Up+1 return the rest to your Fx. What
Doing 7, Feeling 5, Thinking 6 You are capable of extreme violence.
looks øCompulsive Builder Ante 1 Fx, then roll+Strange
you say makes no sense to anyone
and just sounds really creepy.
Choose one or more: Bottom+1, Charm -2, Down+2
Up to 9:Weak Atrocity 7+:Prophecy
Babbling, Bad teeth, constant Top -2, Strange+2, Up+2
Move the ante into Hx. Charge Set your ante in front of that
sparking, Collection of small and Doing 4, Feeling 5, Thinking 9
any weak opponent and destroy player, as prophecy.
shiny objects, Cybernetics, Hand-
øSeer them using only your bare hands. After that player makes a roll, they
written manifesto, Invasions of Bottom+0, Charm -2, Down -1 If your next move is an assault may ask you if they can move 1
personal space, Look of eagles, Top+2, Strange+2, Up+2 or atrocity, take +1 forward. point from the prophecy to
Necrosis, Never talks, Odd voice, Doing 7, Feeling 5, Thinking 6
Rictus, Ritual scarring, Sockets, 10-12:Strong Atrocity your Hx. If you say yes, that
Return the ante to Fx. Charge
Smell of blood, Spasms, Talks too
much, Tattoos in fractal patterns,
deflect: feeling any one strong opponent, or
player rolls one die and adds
that to their last roll. (Oh,
Unblinking eyes, Unusual diet Unconstrained by Conventional group of weak opponents, and that’s what you were talking
Morality: Whenever you would destroy them using only your bare about!)
suffer harm to your Feeling, you hands. If your next move is an
can deflect the harm to your Doing assault or atrocity, take +3
or Thinking, instead. forward.

times
Futurex 4 Historyx 1
common moves
To assault another target, state your weapon’s tier, and roll +Strange.
7-9,become exposed and choose one: either charge into range and +3
forward, or hit a lesser target. 10-12,choose one: stay covered & hit
lesser target, or become exposed & hit equal target, or charge and +3
forward. 13+,choose one:stay covered & hit lesser target, or become
exposed & hit greater target, or charge and +3 forward.
To avoid danger till your next move, roll +Bottom. 7-9,weak enemies
overlook you and -1 harm. 10-12,the strong overlook you and -2
harm. 13+,the grand overlook you and -3 harm.
To block something till your next move, roll +Top. 7-9,weak enemies target
you first, +1 forward to respond to them. 10-12,the strong target you first,
+3 forward to respond. 13+,the grand target you first, +6 to respond.
To know casual stuff, just ask. To know obscure lore, roll +Down.
7-9,MCtells you something. 10+, MC may give you +1 connection.
To reveal something from your inventory, ante 1 Fx and roll
+Connection. 7-9,move ante to Hx and you have weak stuff.
10-12,move ante to Hx and you have strong stuff. 13+,set aside
ante as inventory and you have grand stuff.
To talk to people who are already friendly with you, no roll is needed.
To schmooze unfriendly people, roll +Charm. 7-9,they’re open to talk,
ask the MC how to proceed. 10+,the target makes a counter-offer,
accept it or move on to something else (MC’s choice).
To observe the obvious, ask your MC. To scope a situation or person,
roll+Up. 7-9,ask one question and +1 forward to deal with answers.
10+, ask three questions and +1 forward on those answers. (Does this
person have something I need? How could I get past these people to
leave me alone? Who’s really in control here? Is this person trying to
deceive me? What happened here recently? What here is useful or
valuable to me? What is about to happen? Is there anything here that
isn’t supposed to be here? What should I be on the lookout for? Whattier
are these people? What’s the best way to deal with these people?)

support moves
Don’t like your last roll? To get inspiration from a friend, ask them to
ante 1 or more Hx and roll +connection. 7+,add their +ante to your
last roll; your friend moves their ante to their Fx.
To prepare a friend for rolling, roll and add something (usually the
same attribute). 7+, you give them +1 forward.
To order a follower to do something, ante 1 Fx and roll +connection
instead of what you’d usually roll. Either you suffer the response
for your follower, or lose 1 point of connection permanently. Move
ante to Hx.
gestalt
dwindling Multiplicity øTo control an area,
You gain dwindling points by using You gain multiplicity points by roll+multiplicity. Until your
your transferring to prevent scars. using your collective, trans- next move, all weak or strong
One is the loneliest number. You’ve expanded—a single entity distributed equally among multiple bodies. Some Each time you gain a dwindling ference, and dwindling moves. The enemies must target you first.
gestalts are telepathic in nature, multiple individuals mind-melded into a single amalgamated whole. Technology point, one or more of your bodies more multiplicity you have, the øBefore a friend makes a roll,
can also offer multiple mechanical or cybernetic bodies, synchronized to the will of an uploaded brain or A.I. perish, but the gestalt carries on. more of you are around. offer to help and roll+multi-
Others arise out of bizarre scientific accidents, quirks of alien evolution, or deep space anomalies. Move all scars to dwindling. You Whenever you have multiplicity, plicity. 7+, they may take +1
Play the Gestalt to be defined by your multiple bodies, being in many places at once and occasionally pausing don’t have a scars pool. If a rule you may use these moves: forward to the roll.
to mourn the loss of an individual body. tells you to set a point in scars, øYou may be in multiple places at øAdd +multiplicity to any rolls
set it in dwindling, instead. once. If your friends split up, you where having multiple,
sample names øPleasure Collective unique moves If any one of your indicia (Doing, may send one or more bodies with coordinated bodies would
Bottom -1, Charm +3, Down +2 Feeling, or Thinking) drops to them. If your multiplicity is gone, help (assembly-line, complex
Alpha Mind, Anaander, The
Top +1, Strange -1, Up -1
collective choose one friend to repairs, cleaning house, social
Combine, Enantiomorph, The zero, ante 1 or more Fx or Hx,
Doing 5, Feeling 7,Thinking 6 Your minds are linked, and you can remain with and events, etc.)
Harmony Consciousness, then roll +ante. If you have any
summon a flash mob at any time.
L.E.G.I.0.N, the Many-in-One, The øToo Many Clones! +dwindling, add that to your abandon the øSubtract multiplicity from any
Bottom -2, Charm +1, Down +2 To summon more bodies, ante 1 or roll, too. rest. rolls where having multiple,
Multiple Toms, Nestor, Omnius,
Top +2, Strange -1, Up +1 more Fx. Roll+Down. coordinated bodies would help
Psmith, Uberclique, Unity Up to 6: Return your ante. You can
Doing 5, Feeling 5,Thinking 8 Up to 6:Return your ante to Fx. try again on a later move, but (being sneaky, taking cover,
looks Your other bodies have been wait for the MC to respond, first. avoiding disasters, etc.) The MC

Choose one or more:


deflect: Doing delayed, for some reason.
7-9: New bodies arrive to take up
may rule that some things are
7+:Put all your ante aside, as impossible for a large crowd.
Coordinated outfits, Cybernetic Expendable Bodies: Whenever you the slack. Restore 1 to each of
implants, Disjointed movements, would suffer harm to your Doing, multiplicity. your Doing, Feeling, and øAt any time, move one or more
you can deflect that harm to your Thinking. Move 1 of your ante points from multiplicity to Hx.
Eerily synchronized voices, Glowing
eyes, Happy smiles, Matching Feeling or Thinking instead. Transference to dwindling, and the rest to You can send your bodies off
What is the fatigue of one body, when multiplicity. on their errands.
accessories, Matching eye colors,
Pleasantly harmonic voices, Simple times you have dozens to spare?
10+: Fresh bodies arrive to
øWhen you suffer harm, move
Whenever you would set aside a one point from multiplicity to
white clothing, Smelling of incense, Futurex 4 Historyx 1 take up the slack. Restore
point in your scars pool, dwindling to negate the harm.
Smelling of recreational drugs 1 to each of your Doing,
One of your bodies suffers the
connections roll +Top. Roll once per point. Feeling, and Thinking.
attributes In character, ask each other
Up to 6: Set the point aside as Move your ante to
harm, instead, and it instantly
perishes, from organ failure,
& health character how they cope with
dwindling, instead. multiplicity.
heart attack, seizure, etc. (This
Choose one: only having a single body. After 7+: Set the point aside as demise may freak other people
øTelepathically Linked listening to their answers, choose multiplicity, instead. out, but you’re used to it.)
Bottom -2, Charm +2, Down +3 one character to have +2
Top +1, Strange -2, Up +1 Connection with. You have +1
Doing 4, Feeling 5,Thinking 9 Connection with all other
øMechanized Drone-Bodies characters.
Bottom -3, Charm -2, Down +2
Top +3, Strange +2, Up +1
Doing 5, Feeling 5,Thinking 8
common moves
To assault another target, state your weapon’s tier, and roll +Strange.
7-9,become exposed and choose one: either charge into range and +3
forward, or hit a lesser target. 10-12,choose one: stay covered & hit
lesser target, or become exposed & hit equal target, or charge and +3
forward. 13+,choose one:stay covered & hit lesser target, or become
exposed & hit greater target, or charge and +3 forward.
To avoid danger till your next move, roll +Bottom. 7-9,weak enemies
overlook you and -1 harm. 10-12,the strong overlook you and -2
harm. 13+,the grand overlook you and -3 harm.
To block something till your next move, roll +Top. 7-9,weak enemies target
you first, +1 forward to respond to them. 10-12,the strong target you first,
+3 forward to respond. 13+,the grand target you first, +6 to respond.
To know casual stuff, just ask. To know obscure lore, roll +Down.
7-9,MCtells you something. 10+, MC may give you +1 connection.
To reveal something from your inventory, ante 1 Fx and roll
+Connection. 7-9,move ante to Hx and you have weak stuff.
10-12,move ante to Hx and you have strong stuff. 13+,set aside
ante as inventory and you have grand stuff.
To talk to people who are already friendly with you, no roll is needed.
To schmooze unfriendly people, roll +Charm. 7-9,they’re open to talk,
ask the MC how to proceed. 10+,the target makes a counter-offer,
accept it or move on to something else (MC’s choice).
To observe the obvious, ask your MC. To scope a situation or person,
roll+Up. 7-9,ask one question and +1 forward to deal with answers.
10+, ask three questions and +1 forward on those answers. (Does this
person have something I need? How could I get past these people to
leave me alone? Who’s really in control here? Is this person trying to
deceive me? What happened here recently? What here is useful or
valuable to me? What is about to happen? Is there anything here that
isn’t supposed to be here? What should I be on the lookout for? Whattier
are these people? What’s the best way to deal with these people?)

