Mass Effect - Rebirth
All the basic moves from Apocalypse World are used EXCEPT open your brain. I’ve added two new basic moves, rewritten Aid or Interfere, and added an advanced version of it. The “Advanced” result of a move is unlocked via XP and Advancement. For reference, all the the basic moves in Mass Effect: Apocalypse are:
Act Under Fire
When you do something under fire, roll
+Cool. On a 10+, you do it, no problem. On a 7-9, you do it, but the GM will offer you a hard bargain, a worse outcome, or an ugly choice. On a miss, you flinch, hesitate, or something goes awry at the wrong time.
Advanced: On a 12+, you transcend the danger, the pressure, the possibility of harm. You do what you set out to do and the GM will offer you a better outcome, true beauty, or a moment of grace.
When you go aggro on somebody, or are otherwise in a position to harm them when they can’t harm you, roll
+Hard. On a 10+, they have to choose: take the full consequences of your threat, or cave and do what you want. On a 7-9, they choose an option:
- 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 you (or what they think you want to hear.)
Advanced: On a 12+, they have to cave and do what you want. You’ve overwhelmed them; they can’t possibly bring themselves to force your hand.
Seize by Force
When you seize something by force, roll
+Hard. On a 10+, choose 3. On a 7-9, choose 2:
- You seize it, absolutely.
- You inflict terrible harm.
- You suffer little harm.
- You impress, dismay, or frighten your enemy.
Advanced: On a 12+, you get all 4, plus choose 1 for double effect
Seduce or Manipulate
When you seduce or manipulate somebody, roll
+Hot. For NPCs, on a hit, they ask for something before they do what you want, and if you promise, they’ll do it. On a 10+, keeping that promise is optional. On a 7-9, they need some concrete assurance now. For PCs, on a 10+, both, on a 7-9, choose 1:
- If they do it, they mark experience.
- If they don’t, they’re acting under fire.
Advanced: On a 12+, only if they’re an NPC, they do it, and furthermore you change their nautre. Choose one of the following; tell the GM to erase their threat type altogether and write it in instead.
- ally: friend (impulse: to back you up)
- ally: lover (impulse: to give you shelter & comfort)
- ally: right hand (impulse: to follow through on your intentions)
- ally: representative (impulse: to pursue your interests in your absence)
- ally: guardian (impulse: to intercept danger)
- ally: confidante (impulse: to give you advice, perspective, or absolution)
Read a Person
When you read a person, roll
+Sharp. On a 10+, hold 3. On a 7-9, hold 1. While you’re interacting with them, spend hold to ask questions, 1 for 1:
- Are you telling the truth?
- What are you really feeling?
- What do you intend to do?
- What do you wish I’d do?
- How can I get you to ____?
Advanced: On a 12+, hold 3, but spend them 1 for 1 to ask any question you want, not limited to the list.
Read a Situation
When you read a situation, roll
+Sharp. On a 10+, ask 3. On a 7-9, ask 1. When acting on the GM’s answers, you are
- What’s my best escape route/way past/way in?
- Who/what is most vulnerable to me?
- Who/what is the biggest threat here?
- What should I be on the lookout for?
- What’s my enemy’s true position?
- Who’s in control here?
- What happened here recently?
Advanced: On a 12+, ask any 3 questions you want, not limited to the list.
When you consult your training to determine a course, roll
+Sharp. On a 10+, the GM will tell you something interesting and useful about the subject relevant to your situation. On a 7-9, the GM will only tell you something interesting, it’s on you to make it useful. The GM might ask you “How do you know this?” Tell him the truth, now. You can only consult your training on a particular situation once, unless that situation significantly changes.
Advanced: On a 12+, you have an epiphany. Your mind connects seemingly unrelated facts and you achieve a moment of pure insight. It’s up to the GM to tell you what that insight is, but it should be impressive.
Call on Inner Strength:
When you hit 12:00-midnight or beyond on your shock or harm clock, call on your inner strength and roll
Shock: On a 10+ you find some inner reserve that lets you keep going; you’re at 12:00 but still able to act. On a 7-9, you’re at 12:00, able to act, but
glitched. On a miss, you slump unconscious. Further shock received becomes Harm
Harm: On a 10+ you find some inner reserve that lets you keep going; you’re at 12:00 on the clock but still able to act. On a 7-9 you’re hanging on by a thread; you’re able to act, but choose 2:
- You are
- You’ll pass out in a few moments, unconscious or dying but still revivable.
- You’re making it worse. Future moves to aid or heal you will be
On a miss, you tried your best, but that’s it for you.
You may make this move before deciding whether or not to take a debility.
Advanced: On a 12+, you are a tower of iron will, rising from near death to ignore damage that would kill lesser mortals. You are still at 12:00-midnight, but are stable, conscious, and capable of action. You will take no additional harm for the duration of the battle, but will fall unconscious at the battle’s conclusion. At the GM’s option, truly overwhelming amounts of damage may drop you to unconsciousness mid-battle, but even then you will somehow manage to survive.
Aid or Hinder
When you aid or hinder another, roll
+Hx. On a hit, they are
glitched, your choice. On a 7-9, you expose yourself to possible danger or retribution. Give the GM 1 hold over you.
Advanced: On a 12+, you guarantee their success for failure. If you were aiding and they rolled less than a 10+, now it’s a 10+. If you were interfering and they rolled higher than a 6-, now it’s a 6-.
At the end of the session, go around the table. Each player names one character that now knows their character better. That character gains
+1Hx to their character.