Peripheral Moves

Peripheral Moves

There are a number of moves that can potentially apply to any character under certain circumstances.

Insight
By default, no-one has access to insight, but certain other moves grant it. When you ask your source for insight on what they think your best course is, the GM 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.

Throw Money At It
When you want something and it’s not immediately obvious that you can just buy it, you can throw money at the problem. Roll +Resources spent (max+3). On a 10+, you get it, no strings attached. On a 7-9, you find it, or something pretty close, but there’s almost certainly a caveat or addendum. On a miss, you can still find it, but with strings very much attached.

Suffer Harm
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 armor, if you’re wearing any, and shields/barrier if applicable). On a 10+, the GM 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 GM 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 GM can nevertheless choose something from the 7–9 list above. If he does, though, it’s instead of some of the harm you’re suffering, so you take -1harm.

Mental Harm
When a player character suffers mental trauma or a fit of madness roll +mental harm suffered (usually on a scale of +1 to +3 depending on the severity of the trauma). On a 10+, the GM can choose 1:

  • You’re out of action: unconscious, trapped, incoherent or panicked.
  • You’re out of your own control. You come to yourself again a few moments later, having done I-don’t-know-what.
  • Choose 2 from the 7–9 list below.

On a 7–9, the GM 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.
  • You take a single concrete action of the GM’s choosing.

On a miss, you keep it together and overcome the trauma with no effect.

Inflict Harm on Another Player’s Character
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.

Heal Another Player’s Character
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.

Drug User
when you indulge in a drug, roll +Will. On a 10+, you experience the effects as normal. On 7-9, you experience the effects but with some drawbacks:

  • You had a bad batch. Take 1 Shock or 1 Harm (ap, ignores shields / barriers)
  • It wasn’t very potent. The effect lasts half as long
  • You feel sick. Take -1ongoing to one stat until the effect wears off.

On a 6-, you become addicted to the drug. You must indulge at least once a session, or otherwise take 2 shock damage. If you go 3 sessions without a hit, roll +Will. On a hit, you are no longer addicted. On a 7-9, you are glitched ongoing until the withdrawal wears off. On a miss, you are still hooked. If you roll snake eyes on this move, you overdose and take 8 Shock.

Peripheral Moves

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