support moves
Don’t like your last roll? To get inspiration from a friend, ask them to
ante 1 or more Hx and roll +connection. 7+,add their +ante to your
last roll; your friend moves their ante to their Fx.
To prepare a friend for rolling, roll and add something (usually the
same attribute). 7+, you give them +1 forward.
To order a follower to do something, ante 1 Fx and roll +connection
instead of what you’d usually roll. Either you suffer the response
for your follower, or lose 1 point of connection permanently. Move
ante to Hx.
hazmat
Failsafe øTank for your friends. Until your
You gain failsafe points from using next move, any and all friends
your self-repair. It’s not as good as in your zone of
The wars of the future have seen the line between man and machine blur into nothingness on the battlefield. Soldiers self-repair, but it’s better than control can deflect
cybernetically enhanced with mechanical exoskeletons, armored suits pilot by uploaded mindprints, powered armors that nothing. 1 point of
continue functioning long after the brain death of their pilot, and more. Were you ever human to begin with? If you were, it’s Whenever one or more of your damage from
hard to tell now. Your body is powerful and almost indestructible—but it’s also your prison. indices is reduced to zero, hazards
Play the Hazmat to protect your allies with strength and technological prowess. roll +failsafe. onto you.
You choose
7-9: Restore 1 point to each of Doing,
sample names øForgotten War Machine øSensory scanners and probes Feeling, and Thinking. Then move
which of
your indicia
Bottom -1, Charm -2, Down +2 linked in to your armor’s one failsafe point to scars.
A’kzeni, Alita, Baxu, Evander, (Doing, Feeling, or
Top +2, Strange +3, Up -1 H.U.D. (gear)
RIMModel-009, Kathra, Liza, 10+: Restore 1 point to each of Doing, Thinking) that they are
Morrigun, Raltel, Rom,
Doing 6, Feeling 6,Thinking 6 øAn onboard database of Feeling, and Thinking. deflecting the damage onto
S.O.L.D.I.E.R., Tony, Uron Null general information,
deflect: Feeling navigation, and sites of Cybernetics
(mix and match).
øUse your exoskeletal strength
looks More Machine Than Person: strategic interest. (gear)
Your suit has a variety of systems to to force open a door, to lift
Choose one or more:
Whenever you would suffer harm øAssorted mechanical help you get stuff done. To use something heavy, to leap to a
to your Feeling, you can deflect components (gear) your suit to your advantage, ante
Built-in weaponry, Custom great height, etc.
upgrades, Hazmat-sealed, No
the harm to your Doing or øWar plunder (gear) 1 Fx and roll +Down.
øUse rockets or jet boost
Thinking, instead. øOr make something up!
visible face, Nuclear power core, 7-9: Move your ante to Hx, and to rapidly change
Motorized hum, Multiple choose one from the list below.
mechanized arms, Polished chrome times unique moves 10+:Return your ante to Fx, and
location.
øEndure some
chassis, PTSD, Static in voice, Futurex 3 Historyx 2
Self-Repair choose one from the list below. environmental
Tubes, Weathered chassis
øScan an area for strange hazard, subtracting 3
connections Your suit has numerous self-
radiations and toxins, giving from the damage
attributes Ask each player whether they’d
repair systems to help you. To heal
yourself, ante 1 Fx and roll +Top. you and your friends +1 forward until your next
& health rather take the offensive or stay
Up to 6: Your systems need more
to deal with the problem. move.
Choose one: on the defense in battle. After
time to complete the repairs. øUse a point-defense system to øEngage
øPower Suit Veteran listening to their answers, choose neutralize a weak target. suspended
Return your ante to Fx. If your
Bottom -1, Charm -1, Down +2 one character to have +2 øUntil your next move, use your animation,
next move is self-repair, take
Top +1, Strange +1, Up +1 Connection with. point-defense systems to where you fall asleep
+3 forward.
Doing 5, Feeling 5,Thinking 8 Also, +2 Connection with temporarily reduce all strong and reduce your life-signs,
(chooseone): 7-9: Restore up to 3 points to your
to elude detection and to
øSentinel Doing, Feeling, or Thinking targets in your zone of control
Bottom -1, Charm -1, Down +3 øPocket dimension storage into weak ones. (Maybe survive until help arrives.
(mix and match). Then move
Top +1, Strange =0, Up +1 capsule (gear)
your ante to failsafe. someone else can take them øOr something else that only
Doing 5, Feeling 4,Thinking 9 øHigh-tech multimodal weapons 10+: Restore up to 6 points to your out?) someone in a powered-armor
øSelf-Upgrade Enthusiast array that can configure itself suit could do. Be creative!
Doing, Feeling, or Thinking
Bottom -2,Charm -1, Down +2 into various forms (gear)
(mix and match). Then move
Top +1, Strange =0, Up +3 your ante to failsafe.
Doing 4, Feeling 4,Thinking 10
common moves
To assault another target, state your weapon’s tier, and roll +Strange.
7-9,become exposed and choose one: either charge into range and +3
forward, or hit a lesser target. 10-12,choose one: stay covered & hit
lesser target, or become exposed & hit equal target, or charge and +3
forward. 13+,choose one:stay covered & hit lesser target, or become
exposed & hit greater target, or charge and +3 forward.
To avoid danger till your next move, roll +Bottom. 7-9,weak enemies
overlook you and -1 harm. 10-12,the strong overlook you and -2
harm. 13+,the grand overlook you and -3 harm.
To block something till your next move, roll +Top. 7-9,weak enemies target
you first, +1 forward to respond to them. 10-12,the strong target you first,
+3 forward to respond. 13+,the grand target you first, +6 to respond.
To know casual stuff, just ask. To know obscure lore, roll +Down.
7-9,MCtells you something. 10+, MC may give you +1 connection.
To reveal something from your inventory, ante 1 Fx and roll
+Connection. 7-9,move ante to Hx and you have weak stuff.
10-12,move ante to Hx and you have strong stuff. 13+,set aside
ante as inventory and you have grand stuff.
To talk to people who are already friendly with you, no roll is needed.
To schmooze unfriendly people, roll +Charm. 7-9,they’re open to talk,
ask the MC how to proceed. 10+,the target makes a counter-offer,
accept it or move on to something else (MC’s choice).
To observe the obvious, ask your MC. To scope a situation or person,
roll+Up. 7-9,ask one question and +1 forward to deal with answers.
10+, ask three questions and +1 forward on those answers. (Does this
person have something I need? How could I get past these people to
leave me alone? Who’s really in control here? Is this person trying to
deceive me? What happened here recently? What here is useful or
valuable to me? What is about to happen? Is there anything here that
isn’t supposed to be here? What should I be on the lookout for? Whattier
are these people? What’s the best way to deal with these people?)

support moves
Don’t like your last roll? To get inspiration from a friend, ask them to
ante 1 or more Hx and roll +connection. 7+,add their +ante to your
last roll; your friend moves their ante to their Fx.
To prepare a friend for rolling, roll and add something (usually the
same attribute). 7+, you give them +1 forward.
To order a follower to do something, ante 1 Fx and roll +connection
instead of what you’d usually roll. Either you suffer the response
for your follower, or lose 1 point of connection permanently. Move
ante to Hx.
hero of the universe
Rally øUrge a friend to do the right
Lead by example. Describe some thing. If their next move is in the
noble calling to inspire your spirit of your urge, move 1 point
The universe is a messy, complicated place where morality goes not just from black to grey to white, but to blue friends, ante 1 Fx and roll +Top. of your heroics to their Fx pool.
and orange as well. Doing the right thing will get you killed, and if it doesn’t, you’ll just live to see the unintended Up to 6: Return your ante to Fx.
consequences of your heroism. You know that. But that’s not going to stop you from trying. You are the kind of 7+: Move your ante to heroics.
person who will always do the right thing, who protects the innocent and leads their friends to victory. It’s hard If your friend’s next move is in
world to be that kind of person in, but that makes what you do all the more important. the spirit of what you just
Play the Hero to inspire other characters with your heroic example. Someone’s got to try! described, you may tell them to
roll three dice and keep the
sample names øSwashbuckler unique moves best two.
Bottom -1,Charm +2, Down +2
Adam, Attrid, Cesa, Chandra, Eliza, Rescue
The 404 Kid, Ilana, Juda, Kimball,
Top +2, Strange =0, Up -2
With great power comes great
Heroics
Doing 6, Feeling 7, Thinking 5
Lance, the Lone Unit, Luke, responsibility. Your heroics pool builds up by using
Malcolm, Marco, Marshal, Maya, øExiled Royalty your rescue and your rally moves.
Bottom +2,Charm +3, Down +1 When a friend is assaulted, ante 1
Rebec, Shane, Sparks, Vash, Wayne When you have points in heroics,
Top +1, Strange -2, Up -2 Fx and roll +Down.
you may use these moves:
looks Doing 8, Feeling 6, Thinking 4 Up to 6: You’re not fast enough!
Return your ante to Fx and try
øAdd +heroics to any rolls to
Choose one or more:
Backwater accent, Badge,
deflect: thinking to keep strong as the MC
convince others of your good
intentions.
describes what happens.
Calmness, Determined eyes, It’s Time for Action: Whenever you øAdd +heroics to any rolls to
Duster, Honest face, Inspiring would suffer harm to your 7-9: Weak Rescue. You subdue a
escape from containment,
voice, Lantern jaw, Military Thinking, you can deflect the harm weak attacker, or prevent a
prison, or any other place that
fatigues, Smile, Steady hand, Too to your Doing or Feeling, instead. weak hazard before any harm.
would hold you back.
young to shave If it's a strong challenge, you’ll
øAdd +heroics to any roll to
times still succeed, but with
pick yourself back up.
attributes Futurex 3 Historyx 2
complications. (You may suffer
harm, you might lose some
(See “revive”, page126.)
& health important item, you gain un- øSubtract heroics from any
Choose one: connections wanted attention, or some- rolls where being a good guy
øSpace Ranger In character, ask each other thing else that you and the MC make things more difficult for
Bottom -2,Charm +2, Down +3 character what they personally think of.) Move your ante to you. The MC may rule that
Top +2, Strange =0, Up -2 believe in. After listening to their heroics. things are impossible when
Doing 5, Feeling 7, Thinking 6 answers, choose one character to you’ve got heroics.
10+: Strong Rescue. You deal with
øSheriff have +2 Connection with. You a strong challenge with no øIf you are incapacitated, all
Bottom -1,Charm +2, Down +1 have +1 Connection with all other problems, but if it’s grand, you your friends may add +heroics
Top +3, Strange =0, Up -2 characters. suffer complications, as above. to their rolls to help you or to
Doing 7, Feeling 7, Thinking 4 Move your ante to heroics. fight against what caused
your downfall.
common moves
To assault another target, state your weapon’s tier, and roll +Strange.
7-9,become exposed and choose one: either charge into range and +3
forward, or hit a lesser target. 10-12,choose one: stay covered & hit
lesser target, or become exposed & hit equal target, or charge and +3
forward. 13+,choose one:stay covered & hit lesser target, or become
exposed & hit greater target, or charge and +3 forward.
To avoid danger till your next move, roll +Bottom. 7-9,weak enemies
overlook you and -1 harm. 10-12,the strong overlook you and -2
harm. 13+,the grand overlook you and -3 harm.
To block something till your next move, roll +Top. 7-9,weak enemies target
you first, +1 forward to respond to them. 10-12,the strong target you first,
+3 forward to respond. 13+,the grand target you first, +6 to respond.
To know casual stuff, just ask. To know obscure lore, roll +Down.
7-9,MCtells you something. 10+, MC may give you +1 connection.
To reveal something from your inventory, ante 1 Fx and roll
+Connection. 7-9,move ante to Hx and you have weak stuff.
10-12,move ante to Hx and you have strong stuff. 13+,set aside
ante as inventory and you have grand stuff.
To talk to people who are already friendly with you, no roll is needed.
To schmooze unfriendly people, roll +Charm. 7-9,they’re open to talk,
ask the MC how to proceed. 10+,the target makes a counter-offer,
accept it or move on to something else (MC’s choice).
To observe the obvious, ask your MC. To scope a situation or person,
roll+Up. 7-9,ask one question and +1 forward to deal with answers.
10+, ask three questions and +1 forward on those answers. (Does this
person have something I need? How could I get past these people to
leave me alone? Who’s really in control here? Is this person trying to
deceive me? What happened here recently? What here is useful or
valuable to me? What is about to happen? Is there anything here that
isn’t supposed to be here? What should I be on the lookout for? Whattier
are these people? What’s the best way to deal with these people?)

