Peripheral Moves

HARM & HEALING MOVES
By default, the harm & healing moves are in play. The MC might decide to forego them, case by case. This move is unusual in that a hit is bad for the player and a miss is
good:
When you suffer harm, roll+harm suffered (after armour, if you’re wearing any). On a 10+, the MC can choose 1:

  • You’re out of action: unconscious, trapped, incoherent or panicked.
  • It’s worse than it seemed. Take an additional 1-harm.
  • Choose 2 from the 7–9 list below.
    On a 7–9, the MC can choose 1:
  • You lose your footing.
  • You lose your grip on whatever you’re holding.
  • You lose track of someone or something you’re attending to.
  • You miss noticing something important.
    On a miss, the MC can nevertheless choose something from the 7–9 list above. If she does, though, it’s instead of some of the harm you’re suffering, so you take -1harm.

When you inflict harm on another player’s character, the other character gets + 1Hx with you (on their sheet) for every segment of harm you inflict. If this brings them to Hx+4, they reset to Hx+1 as usual, and therefore mark experience.

When you heal another player’s character’s harm, you get + 1Hx with them (on your sheet) for every segment of harm you heal. If this brings you to Hx+4, you reset to Hx+1 as usual, and therefore mark experience.

When you hurt someone, they see you more clearly. When you heal someone, you see them more clearly.

INSIGHT
By default, nobody has access to insight, but a hocus’ followers might
give it.
When you use your followers for insight, ask your followers what they think your best course is, and the MC will tell you. If you pursue that course, take +1 to any rolls you make in the pursuit. If you pursue that course but don’t accomplish your ends, you mark experience.

BARTER MOVES
By default, characters have access to the barter moves, but the MC might decide to limit them.

When you give 1-barter to someone, but with strings attached, it counts as manipulating them and hitting the roll with a 10+, no roll required.

When you go into a holding’s bustling market, looking for some particular thing to buy, and it’s not obvious whether you should be able to just go buy one like that, roll+sharp. On a 10+, yes, you can just go buy it like that. On a 7–9, the MC chooses one of the following:

  • it costs 1-barter more than you’d expect
  • it’s available, but only if you meet with a guy who knows a guy
  • damn, I had one, I just sold it to this guy named Rolfball, maybe you can
    go get it off him?
  • sorry, I don’t have that, but maybe this will do instead?

When you make known that you want a thing and drop jingle to speed it on its way, roll+barter spent (max roll+3). It has to be a thing you could legitimately get this way. On a 10+ it comes to you, no strings attached. On a 7–9 it comes to you, or something pretty close. On a miss, it comes to you, but with strings very much attached.

AUGURY
By default, nobody has access to augury, but a hocus’ followers or a savvyhead’s workspace might give it.
When you use your followers or your workspace for augury, roll+weird. On a hit, you can choose 1:

  • Reach through the world’s psychic maelstrom to something or someone
    connected to it.
  • Isolate and protect a person or thing from the world’s psychic maelstrom.
  • Isolate and contain a fragment of the world’s psychic maelstrom itself.
  • Insert information into the world’s psychic maelstrom.
  • Open a window into the world’s psychic maelstrom.
    By default, the effect will last only as long as you maintain it, will reach only shallowly into the world’s psychic maelstrom as it is local to you, and will bleed instability. On a 10+, choose 2; on a 7–9, choose 1:
  • It’ll persist (for a while) without your actively maintaining it.
  • It reaches deep into the world’s psychic maelstrom.
  • It reaches broadly throughout the world’s psychic maelstrom.
  • It’s stable and contained, no bleeding.
    On a miss, whatever bad happens, your antenna takes the brunt of it.

STEALTH & BATTLE
When you infiltrate a place by stealth, roll+cool. On a 10+, both. On a 7–9, choose 1:

  • you get in
  • you go unnoticed
    On a miss, neither.

When you try to steal something, roll+cool. On a 10+, both. On a 7–9, choose 1:

  • you get it
  • you get away clean
    On a miss, neither.

After you go into battle with your vehicles, guns, and gear, roll+sharp. On a 10+, you conserved your resources. Good job.
On a 7–9, choose 1:

  • You’re running dangerously low on fuel
  • You’re running dangerously low on ammo
  • Your gear needs maintenance and repair
    On a miss, the MC makes a hard move as usual (or says it’s all three, or says you’re flat out of one thing).

PLAYING WITH THE FORM
When you declare retroactively that you’ve already set something up, roll+(sharp or barter). On a 10+, it’s just as you say. On a 7–9, you set it up, yes, but here at the crucial moment the MC can introduce some hitch or delay. On a miss, you set it up, yes, but since then things you don’t know about have seriously changed.

Peripheral Moves

Dogs in the Junkyard Skampaw