Basic Moves

DO SOMETHING UNDER FIRE
When you do something under fire, or dig in to endure fire, roll+cool. On a 10+, you do it. On a 7–9, you flinch, hesitate, or stall: the MC can offer you a worse outcome, a hard bargain, or an ugly choice.

GO AGGRO
When you go aggro on someone, roll+hard. On a 10+, they have to choose: force your hand and suck it up, or cave and do what you want. On a 7–9, they can instead choose 1:

  • get the hell out of your way
  • barricade themselves securely in
  • give you something they think you want
  • back off calmly, hands where you can see
  • tell you what you want to know (or what you want to hear)

SEIZE BY FORCE
When you try to seize something by force, or to secure your hold on something, roll+hard. On a hit, choose options. On a 10+, choose 3. On a 7–9, choose 2:

  • you take definite hold of it
  • you suffer little harm
  • you inflict terrible harm
  • you impress, dismay or frighten your enemy

SEDUCE OR MANIPULATE
When you try to seduce or manipulate someone, tell them what you want and roll+hot. For NPCs: on a hit, they ask you to promise something first, and do it if you promise. On a 10+, whether you keep your promise is up to you, later. On a 7–9, they need some concrete assurance right now. For PCs: on a 10+, both. On a 7–9, choose 1:

  • if they do it, they mark experience
  • if they refuse, it’s acting under fire
    What they do then is up to them.

READ A SITCH
When you read a charged situation, roll+sharp. On a hit, you can ask the MC questions. Whenever you act on one of the MC’s answers, take + 1. On a 10+, ask 3. On a 7–9, ask 1:

  • where’s my best escape route / way in / way past?
  • which enemy is most vulnerable to me?
  • which enemy is the biggest threat?
  • what should I be on the lookout for?
  • what’s my enemy’s true position?
  • who’s in control here?

READ A PERSON
When you read a person in a charged interaction, roll+sharp. On a 10+, hold 3. On a 7–9, hold 1. While you’re interacting with them, spend your hold to ask their player questions, 1 for 1:

  • is your character telling the truth?
  • what’s your character really feeling?
  • what does your character intend to do?
  • what does your character wish I’d do?
  • how could I get your character to xxx?

OPEN YOUR BRAIN
When you open your brain to the world’s psychic maelstrom, roll+weird. On a hit, the MC will tell you something new and interesting about the current situation, and might ask you a question or two; answer them. On a 10+, the MC will give you good detail. On a 7–9, the MC will give you an impression. If you already know all there is to know, the MC will tell you that.

HELP OR INTERFERE
When you help or interfere with someone who’s making a roll, roll+Hx. On a hit, they take +1 (help) or -2 (interfere) now. On a 7–9, you also expose yourself to fire, danger, retribution or cost.

SESSION END
At the end of every session, choose a character who knows you better than they used to. If there’s more than one, choose one at your whim. Tell that player to add + 1 to their Hx with you on their sheet. If this brings them to Hx+4, they reset to Hx+1 (and therefore mark experience).

Basic Moves

Dogs in the Junkyard Skampaw