support moves
Don’t like your last roll? To get inspiration from a friend, ask them to
ante 1 or more Hx and roll +connection. 7+,add their +ante to your
last roll; your friend moves their ante to their Fx.
To prepare a friend for rolling, roll and add something (usually the
same attribute). 7+, you give them +1 forward.
To order a follower to do something, ante 1 Fx and roll +connection
instead of what you’d usually roll. Either you suffer the response
for your follower, or lose 1 point of connection permanently. Move
ante to Hx.
Immortal
empathy eternal
You’ve been around. When a friend As you use your immortality to resist
you have a connection is about to damage, your eternal pool builds up.
By definition, anyone who can’t die would still be around by the end of history. Well, here you are. You might be make a roll, offer to assist. If they Add +eternal to any rolls to resist
some sort of biological entity that’s immune to the ravages of age. Or you could be a mechanical robot who’s accept, roll+Top. damage or hazards.
really durable, easily fixed, or both. You might not even be a linear, causal being as we understand it. What makes 7+:Your friend takes your Add +eternal to all rolls for the
you unusual is that you’ve lived a long, long time, and you’ve seen a lot. Now it’s time to party. +Connection with them, forward. immortality move.
If you have scars on your character,
sample names øAdventurer øItems bought with compound immortality
you may move 1 Fx point to
Bottom+1, Charm+1, Down+1 interest from the bank account Your body resists harm that would
Ancient One, Arvin, Ayesha, Cane, eternal. Then give the scars
Top+1, Strange+1, Up -2 I started last century (gear) fell lesser people.
Chosen One, Claire, Connor, Dorian, points to any characters
Durham, Elizabeth, The Foretold,
Doing 7, Feeling 7, Thinking 4 øRobot assistant assembled from Whenever you suffer harm or any you want, mix and
Jack, Lazarus, Logan, Magnus, øNomad Soul a dozen different sources calamity, ante 1 or more Fx, then match. They put
Maitland, Messiah, Methuselah, Bottom -1, Charm=0, Down+2 (follower, named Christian, roll +ante. (And +eternal, if any.) those points in Fx or
Milo, Number17, Orchid, Orlando, Top+1, Strange+2, Up -1 Friday, Jeeves, Lydia, Oliver, Up to 6:Return the ante to Fx. Until Hx, mixing and
Pamela, Pilgrim, Vandal, Walter Doing 5, Feeling 7, Thinking 6 Vivian, or Servant) your next move, reduce any matching as much as
øIndestructible alien (pet, named harm by 1. If your next move is they want.
looks deflect: doing Auklar, Exu, Marble, Spot, etc.) immortal, take +1 forward.
Choose one or more: Who Wants to Live Forever: øOr make something up! 7-12:Move 1 point of ante to
Anachronistic clothes, Beard, Whenever you would suffer harm to eternal, return the rest to Fx.
Calmness, Deliberate movements, your Doing, you can deflect the harm unique moves Until your next move, reduce
Eyes that have seen it all, to your Feeling or Thinking, instead. any harm by 3. If your next move
reminiscence
Memento of lost love, Paternal is immortal, take +3 forward.
demeanor, Soothing voice, Steady times You’ve forgotten more about life
than most people will ever see. 13+:Move all of your ante to eternal.
hand, Striking looks, Weathered Futurex 4 Historyx 1 Until your next move, reduce any
You can delve into old relation-
cane, Youthful complexion harm by 6. If your next move is
ships, recover lost memories, and
connections tap into hidden caches. immortal, take +6 forward.
attributes In character, ask each other charac- Declare a new connection with a
& health ter what their oldest memory is. person, organization, or gear.
Choose one: After hearing all the answers, choose This has to be a new connection,
øSybarite a +2 connection with one of them. not an existing one. Then ante
Bottom+1, Charm+2, Down=0 Also +2 Connection with 1 or moreFx. Roll+ante.
Top +1, Strange -1, Up=0 (chooseone): Up to 6:Return your ante to Fx.
Doing 7, Feeling 6, Thinking 5 øCalvary uniform and 7+:Set all of your ante aside as
øEternal Soldier weapons(gear)
the reminiscence.
Bottom+1, Charm+1, Down+2 øSeveral secret cashes that I
Top +1, Strange -1, Up 1 stashed over the millennia (gear) Your+reminiscence is
a+Connection with the target.
Doing 7, Feeling5,Thinking6 øThe hospitality of my ten
thousand children (gear)
common moves
To assault another target, state your weapon’s tier, and roll +Strange.
7-9,become exposed and choose one: either charge into range and +3
forward, or hit a lesser target. 10-12,choose one: stay covered & hit
lesser target, or become exposed & hit equal target, or charge and +3
forward. 13+,choose one:stay covered & hit lesser target, or become
exposed & hit greater target, or charge and +3 forward.
To avoid danger till your next move, roll +Bottom. 7-9,weak enemies
overlook you and -1 harm. 10-12,the strong overlook you and -2
harm. 13+,the grand overlook you and -3 harm.
To block something till your next move, roll +Top. 7-9,weak enemies target
you first, +1 forward to respond to them. 10-12,the strong target you first,
+3 forward to respond. 13+,the grand target you first, +6 to respond.
To know casual stuff, just ask. To know obscure lore, roll +Down.
7-9,MCtells you something. 10+, MC may give you +1 connection.
To reveal something from your inventory, ante 1 Fx and roll
+Connection. 7-9,move ante to Hx and you have weak stuff.
10-12,move ante to Hx and you have strong stuff. 13+,set aside
ante as inventory and you have grand stuff.
To talk to people who are already friendly with you, no roll is needed.
To schmooze unfriendly people, roll +Charm. 7-9,they’re open to talk,
ask the MC how to proceed. 10+,the target makes a counter-offer,
accept it or move on to something else (MC’s choice).
To observe the obvious, ask your MC. To scope a situation or person,
roll+Up. 7-9,ask one question and +1 forward to deal with answers.
10+, ask three questions and +1 forward on those answers. (Does this
person have something I need? How could I get past these people to
leave me alone? Who’s really in control here? Is this person trying to
deceive me? What happened here recently? What here is useful or
valuable to me? What is about to happen? Is there anything here that
isn’t supposed to be here? What should I be on the lookout for? Whattier
are these people? What’s the best way to deal with these people?)

support moves
Don’t like your last roll? To get inspiration from a friend, ask them to
ante 1 or more Hx and roll +connection. 7+,add their +ante to your
last roll; your friend moves their ante to their Fx.
To prepare a friend for rolling, roll and add something (usually the
same attribute). 7+, you give them +1 forward.
To order a follower to do something, ante 1 Fx and roll +connection
instead of what you’d usually roll. Either you suffer the response
for your follower, or lose 1 point of connection permanently. Move
ante to Hx.
last of their kind
Relics Counsel
You gain relics points by using Let others learn from the mistakes
your caretaker move. of the past. As your time ends,
You are the last of a species or civilization lost to ages in some great cataclysm, war, or apocalypse. As the last, it Add +relics to any moves that theirs begins.
is up to you to honor the memory of your people and their traditions—but it is also your burden to make amends deal with the question(s) you Declare a friend, and advise them
for the wrongs of your people. On your journeys you seek out planets where your people interfered—conducted asked to get the relics points on their future, using a
weapons experiments, meddled in the evolution of indigenous species, or built the architecture of that planet’s in first place. parable of the past. Then ante
society. You’re the only one left who can fix that. At any time, move 1 or more 1 or more Fx and roll+ante.
Play the Last of Their Kind to carry a timeless sadness and an ancient secret. points from relics to Hx. Once Up to 6: Move your ante to Fx.
all your relics points are gone, 7-9: Set 1 of your ante in
sample names øStill in Mourning unique moves so is the gear, lost to the front of the player as
Bottom +1,Charm -2, Down +2 dustbin of history.
Adam, Cratius, Guinan, Howard,
Top -1, Strange +1, Up +2
caretaker counsel, and move the
J’onn, Kamandi, Kirana, Lobel, You have access to the rare rest to your Hx.
Nandi, Relict, Seht, Unit: Final,
Doing 5, Feeling 4, Thinking 9 Covert
resources of your civilization. 10+: Set your entire ante
Vestige, TheWanderer øSeeking Vengeance You are one with the shadows.
in front of the player
Bottom +1,Charm -3, Down +2 To find something to use for this
Declare an enemy, then as counsel.
looks Top +1, Strange +1, Up +1
Doing 7, Feeling 3, Thinking8
situation, ante 1 Fx, then
roll+Down.
roll+Bottom.
At any time, the player
Choose one or more: Up to 6: You are discovered before may ask if what
Up to 6: Return your ante to Fx.
Androgynous, Clothing or jewelry
decorated with mysterious
deflect: feeling 7+: Ask your MC one of these
you can do anything
unpleasant, and the enemy
they’re about to do
is in line with
symbols, Humanoid, Kind eyes, Everything is Lost: Whenever you questions: responds in kind. You are their counsel. If
Lengthy journal, Mementos of lost would suffer harm to your Feeling, øWhat gear would my ancestors exposed. you say yes, they
family, Polyglot, Quiet dignity, Sad you can deflect the harm to your have put me here to find?
7-9: Move into range, subdue a may move 1
eyes, Unidentifiable accent, Doing or Thinking, instead. øWhat gear could I use to weak target, and then move point of your
World-weary eyes impress who’s in control here? away. No weak enemies see counsel to your
times øWhat gear would protect me you do this. Hx pool to their
attributes Futurex 4 Historyx 1 from a bad thing that’s about
10+: Move into range, subdue a own Fx pool.
& health to happen?
strong target, and then move
Choose one: connections øIs there anything here that’s away. No weak or strong
not supposed to be here? enemies see you do this.
øBlending in With Society In character, ask each other
Bottom +2,Charm =0, Down +1 character how they feel about øWhat would be the best gear
Top -3, Strange +1, Up +2 their family or culture. After to deal with these people?
Doing 4, Feeling 6, Thinking 8 listening to their answers, choose The MC tells you what new piece of
øSole Survivor one character to have +2 strong gear that you reveal, as
Bottom +1,Charm +2, Down +2 Connection with. dictated by your question. Move your
Top +2, Strange -3, Up -1 Fx to relics.
Doing 8, Feeling 4, Thinking 6
common moves
To assault another target, state your weapon’s tier, and roll +Strange.
7-9,become exposed and choose one: either charge into range and +3
forward, or hit a lesser target. 10-12,choose one: stay covered & hit
lesser target, or become exposed & hit equal target, or charge and +3
forward. 13+,choose one:stay covered & hit lesser target, or become
exposed & hit greater target, or charge and +3 forward.
To avoid danger till your next move, roll +Bottom. 7-9,weak enemies
overlook you and -1 harm. 10-12,the strong overlook you and -2
harm. 13+,the grand overlook you and -3 harm.
To block something till your next move, roll +Top. 7-9,weak enemies target
you first, +1 forward to respond to them. 10-12,the strong target you first,
+3 forward to respond. 13+,the grand target you first, +6 to respond.
To know casual stuff, just ask. To know obscure lore, roll +Down.
7-9,MCtells you something. 10+, MC may give you +1 connection.
To reveal something from your inventory, ante 1 Fx and roll
+Connection. 7-9,move ante to Hx and you have weak stuff.
10-12,move ante to Hx and you have strong stuff. 13+,set aside
ante as inventory and you have grand stuff.
To talk to people who are already friendly with you, no roll is needed.
To schmooze unfriendly people, roll +Charm. 7-9,they’re open to talk,
ask the MC how to proceed. 10+,the target makes a counter-offer,
accept it or move on to something else (MC’s choice).
To observe the obvious, ask your MC. To scope a situation or person,
roll+Up. 7-9,ask one question and +1 forward to deal with answers.
10+, ask three questions and +1 forward on those answers. (Does this
person have something I need? How could I get past these people to
leave me alone? Who’s really in control here? Is this person trying to
deceive me? What happened here recently? What here is useful or
valuable to me? What is about to happen? Is there anything here that
isn’t supposed to be here? What should I be on the lookout for? Whattier
are these people? What’s the best way to deal with these people?)

support moves
Don’t like your last roll? To get inspiration from a friend, ask them to
ante 1 or more Hx and roll +connection. 7+,add their +ante to your
last roll; your friend moves their ante to their Fx.
To prepare a friend for rolling, roll and add something (usually the
same attribute). 7+, you give them +1 forward.
To order a follower to do something, ante 1 Fx and roll +connection
instead of what you’d usually roll. Either you suffer the response
for your follower, or lose 1 point of connection permanently. Move
ante to Hx.
lord of ashes decree
When you talk, people listen.
In your glory days, your rule was unquestioned, and your power was absolute. Entire planets paid tribute to you. You knew At any time, ante 1 or more Fx.
your empire would last until the end of time. And here we are. After centuries of operation, your empire is running on fumes. Address all your fellow
Most of your resources have been used up. The few followers that you have remaining are a pale imitation of what they were, characters in a booming voice
generations ago. You’re still lord of all you survey, and you still have vast wealth and resources. But here at the end of and give a rousing speech,
history, who doesn’t? What’s it all worth, when the last star goes out? worthy of a sovereign such as
Play a Lord of Ashes if you want to help your friends by wallowing in pomp and glory. yourself. Roll+Charm.
Up to 6:Set 1 point aside as the
sample names øMachiavellian øThe cargo hold of my personal decree, and move the rest to
Bottom -1, Charm+1, Down=0 vessel (gear) your Hx.
Am, Autarch, Divine Shadow,
Erebus, Forbus, God-Emperor, Gwyn,
Top+2, Strange=0, Up+1 øTribute still granted to me by my 7+:Set all your ante aside as the
Doing 6, Feeling 6, Thinking 6 thousands of supporters (gear)
Highmost, King Nothing, Lum, Maal decree.
Dweb, Magus, Namirrha, Nashandra, øEmeritus øMy personal attendant (follower, After another player makes a roll,
Ozymandias, Pontiff, Prime, Qwib, Bottom -1, Charm+1, Down+1 named Reader-of-the-Rules,
they may ask if they may move
Thasaidon, Typhon, Vergama Top+2, Strange -1, Up+1 Majordomo, Klytus, Zilog, etc.)
one point of decree to your Hx.
Doing 6, Feeling 5, Thinking 7
øMy bodyblock (follower, named If you say yes, they roll one die
looks Maximilian, Star, Spirall, X86
Choose one or more:
deflect: doing Myrmydion, Royal Scion, etc.)
and add it to their last roll.

Advanced age, Baggy eyes, Imperial Behavior: Whenever you øMy pathetic heir (follower, named command
Booming voice, Ceremonial sword, would suffer harm to your Doing, Lothric, Sofia, Paul, Anakin, You can urge others to greatness.
Crown, Cultured accent, Dueling you can deflect the harm to your Morgana, Me the 2nd, etc.) Order a follower to do something,
pistol, Gilded cybernetics, Jewelry, Feeling or Thinking, instead. øOr make something up! and ante 1 Fx. Roll+Top.
Life support, Purple robes, Quick
gestures, Royal scepter, Short times unique moves
Up to 6: Return your ante to Fx.
Ifyour very next move is
temper, Signet ring Futurex 3 Historyx 2 valor “command”, take +3 forward.

attributes connections
Shout a mighty and righteous
challenge, then roll +Top.
7+: Your follower does the task for
you. Use your roll as the
& health Ask all the other players to say follower’s roll. When the MC
Up to 6: Until your next move, weak
Choose one: something nice about your character. enemies must target you first. reacts, if you choose to suffer the
øSenescent After judging their responses,
7-9: Until your next move, strong
harm to yourself, subtract your
Bottom -3, Charm+2, Down=0 choose one player and gain a +2 +connection with that follower
enemies must target you first.
Top+2, Strange+1, Up+1 Connection with their character. from any harm.
You may charge into range and
Doing 4, Feeling 8, Thinking 6
Also, +2 Connection with destroy a weak target.
øDynastic Clone (choose one): 10+: Until your next move, all
Bottom -3, Charm+1, Down+1 øThe star-spanning remnants of enemies must target you first.
Top+3, Strange+1, Up=0 my glorious empire(gear) You may charge into range and
Doing 5, Feeling 7, Thinking 6
destroy a strong target.
common moves
To assault another target, state your weapon’s tier, and roll +Strange.
7-9,become exposed and choose one: either charge into range and +3
forward, or hit a lesser target. 10-12,choose one: stay covered & hit
lesser target, or become exposed & hit equal target, or charge and +3
forward. 13+,choose one:stay covered & hit lesser target, or become
exposed & hit greater target, or charge and +3 forward.
To avoid danger till your next move, roll +Bottom. 7-9,weak enemies
overlook you and -1 harm. 10-12,the strong overlook you and -2
harm. 13+,the grand overlook you and -3 harm.
To block something till your next move, roll +Top. 7-9,weak enemies target
you first, +1 forward to respond to them. 10-12,the strong target you first,
+3 forward to respond. 13+,the grand target you first, +6 to respond.
To know casual stuff, just ask. To know obscure lore, roll +Down.
7-9,MCtells you something. 10+, MC may give you +1 connection.
To reveal something from your inventory, ante 1 Fx and roll
+Connection. 7-9,move ante to Hx and you have weak stuff.
10-12,move ante to Hx and you have strong stuff. 13+,set aside
ante as inventory and you have grand stuff.
To talk to people who are already friendly with you, no roll is needed.
To schmooze unfriendly people, roll +Charm. 7-9,they’re open to talk,
ask the MC how to proceed. 10+,the target makes a counter-offer,
accept it or move on to something else (MC’s choice).
To observe the obvious, ask your MC. To scope a situation or person,
roll+Up. 7-9,ask one question and +1 forward to deal with answers.
10+, ask three questions and +1 forward on those answers. (Does this
person have something I need? How could I get past these people to
leave me alone? Who’s really in control here? Is this person trying to
deceive me? What happened here recently? What here is useful or
valuable to me? What is about to happen? Is there anything here that
isn’t supposed to be here? What should I be on the lookout for? Whattier
are these people? What’s the best way to deal with these people?)

support moves
Don’t like your last roll? To get inspiration from a friend, ask them to
ante 1 or more Hx and roll +connection. 7+,add their +ante to your
last roll; your friend moves their ante to their Fx.
To prepare a friend for rolling, roll and add something (usually the
same attribute). 7+, you give them +1 forward.
To order a follower to do something, ante 1 Fx and roll +connection
instead of what you’d usually roll. Either you suffer the response
for your follower, or lose 1 point of connection permanently. Move
ante to Hx.
lost toy
selflessness Another character (and not
Whenever a friend is assaulted yourself) can volunteer to fix you.
and you’re close by, ante 1 Fx If you ask someone else to do it,
What amazing robots, machines, and servants will we see in the future? And what happens when they’re and roll+Bottom. the other character takes -3
discarded. A few centuries without a system update, and a calamity or two have left you with a solid sense of forward to fix you. (It’s not in
up to 9: You are now the target.
awareness and just a teensy bit of paranoia. You might have spent who knows how long doing the same repetitive your nature to ask for your
Moveyour ante to battered.
tasks over and over again. Or maybe you were left in the dark of the toy box, waiting and waiting for someone to help.)
10+:You are now the target. Move The other character
come back and play with you, one more time. your ante to battered or to Hx antes 1 Hx and roll
(mix and match).
sample names øTechnical unique moves +connection with you.
Bottom+2, Charm=0, Down+2 battered 7-9: the other character
Aphrodite-A, Burradoberi, Cheri, robotics
Top -3, Strange=0, Up+2 moves Hx to Fx. If their
David, Galatea, GA07-JL, Joe, Leroy, You are a robot! You do not breathe, Your battered pool builds up when you
Doing 4, Feeling 5, Thinking 9 next move is “fix you”,
Maria, Neko, Noa, Pino, Priss, Rex, drink, eat, or sleep. You may suffer suffer damage. Tell other people that
øRecreation they take +3 forward.
Roy, Raimu, Rogi, Steely Dan, Zev occasional power outages. you’re used to this kind of abuse and
Bottom+2, Charm+2, Down+1 that it doesn’t bother you anymore. 10+: The other character moves
To use your robotic nature to
looks Top -3, Strange=0, Up+1
Doing 4, Feeling 7, Thinking 7
advantage, ante 1 Fx and Your +battered may be used as a
Hx to Fx. Move all your
battered points to Fx or Hx
Choose one or more: roll+Down. Connection with anyone who
(mix and match).
might be sympathetic to you,
After-market add-ons, battle
carapace, Better than the real thing,
deflect: doing Up to 6:Return your ante to Fx. If
your next move is robotics, you even complete strangers.
Buzzing, Easy to clean, Endowments, Unfeeling Exterior: Whenever you may take +3 forward. Whenever you would suffer harm,
Eyelashes, Genderfluid tank, Heat would suffer harm to your Doing, roll +battered.
you can deflect the harm to your 7+:Move your ante to battered,
warmers, Jailbroken, Jerky move- 7-9: subtract 1 from the harm.
Feeling or Thinking, instead. and choose one:
ments, Last year’s model, Makeup, 10-12: subtract 2 from the
øDestroy a strong target, with
Overclocked processor, Perfume, harm.
Pretty dress, Plastic smell, Polyvinyl times nothing more than your bare
hands.
13+: subtract 3 from the harm.
skin, Replaceable facial features, Futurex 4 Historyx 1
Static in voice, Stitches, Strong grip, øUntil your next move, weaken a
grand target to merely strong.
Subwoofer, Various attachments connections (Maybe someone else can finish

attributes In character, ask each other


character if they have ever felt
it off?)

& health øUntil your next move, dominate


lost or alone. After listening to a strong computer or device.
Choose one: their answers, choose one
øUntil your next move, prevent a
øHousehold character to have a +2 Connection
grand hazard from hurting
Bottom+2, Charm+2, Down+1 with. You tend to call that
anyone else. (Block the plasma
Top -3, Strange -1, Up+2 character “Master”.
jet with your body, hold the
Doing 4, Feeling 6, Thinking 8 Also, +1 Connection with robotic
door open so everyone else can
øMilitary parts (gear). A lifetime of
get through, stand in the line of
Bottom+1, Charm=0, Down+2 scavenging has you constantly
fire, etc.)
Top -2, Strange+1, Up+1 collecting bits and pieces, in case
Doing 4, Feeling 6, Thinking 8 you need to repair yourself.
common moves
To assault another target, state your weapon’s tier, and roll +Strange.
7-9,become exposed and choose one: either charge into range and +3
forward, or hit a lesser target. 10-12,choose one: stay covered & hit
lesser target, or become exposed & hit equal target, or charge and +3
forward. 13+,choose one:stay covered & hit lesser target, or become
exposed & hit greater target, or charge and +3 forward.
To avoid danger till your next move, roll +Bottom. 7-9,weak enemies
overlook you and -1 harm. 10-12,the strong overlook you and -2
harm. 13+,the grand overlook you and -3 harm.
To block something till your next move, roll +Top. 7-9,weak enemies target
you first, +1 forward to respond to them. 10-12,the strong target you first,
+3 forward to respond. 13+,the grand target you first, +6 to respond.
To know casual stuff, just ask. To know obscure lore, roll +Down.
7-9,MCtells you something. 10+, MC may give you +1 connection.
To reveal something from your inventory, ante 1 Fx and roll
+Connection. 7-9,move ante to Hx and you have weak stuff.
10-12,move ante to Hx and you have strong stuff. 13+,set aside
ante as inventory and you have grand stuff.
To talk to people who are already friendly with you, no roll is needed.
To schmooze unfriendly people, roll +Charm. 7-9,they’re open to talk,
ask the MC how to proceed. 10+,the target makes a counter-offer,
accept it or move on to something else (MC’s choice).
To observe the obvious, ask your MC. To scope a situation or person,
roll+Up. 7-9,ask one question and +1 forward to deal with answers.
10+, ask three questions and +1 forward on those answers. (Does this
person have something I need? How could I get past these people to
leave me alone? Who’s really in control here? Is this person trying to
deceive me? What happened here recently? What here is useful or
valuable to me? What is about to happen? Is there anything here that
isn’t supposed to be here? What should I be on the lookout for? Whattier
are these people? What’s the best way to deal with these people?)

support moves
Don’t like your last roll? To get inspiration from a friend, ask them to
ante 1 or more Hx and roll +connection. 7+,add their +ante to your
last roll; your friend moves their ante to their Fx.
To prepare a friend for rolling, roll and add something (usually the
same attribute). 7+, you give them +1 forward.
To order a follower to do something, ante 1 Fx and roll +connection
instead of what you’d usually roll. Either you suffer the response
for your follower, or lose 1 point of connection permanently. Move
ante to Hx.
old soldier Any player(not just you), after proficiency
making a roll, can ask the MC To attack an enemy, roll+Down.
if what was just rolled was
Up to 6:You are exposed.
War never changes. Having survived many tours of duty, you don’t even remember what you started fighting for. covered by the plan. If the MC
says yes, move 1 point from the 7-9: Charge into range
You may have outlived your old unit, or maybe you were just considered unfit for duty. You now roam the stars, and take out a target
trying to find a purpose. It’s not that you particularly enjoy killing« it’s that there’s nothing you enjoy more. strategy pool to your Hx, and
then re-roll. The new roll that’s a lower tier
Play an Old Soldier if you want to be savvy about fighting, and about strategy in general. than your weapon. If
stands, even if it’s worse.
your next move is
sample names øShellshocked +2 Connection with (choose one):
warfare proficiency, take +1
Athena, Bagman, Brannigan,
Bottom=0, Charm -2, Down+2 øYour former unit’s tontine (gear forward. You are not
Top+1, Strange +2, Up=0 from the Resistance, the If fighting will result in victory,
Burton, Caine, Chief, Davis, exposed.
Doing 6, Feeling 5, Thinking 7 Brownshirts, the Separatists, then you must fight. Move 1 Fx to
Deadlock, Doomguy, ED-210, 4C, Hx, and then roll+Down. 10+: Charge into range,
Grinner, Gunnar, Hammersmith, øMercenary the Spinward Marchers, etc.)
and take out a target
Bottom+1, Charm=0, Down+2 øAn uncanny knack for having Up to 6:Choose one
Hicks, Jango, Joe, Kilgore, Marshal, that’s the same tier
Mekum, Panzer, Reese, Rico, Rogue, Top+2, Strange -1, Up -1 stashed weapons all over the 7-9:Choose two as your weapon. If
PVC15, Slade, Todd, Vasquez, Zippo Doing 8, Feeling 4, Thinking 6 place (gear) 10+:Choose three your next move is
øConscript øThe captain’s locker in your øUntil your next move, any proficiency, take
looks Bottom+1, Charm -1, Down+2 military-surplus vessel (gear) assaults made by weak +1 forward. You
Top+2, Strange=0, Up -1 øA pocket dimension accessed enemies are directed against are not exposed.
Choose one or more:
Doing 8, Feeling 4, Thinking 6 by the psionic actuator inside you, instead of your friends,
Alcoholic, Bald, Battle armor, Burn 13+: Choose one:
your spinal column (gear) and you take +1 forward to
scars, Buzzkill, Clipped speech, øCharge into range,
Cybernetic replacements, deflect: feeling øA modular uniform where bits respond to their assaults.
take out a group
Fatigues, Grafted body parts, Gruff All the Scars are on the Inside: can be taken off and assembled øCharge to within range of a of targets at the
voice, Haunted look, Inappropriate Whenever you would suffer harm to into a variety of tools, sensors, weak target and then take same tier as your
laughter, Missing eye, Necklace of your Feeling, you can deflect the harm and weapons (gear) itout. You are not exposed. weapon. You are
ears, No sense of humor, to your Doing or Thinking, instead. øOr make something up! øUntil your next move, subtract not exposed.
Polycarbon combat knife, PTSD, 1 from allharm. øCharge into range,
Religious, Remorseless, Tattered times unique moves øRelocate to another position. and reduce a grand
uniform, Tattoos, Unidentifiable Futurex 3 Historyx 2 strategy Weak enemies will not observe target to strong, until
accent, Vintage weapons your relocation. your next move. (Maybe
Any plan can be broken down into

attributes connections simple elements. Describe an øUntil your next turn, whenever one of your friends can
operating plan to the MC, then a friend assaults a weak target take it out?) If your next move
& health
In character, ask each other
ante 1 or more Fx. Roll+Top. and misses, you may choose to is proficiency, take +1
character who is the most untouched
Choose one: take out the target for them forward. You are
by the horrors of war. After listening Up to 6:Return your ante to Fx.
and become exposed. not exposed.
øVeteran to their answers, pick one character 7-9:Set aside 1 point of your ante
Bottom+1, Charm -2, Down +2 to have a +2 connection with. for your strategy. Move the
øDeclare a strong target. Until
Top+2, Strange+2, Up -1 your next move, your superior
rest to your Fx.
Doing 8, Feeling 4, Thinking 6 flanking reduces that target to
10+:Set aside all points of your weak. Maybe one of your
ante for your strategy. friends can take it out?
common moves
To assault another target, state your weapon’s tier, and roll +Strange.
7-9,become exposed and choose one: either charge into range and +3
forward, or hit a lesser target. 10-12,choose one: stay covered & hit
lesser target, or become exposed & hit equal target, or charge and +3
forward. 13+,choose one:stay covered & hit lesser target, or become
exposed & hit greater target, or charge and +3 forward.
To avoid danger till your next move, roll +Bottom. 7-9,weak enemies
overlook you and -1 harm. 10-12,the strong overlook you and -2
harm. 13+,the grand overlook you and -3 harm.
To block something till your next move, roll +Top. 7-9,weak enemies target
you first, +1 forward to respond to them. 10-12,the strong target you first,
+3 forward to respond. 13+,the grand target you first, +6 to respond.
To know casual stuff, just ask. To know obscure lore, roll +Down.
7-9,MCtells you something. 10+, MC may give you +1 connection.
To reveal something from your inventory, ante 1 Fx and roll
+Connection. 7-9,move ante to Hx and you have weak stuff.
10-12,move ante to Hx and you have strong stuff. 13+,set aside
ante as inventory and you have grand stuff.
To talk to people who are already friendly with you, no roll is needed.
To schmooze unfriendly people, roll +Charm. 7-9,they’re open to talk,
ask the MC how to proceed. 10+,the target makes a counter-offer,
accept it or move on to something else (MC’s choice).
To observe the obvious, ask your MC. To scope a situation or person,
roll+Up. 7-9,ask one question and +1 forward to deal with answers.
10+, ask three questions and +1 forward on those answers. (Does this
person have something I need? How could I get past these people to
leave me alone? Who’s really in control here? Is this person trying to
deceive me? What happened here recently? What here is useful or
valuable to me? What is about to happen? Is there anything here that
isn’t supposed to be here? What should I be on the lookout for? Whattier
are these people? What’s the best way to deal with these people?)

support moves
Don’t like your last roll? To get inspiration from a friend, ask them to
ante 1 or more Hx and roll +connection. 7+,add their +ante to your
last roll; your friend moves their ante to their Fx.
To prepare a friend for rolling, roll and add something (usually the
same attribute). 7+, you give them +1 forward.
To order a follower to do something, ante 1 Fx and roll +connection
instead of what you’d usually roll. Either you suffer the response
for your follower, or lose 1 point of connection permanently. Move
ante to Hx.
polymorph
shapeshift
To change into something else,
ante 1 or moreFx. Roll
Who are you, really? Maybe you don’t know. You might be an alien from a planet where creatures have evolved to +Strange.
be perfect mimics. Or you could be a creation of science, the perfect spy or consort. In theory, a cluster of nano- Up to 9:Return your ante to Fx, as
machines could form and re-form into any shape needed for the current situation, too. Whoever you are, or were, you turn into something that’s
or will be, you are the ultimate tourist. There’s nowhere you can’t go, no one you can’t be. not like anything; if your next
Play a Polymorph if you want to be flexible and faceless. move is mimicry or shapeshift,
+3 forward.
sample names øAssimilator unique moves 10+:Put all your ante aside, as
Bottom+2, Charm -1, Down=0 mimicry shapeshift.
Alzabo, Blundht, Carmilla, Dopple-
Top+1, Strange+3, Up -2
ganger, Firvulag, Gar, Grunge, Ante 1 or more Fx, and choose a While you have shapeshift, you
Doing 8, Feeling 7, Thinking 3
Kerrigan, Legion, Leucrocotta, Luna, character to mimic. Roll +Bottom. may use these moves:
Morphir, Mystique, Moldvay, Otho, øInfiltrator øRoll +shapeshift to relocate.
Up to 9:Return your ante to Fx.
Qualtz, Slimer, Sybil, T-X, Zelig Bottom+3, Charm=0, Down -2
Your shape distorts, slowly and On 10+, you can ooze through
Top=0, Strange+2, Up=0
weirdly; if your next move is cracks, fly into the air, or other-
looks Doing 8, Feeling 7, Thinking 3
mimicry or shapeshift, wise use your shapeshifting
nature to get somewhere. On
Choose one or more aspects of
yourtrue form:
deflect: thinking +3 forward.
10+:Set your ante aside, as mimic. 7-9, you flounder and distort
Ambient energy, Aura of psychic Whatever You Need to Be: Whenever yourself, slowly morphing; if
you would suffer harm to your While you have mimic, you may
unease, Compound eyes, Dripping your next move is mimicry or
Thinking, you can deflect the harm use the following moves.
and reforming, Fangs, Fleshless, shapeshift, +3forward.
to your Doing or Feeling, instead. øYour +mimic counts as a
Genderless, Liquid metal, Many
+Connection to other characters
øRoll+shapeshift to charge a
fingers, No one knows, Pleasant weak group. On 7+, you
odor, Tiny cube, Transparent skin times who have a connection to your
mimicked target.
destroy the entire group, by
Futurex 4 Historyx 1 using razor-sharp tentacles,
attributes øAdd +mimic to all rolls to gigantic jaws, acidic goop, etc.
convince other people that
& health connections you’re the mimicked target.
øRoll+shapeshift to assault a
strong target that’s close by.
Choose one: In character, ask each player what øWhen someone assaults you On 10+, you engulf the target.
øSuccubus their character thinks your true while your mimicked target is
If your next move is to mimic
Bottom+2, Charm +2, Down -2 form looks like. After listening to here, roll +mimic. On 7+, they
that target, take +3 forward.
Top+2, Strange+1, Up -2 their answers, pick one character assault the mimicked target On 7-9, your next move
Doing 9, Feeling 8, Thinking 1 to have a +2 Connection with. instead.
against that target takes +1
øImposter øMove 1 point of mimic to Hx forward.
Bottom+3, Charm+2, Down -3 to reduce harm by 1, or just
Top+1, Strange+1, Up -1
øMove 1 point of shapeshift to
because you want to. If all
Hx to reduce harm by 1, or
Doing 9, Feeling 8, Thinking 1 your mimic is gone, you revert
just because you want to. If all
to your bizarre, true form.
your shapeshift is gone, you
revert to your solid, true form.
common moves
To assault another target, state your weapon’s tier, and roll +Strange.
7-9,become exposed and choose one: either charge into range and +3
forward, or hit a lesser target. 10-12,choose one: stay covered & hit
lesser target, or become exposed & hit equal target, or charge and +3
forward. 13+,choose one:stay covered & hit lesser target, or become
exposed & hit greater target, or charge and +3 forward.
To avoid danger till your next move, roll +Bottom. 7-9,weak enemies
overlook you and -1 harm. 10-12,the strong overlook you and -2
harm. 13+,the grand overlook you and -3 harm.
To block something till your next move, roll +Top. 7-9,weak enemies target
you first, +1 forward to respond to them. 10-12,the strong target you first,
+3 forward to respond. 13+,the grand target you first, +6 to respond.
To know casual stuff, just ask. To know obscure lore, roll +Down.
7-9,MCtells you something. 10+, MC may give you +1 connection.
To reveal something from your inventory, ante 1 Fx and roll
+Connection. 7-9,move ante to Hx and you have weak stuff.
10-12,move ante to Hx and you have strong stuff. 13+,set aside
ante as inventory and you have grand stuff.
To talk to people who are already friendly with you, no roll is needed.
To schmooze unfriendly people, roll +Charm. 7-9,they’re open to talk,
ask the MC how to proceed. 10+,the target makes a counter-offer,
accept it or move on to something else (MC’s choice).
To observe the obvious, ask your MC. To scope a situation or person,
roll+Up. 7-9,ask one question and +1 forward to deal with answers.
10+, ask three questions and +1 forward on those answers. (Does this
person have something I need? How could I get past these people to
leave me alone? Who’s really in control here? Is this person trying to
deceive me? What happened here recently? What here is useful or
valuable to me? What is about to happen? Is there anything here that
isn’t supposed to be here? What should I be on the lookout for? Whattier
are these people? What’s the best way to deal with these people?)

support moves
Don’t like your last roll? To get inspiration from a friend, ask them to
ante 1 or more Hx and roll +connection. 7+,add their +ante to your
last roll; your friend moves their ante to their Fx.
To prepare a friend for rolling, roll and add something (usually the
same attribute). 7+, you give them +1 forward.
To order a follower to do something, ante 1 Fx and roll +connection
instead of what you’d usually roll. Either you suffer the response
for your follower, or lose 1 point of connection permanently. Move
ante to Hx.
the ship 7+: Move your ante (mix and To engage in an exchange of Shields
match) to any of these five weapons, roll +firepower You gain shields points by using
pools: cargo, speed, firepower, Up to 6: Ineffective fire! The MC your conn move.
You are a living spacecraft, possessed of consciousness and free will in a body that is a vast interstellar vessel. sensors, or shields. describes the response from You and your passengers may add
You might be an artificial intelligence overseeing the systems of a warship, projecting a holographic avatar to As a casual move, you may move 1 any other armed vessels. +shields to resist harm that
interact with your crew. You might be truly biological, able to detach a symbiotically bonded pilot or cute animal or more points out of firepower, 7-9: Move 1 firepower to Hx. You comes from outside your ship
mascot for one-on-one conversation. Some ships have a technological or telepathic bond to a single pilot, sensors, shields, or speed to Hx unleash a strong barrage (turbulence, radiation, psychic
requiring their neural pattern as their activation key. (no roll is needed). against a strategic target (giant waves of despair, etc.)
Play the Ship to assist your allies from orbit with information, advice, and shows of technological power. ships, buildings, asteroids, etc.) You may move 1 shields point to
Cargo Precision accuracy against tiny, Hx to resist a strong strategic
sample names øA holographic projection of deflect: feeling You set aside cargo points by using human-sized targets is barrage. You may move 1
your consciousness your conn move. impossible, so there’s no way to shield point to scars to resist a
Albatross, Argo, Caliburn, Defiant, High Maintenance: Whenever you
Father/Mother, Invincible, Lexx, øA remote-controlled would suffer harm to your Feeling, While you have cargo, you or any guarantee that you’ll take out a grand strategic
Melfina, Moya, Orac, Queen Zargon’s mechanical drone you can deflect that harm to your friend can raid your cargo bay to specific foe. barrage.
Nervous Energy, Revenge, Sentinel, øA cute furry animal Doing or Thinking instead. claim your +cargo as a bonus to 10+: As above« or you may
Sunbird, SwEEtie, Talon, Vera øOr something else! reveal gear. If they are successful, choose to move 1 firepower to
times you may choose to replace their scars and unleash the full
looks attributes Futurex 3 Historyx 2
ante of Fx with 1 point of your strength of your arsenal,
Choose one or more: & health cargo (transferring your cargo to deal grand strategic
point to the other player’s Hx or
Battered hull, Blaring klaxons, Crys- Choose one: connections inventory. See page 27.)
damage.
talline machinery, Engine hum, Gas øScientific Vessel
fumes, Holographic displays, Main-
In character, ask each other Sensors
Bottom +2,Charm +1, Down +2 character how they feel about Speed You gain sensors points by
tenance drones, Painted red, Plant- Top -2, Strange -2, Up +2 being aboard you. After listening You set aside shields points by using your conn move.
like design features, Self-regene- Doing 5, Feeling 4, Thinking 9 to their answers, choose one using your conn move.
rating, Shiny chrome hull, Static in Add +sensors to any rolls
voice, Techno-organic machinery
øWarship character to have +2 Connection
You or your pilots may add +speed that you or your friends
Bottom -1, Charm -3, Down +1 with. You have +1 Connection
to any rolls where piloting fast make to scan strategic
Describe your avatar: Your main body Top +2, Strange +1, Up +3 with all other characters.
and precise would help you. areas for life signs,
is a spaceship, but you also have a Doing 6, Feeling 3, Thinking 9
secondary avatar that’s useful for øScout unique moves Firepower
energy anomalies, and
the other kinds of
interacting with people. You can take Bottom +2,Charm +1, Down +3
moves normally through your avatar,
Conn You gain firepower points by using things that ships can
Top -1, Strange -3, Up +1 find.
You may redirect power to your your conn move.
although it doesn’t gain the benefits Doing 6, Feeling 3, Thinking 9
or penalties of any systems you’ve systems. Ante 1 or more Fx, You and your friends may add After a player makes a
øMerchant Freighter then roll +Up. +firepower to any rolls to roll, you may roll
powered up. Bottom +2,Charm +3, Down +2
Choose one: Up to 6: You need more time. If intimidate others or to cease +sensors to assist them.
Top -2, Strange -3, Up +1
øA human that’s your your next move is conn, take hostilities. The MC may rule 7+, add +1 to your friend’s
Doing 5, Feeling 5, Thinking 8
psychically-bonded pilot +3forward. that having firepower makes roll., then move one
some operations (stealth, sensors point to Hx.
øA symbiotic alien pilot that can
diplomacy, etc.) impossible.
detach from you temporarily
common moves
To assault another target, state your weapon’s tier, and roll +Strange.
7-9,become exposed and choose one: either charge into range and +3
forward, or hit a lesser target. 10-12,choose one: stay covered & hit
lesser target, or become exposed & hit equal target, or charge and +3
forward. 13+,choose one:stay covered & hit lesser target, or become
exposed & hit greater target, or charge and +3 forward.
To avoid danger till your next move, roll +Bottom. 7-9,weak enemies
overlook you and -1 harm. 10-12,the strong overlook you and -2
harm. 13+,the grand overlook you and -3 harm.
To block something till your next move, roll +Top. 7-9,weak enemies target
you first, +1 forward to respond to them. 10-12,the strong target you first,
+3 forward to respond. 13+,the grand target you first, +6 to respond.
To know casual stuff, just ask. To know obscure lore, roll +Down.
7-9,MCtells you something. 10+, MC may give you +1 connection.
To reveal something from your inventory, ante 1 Fx and roll
+Connection. 7-9,move ante to Hx and you have weak stuff.
10-12,move ante to Hx and you have strong stuff. 13+,set aside
ante as inventory and you have grand stuff.
To talk to people who are already friendly with you, no roll is needed.
To schmooze unfriendly people, roll +Charm. 7-9,they’re open to talk,
ask the MC how to proceed. 10+,the target makes a counter-offer,
accept it or move on to something else (MC’s choice).
To observe the obvious, ask your MC. To scope a situation or person,
roll+Up. 7-9,ask one question and +1 forward to deal with answers.
10+, ask three questions and +1 forward on those answers. (Does this
person have something I need? How could I get past these people to
leave me alone? Who’s really in control here? Is this person trying to
deceive me? What happened here recently? What here is useful or
valuable to me? What is about to happen? Is there anything here that
isn’t supposed to be here? What should I be on the lookout for? Whattier
are these people? What’s the best way to deal with these people?)

support moves
Don’t like your last roll? To get inspiration from a friend, ask them to
ante 1 or more Hx and roll +connection. 7+,add their +ante to your
last roll; your friend moves their ante to their Fx.
To prepare a friend for rolling, roll and add something (usually the
same attribute). 7+, you give them +1 forward.
To order a follower to do something, ante 1 Fx and roll +connection
instead of what you’d usually roll. Either you suffer the response
for your follower, or lose 1 point of connection permanently. Move
ante to Hx.
simulacrum
Façade databanks
You were designed to blend in with If a friend asks for advice before
the other appliances, and you doing something, you can
Since the dawn of computers, people have been trying to make simulations of how real people behave. Scholars are very good at avoiding access your databases. Ante 1
would input the entire repertoire of a famous author or playwright, hoping that some algorithm could generate trouble. Roll+Bottom. Fx, then roll +Up.
new works. Motion-capture and 3D-modeling could make likenesses of people from ages long gone. And if the brain 7 to 9: Until your next move, weak Up to 9: Your friend takes +2
is merely neural impulses stored in known chemicals, might it be possible to duplicate someone’s very thoughts? enemies will ignore you, weak forward. Move your ante to Hx.
By the end of time, more than once, someone has been intelligently designed not to be unique, but to be someone detectors will fail to notice you, 10+:Your friend takes +2 forward.
else. You have a constant existential dilemma: are you your own person, or were you just made to be this way? and you subtract 1 from all Return your ante to Fx.
Play a Simulacrum if you want to be a holographic A.I., full of useful knowledge and computer tricks. harm.
10+:Until your next move, strong
sample names øSelf-Aware Program unique moves enemies will ignore you, strong
Bottom+1, Charm=0, Down=0 computations detectors will fail to notice you,
Albert, Alice, Arnold, Becky, Bernard,
Top+1, Strange=0, Up+1 and you subtract 3 from all
Blue, Bob, Caspar, Claptrap, Cleo, You have a tiny drone that projects
Doing 7, Feeling 5, Thinking 6 harm.
Cortana, Eliza, George, Grace, Hal, your holographic simulation of a
Minerva, The Red Queen, Sal, øField Guide person. You can float places, and
Samuel, Samantha, Sark, Siri, Bottom+1, Charm+1, Down+1
you don’t breathe, eat, drink, or treatment
Tourbot, Vannevar, Veronica, Virginia, Top+1, Strange -2, Up+1 You have access to vast libraries of
sleep. You can be affected by
Wintermute, Wopr, Yori, Ziggy Doing 7, Feeling 4, Thinking 7 medicine. To give emergency
things that affect computers.
treatment to someone else,
looks deflect: feeling To perform a holographic drone
stunt, ante 1 Fx, and roll+Top ante Fx and Hx (mix and
Choose one or more: User-Friendly: Whenever you match). Roll+ante.
Up to 6:Chooseone:
Business dress, Expository would suffer harm to your Feeling, Up to 6: Restore up to 6 points of
you can deflect the harm to your
øYou fail to make any progress.
dialogue, Flickering appearance, the target’s Doing, Feeling,
Return your ante to Hx. If your
Glasses, Mono-chromatic, Outdated Doing or Thinking, instead. and Thinking (mix and match).
next move is more compu-
clothes, Pop-up windows floating Set aside 1 point of your
nearby, Static, Transparency times tations, take +1 forward.
øUntil your next move, you can
ante on your friend, as scars.
Futurex 3 Historyx 2 Move the rest to your Hx.
dominate a weak computer or
attributes device. Moveyour ante to Hx. 7 to 9: Restore up to 12 points of
& health connections 7+:Choose one:
thetarget’s Doing, Feeling,
and Thinking (mix and match).
Choose one: Ask each player to say the name øUntil your next move, you can Set aside 1 point of your
øCustodian of a person from history or fiction. dominate a strong computer or ante on your friend, as scars.
Bottom+2, Charm+2, Down -1 After listening to each of their device. Return your ante to Fx. Move the rest to your Hx.
Top+1, Strange -3, Up+2 answers, choose one player and get
øYou can overcome some grand 10+:Restore up to 18 points of the
Doing 8, Feeling 4, Thinking 6 +2 Connection with their character.
computer or device, straining
You then have +1 Connection with target’s Doing, Feeling, and
øRemake your capacity in the process.
all other characters. Thinking (mix and match).
Bottom+1, Charm+1, Down -1 Your image becomes noticeably
Set aside 1 point of your
Top+2, Strange -2, Up+2 dull. Move your ante to Hx.
ante on your friend, as scars.
Doing 8, Feeling 4, Thinking 6
Move the rest to your Hx.
common moves
To assault another target, state your weapon’s tier, and roll +Strange.
7-9,become exposed and choose one: either charge into range and +3
forward, or hit a lesser target. 10-12,choose one: stay covered & hit
lesser target, or become exposed & hit equal target, or charge and +3
forward. 13+,choose one:stay covered & hit lesser target, or become
exposed & hit greater target, or charge and +3 forward.
To avoid danger till your next move, roll +Bottom. 7-9,weak enemies
overlook you and -1 harm. 10-12,the strong overlook you and -2
harm. 13+,the grand overlook you and -3 harm.
To block something till your next move, roll +Top. 7-9,weak enemies target
you first, +1 forward to respond to them. 10-12,the strong target you first,
+3 forward to respond. 13+,the grand target you first, +6 to respond.
To know casual stuff, just ask. To know obscure lore, roll +Down.
7-9,MCtells you something. 10+, MC may give you +1 connection.
To reveal something from your inventory, ante 1 Fx and roll
+Connection. 7-9,move ante to Hx and you have weak stuff.
10-12,move ante to Hx and you have strong stuff. 13+,set aside
ante as inventory and you have grand stuff.
To talk to people who are already friendly with you, no roll is needed.
To schmooze unfriendly people, roll +Charm. 7-9,they’re open to talk,
ask the MC how to proceed. 10+,the target makes a counter-offer,
accept it or move on to something else (MC’s choice).
To observe the obvious, ask your MC. To scope a situation or person,
roll+Up. 7-9,ask one question and +1 forward to deal with answers.
10+, ask three questions and +1 forward on those answers. (Does this
person have something I need? How could I get past these people to
leave me alone? Who’s really in control here? Is this person trying to
deceive me? What happened here recently? What here is useful or
valuable to me? What is about to happen? Is there anything here that
isn’t supposed to be here? What should I be on the lookout for? Whattier
are these people? What’s the best way to deal with these people?)

support moves
Don’t like your last roll? To get inspiration from a friend, ask them to
ante 1 or more Hx and roll +connection. 7+,add their +ante to your
last roll; your friend moves their ante to their Fx.
To prepare a friend for rolling, roll and add something (usually the
same attribute). 7+, you give them +1 forward.
To order a follower to do something, ante 1 Fx and roll +connection
instead of what you’d usually roll. Either you suffer the response
for your follower, or lose 1 point of connection permanently. Move
ante to Hx.
techie You can hand this gear off to
someone else, to a follower,
another character, etc.
øUse the invention for a strong
purpose, rolling+Down. On a
7+, the strong function works.
Yes, you can overload augments
and inventions. Just wait until we’re
out of the blast radius, please.
One person’s trash is another person’s treasure. The junkyards, refuse heaps, and dustbins of history are full with When this gear would help a move, Up to 6, the strong purpose
wondrous machines that just need a little maintenance to get them working again. The universe is your workshop, add+augment to that move. works anyway, but move 1 point scraps
and you take great joy in collecting wondrous machines, in restoring things to working order, and in learning from from the invention to scraps. Your scraps pool builds up from
After someone uses your
your mistakes. It’s very unwise to underestimate what you’re capable of making, given even the most basic of tools. augmented gear, you may øUse the invention for a grand your other moves.
Play a Techie if you want to master all the ancient machines at the end of history. move 1 point from its pool back purpose, rolling+Down. On 7+, Add +scraps to all moves to reveal
to your Hx, then roll your +Up. it works. Whether it works or new gear.
sample names øJunker øPurchasing power from the If you roll 10+, they gain+3 to not, move 1 point from the
Add +scraps to all moves to
Bottom+2,Charm -2, Down+3 residuals of your patents (gear) your last move. invention to scraps.
Al, Ba Hei, Bill, Boffin, Bucky, augment, to invent, and to
Clayton, Doc, Emile, Engie, Fingers,
Top -1, Strange -1, Up+2 øThe uncanny ability to find You can take apart the augment. Yes, you can augment an invention. otherwise tamper with devices.
Doing 6, Feeling 2,Thinking 10 large, useful piles of junk (gear) If the invention loses all its points,
Howie, Isaac, Jillian, Kaylee, No roll is needed, just move all
Madd, Miles, Monk, Pops, Richard, øForbidden Technologist øRobot assistant assembled the points to your Hx. the augment is destroyed, too.
Rusty, Scotty, Screwloose, Sparky, Bottom=0,Charm -3, Down+3 from a dozen different sources If the gear is destroyed, set aside overload
Vitruvius, Wheels, Wrath-of-Goddard Top -1, Strange+2, Up+2 (pet, named Amiga, Bob, Foster, the augment points as scraps.
Doing 4, Feeling 4, Thinking 10 Gax, K10, Mitsuko, Zed-X, etc.) Those safety specifications
Otherwise, the gear is fine once
looks øHumanoid assistant (follower, the augment runs out. You can’t
are just guidelines, really.

Choose one or more:


deflect: feeling named Adric, Frank, Nyssa, augment gear that already has an To push a device past all
Never Regret Time Spent in the Lab: Pearl, You’re not sure but you’ve augment pool on it. safety limits, ante 1
Crew cut, Dirty fingernails, Flux
Whenever you would suffer harm to been calling them Max this Fx and roll+Down.
capacitor, Geiger counter, Gloves,
Grease stains, Hazmat suit, Jeepcap, your Feeling, you can deflect the harm whole time and can’t be invent 7-9: Move your ante to
Jumpsuit, Operating Manual with to your Doing or Thinking, instead. bothered to learn their real You’re got a lot of good ideas. And Hx. You overload a
notes scribbled in margins, name, etc.) you’ve got a lot of bad ideas, too. strong device.
Overalls, Personal digital assistant, times øOr make something up! To make a new device, declare 10+: Move your ante to Hx.
Pipe wrench, Pockets, Pony tail, Futurex 3 Historyx 2 what you’ll invent, ante 1 or You overload a grand
Sonic screwdriver, Universal tool, unique moves more Fx and roll+Up. device.
Voltmeter, Waft of ozone, Work boots connections augment 7-9:Move 1 point to the invention When you successfully
You can reveal some amazing pile. Return the rest in your Fx. overload a device,
attributes Write down a math problem, and
share it with the other players. After technology from what you carry 10+:Move the whole ante to the choose one:
& health each player tries to solve it, pick one around. invention pile. øMake the device unsafe.
Choose one: and you have a +2 Connection with To improve a piece of gear, ante 1 Allrolls with this device
You can hand this invention off to
øMechanic their character. Pick anyone, even or more Fx. Then roll+Down. gain+1 « but if any
someone else.
Bottom -1, Charm -2, Down+3 someone who got the wrong answer. two dice ever match,
Up to 6:Lesser Augment The user of the invention has
Top+2, Strange=0, Up+1 Also, +2 Connection with the device explodes,
Put 1 point of ante aside, as these new moves:
Doing 6, Feeling 3, Thinking 9 (choose one): harming the user (and
your augment, and return the
øLab uniforn with bandolier and possibly others).
øEngineer rest of your ante to Fx.
Bottom=0,Charm -2, Down+3 satchel (gear) 7+:Greater Augment
øSabotage the device. Any
Top+2, Strange -2, Up+2 øVarious parts in the boot of use of the device makes it
Set all your ante aside, as your
Doing 7, Feeling 1,Thinking 10 your junker vessel (gear) explode.
augment.
common moves
To assault another target, state your weapon’s tier, and roll +Strange.
7-9,become exposed and choose one: either charge into range and +3
forward, or hit a lesser target. 10-12,choose one: stay covered & hit
lesser target, or become exposed & hit equal target, or charge and +3
forward. 13+,choose one:stay covered & hit lesser target, or become
exposed & hit greater target, or charge and +3 forward.
To avoid danger till your next move, roll +Bottom. 7-9,weak enemies
overlook you and -1 harm. 10-12,the strong overlook you and -2
harm. 13+,the grand overlook you and -3 harm.
To block something till your next move, roll +Top. 7-9,weak enemies target
you first, +1 forward to respond to them. 10-12,the strong target you first,
+3 forward to respond. 13+,the grand target you first, +6 to respond.
To know casual stuff, just ask. To know obscure lore, roll +Down.
7-9,MCtells you something. 10+, MC may give you +1 connection.
To reveal something from your inventory, ante 1 Fx and roll
+Connection. 7-9,move ante to Hx and you have weak stuff.
10-12,move ante to Hx and you have strong stuff. 13+,set aside
ante as inventory and you have grand stuff.
To talk to people who are already friendly with you, no roll is needed.
To schmooze unfriendly people, roll +Charm. 7-9,they’re open to talk,
ask the MC how to proceed. 10+,the target makes a counter-offer,
accept it or move on to something else (MC’s choice).
To observe the obvious, ask your MC. To scope a situation or person,
roll+Up. 7-9,ask one question and +1 forward to deal with answers.
10+, ask three questions and +1 forward on those answers. (Does this
person have something I need? How could I get past these people to
leave me alone? Who’s really in control here? Is this person trying to
deceive me? What happened here recently? What here is useful or
valuable to me? What is about to happen? Is there anything here that
isn’t supposed to be here? What should I be on the lookout for? Whattier
are these people? What’s the best way to deal with these people?)

support moves
Don’t like your last roll? To get inspiration from a friend, ask them to
ante 1 or more Hx and roll +connection. 7+,add their +ante to your
last roll; your friend moves their ante to their Fx.
To prepare a friend for rolling, roll and add something (usually the
same attribute). 7+, you give them +1 forward.
To order a follower to do something, ante 1 Fx and roll +connection
instead of what you’d usually roll. Either you suffer the response
for your follower, or lose 1 point of connection permanently. Move
ante to Hx.
uplift unique moves cognition
atavism You have strange enhancements to
your brain for higher functions.
You can enter a fugue state to call
What has science done? It’s not enough to just upgrade some aging computer to the point where it becomes You can push your neural network
forth your animal instincts. Ante 1
artificial intelligence. A recombinant nano-virus or a chordate implant can bring sentience to some of the most far past what it was ever meant todo.
or more Fx, then roll+Strange.
basic of organisms. You never asked to become self-aware« but really, who does? Declare you will use enhanced
Up to 6:Return your ante to Fx.
Play an Uplift if you want to pair big brains with big brawn. cognitive functions, then ante
7-9:Put 1 point aside, as atavism, 1 or more Fx. Roll+Bottom.
sample names øPet Project connections 10+:Put all your ante aside, Up to 6:Return your ante
Bottom+2, Charm+2, Down -1 asatavism. to Fx.
Algernon, Bea, Bubastis, Caesar, Ask each player to say the name
Top+0, Strange+2, Up -2 To use your animal senses to
Chickenhead, Clara, Croolie, Dog, of an animal. Then, choose one 7-9:Set 1 point of ante
Doing 7, Feeling 9, Thinking 2 scope an area, roll +atavism.
Experiment #1138, Flask, Gelf, character to have+2 Connection aside, as cognition.
Gene, Gunter, Hammond, Jermaal, øBrain Enhancements with. You have latched onto that 7+:Learn what happened here, by Move the rest to
Jones, Justin, Licker, Mistake, Bottom+1, Charm=0, Down -1 character with a primal bond. tracks, smells, spoors, etc. your Hx.
Pazuzu, Pha, Pretty Boy, Reuben, Top=0, Strange+2, Up+1 Then choose to have a +1 Move 1 point of atavism to Hx, 10+:Set all of your ante
Redacted, Schrodinger, Zaius Doing 6, Feeling 7, Thinking 5 Connection with allother and choose one: aside, as cognition.
øGenetic Mutation characters except one (your øCharge and destroy a strong
looks Bottom+2, Charm -2, Down -1 choice). Thatlastone? You either target, using teeth, claws, etc.
Move 1 point of cognition
to Hx, and choose one:
Top+2, Strange+3, Up -1 don’t like them for some reason, or
Choose one or more:
Doing 9, Feeling 6, Thinking 3 you seek to subordinate them at
øCharge and destroy a group of øDominate a strong
Claws, Clicking noises, Cybernetic weak targets, using teeth, computer.
every opportunity (by eating their
arms, Doesn’t use contractions or
personal pronouns, Dyslexia, deflect: thinking shoes, stealing their food, marking
claws, etc.
øCharge and savage a grand
øSolve a strong problem
their territory, etc.) No one’s sure about mathematics or
Fangs, Flippers, Housebroken, Feral Instincts: Whenever you target. Until your next move,
why you do that, not even yourself. engineering.
Hulking, Musk, Lashes out, Leash, would suffer harm to your the grand target is reduced to
No concept of personal space, Thinking, you can deflect the harm øAdvise a friend on some
strong, so maybe your friends technical issue, giving
Saltwater smell, Skittishness, to your Doing or Feeling, instead. can do something. them+3 forward to an
Snarling, Sniffs everything, Spiked
øDo something else that a
collar, Stuttering speech, Tattered times cybernetic, gene-enhanced,
appropriate roll.
clothes, Tiny, Uses “Me” instead of“I” øUntil your next move, reduce a
Futurex 2 Historyx 3 animal/machine hybrid could do. grand computer to strong, so
attributes someone else can deal with it.

& health
Choose one:
øCybernetic Monster
Bottom+2, Charm -2, Down=0
Top+2, Strange+2, Up -1
Doing 9, Feeling 5, Thinking 4
common moves
To assault another target, state your weapon’s tier, and roll +Strange.
7-9,become exposed and choose one: either charge into range and +3
forward, or hit a lesser target. 10-12,choose one: stay covered & hit
lesser target, or become exposed & hit equal target, or charge and +3
forward. 13+,choose one:stay covered & hit lesser target, or become
exposed & hit greater target, or charge and +3 forward.
To avoid danger till your next move, roll +Bottom. 7-9,weak enemies
overlook you and -1 harm. 10-12,the strong overlook you and -2
harm. 13+,the grand overlook you and -3 harm.
To block something till your next move, roll +Top. 7-9,weak enemies target
you first, +1 forward to respond to them. 10-12,the strong target you first,
+3 forward to respond. 13+,the grand target you first, +6 to respond.
To know casual stuff, just ask. To know obscure lore, roll +Down.
7-9,MCtells you something. 10+, MC may give you +1 connection.
To reveal something from your inventory, ante 1 Fx and roll
+Connection. 7-9,move ante to Hx and you have weak stuff.
10-12,move ante to Hx and you have strong stuff. 13+,set aside
ante as inventory and you have grand stuff.
To talk to people who are already friendly with you, no roll is needed.
To schmooze unfriendly people, roll +Charm. 7-9,they’re open to talk,
ask the MC how to proceed. 10+,the target makes a counter-offer,
accept it or move on to something else (MC’s choice).
To observe the obvious, ask your MC. To scope a situation or person,
roll+Up. 7-9,ask one question and +1 forward to deal with answers.
10+, ask three questions and +1 forward on those answers. (Does this
person have something I need? How could I get past these people to
leave me alone? Who’s really in control here? Is this person trying to
deceive me? What happened here recently? What here is useful or
valuable to me? What is about to happen? Is there anything here that
isn’t supposed to be here? What should I be on the lookout for? Whattier
are these people? What’s the best way to deal with these people?)

support moves
Don’t like your last roll? To get inspiration from a friend, ask them to
ante 1 or more Hx and roll +connection. 7+,add their +ante to your
last roll; your friend moves their ante to their Fx.
To prepare a friend for rolling, roll and add something (usually the
same attribute). 7+, you give them +1 forward.
To order a follower to do something, ante 1 Fx and roll +connection
instead of what you’d usually roll. Either you suffer the response
for your follower, or lose 1 point of connection permanently. Move
ante to Hx.

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