Possible moves for a game that has no name. This game takes place on a far future commercial spaceship that takes weeks to go between star systems.
There's a crew! In my head, this is a dozen plus the PCs, but that may change. I may well wind up with, you know, playbooks, that alter the size of the crew. But for now, basic moves.
When you research a person, roll with Sharp. On a 10+, ask 3. On a 7-9, ask 2. On a 6-, ask 1 and they learn about you. Questions:
-- What do they most need?
-- What is holding them back from greatness?
-- How do I get them to _______?
-- What is their greatest strength?
When you negotiate a fair deal, roll +Cool. On a 10+, choose 3. On a 7-9, choose 2. On a 6-, choose 1:
-- Everyone agrees the deal is fair. Gain +1 forward to your next dealing with them.
-- They sweeten the pot, and you gain +1 kilocredit.
-- You bring back something for the ship, increase a surplus by one.
-- You do not attract unwanted attention.
When you gaze into the stars, tell the MC your quandary and roll +Void. On a 10+, your introspection yields clear results: take +1 forward. On a 7-9, the visions are muddled, scary, indistinct.
When you use your social standing to help someone else, roll +Standing. On a 10+, choose two. On a 7-9, just 1, and you are exposed:
-- If they were rolling, you increase their roll by a success tier.
-- You gain +1 Camaraderie with them.
-- The tale spreads through the ship, and you can take one surplus, or erase one need.
When you stand in defense of someone, roll +Hard. On a 10+, choose 3. On a 7-9, just 2:
-- The violence ends, and you prevent anyone else from getting hurt.
-- The violence ends, and you don't get hurt.
-- The violence ends, and you can say what happens next.
When you bring a problem to a expert, they know how to solve it. Roll +Camaraderie. On a 10+, choose 3. On a 7-9, choose 2:
-- You take +1 camaraderie with them.
-- They get +1 camaraderie with you.
-- They solve it personally.
-- They explain it to you. Mark XP.
Camaraderie: I'll probably rename this, as this is what The Watch calls their Hx mechanic. Similarly, it goes 0 to 3. Instead of spending it, you use it to ask people for help.
Surplus & Needs: Blatantly stolen from Legacy. The ship is going to have things it has a lot of, and things it needs. I think hard moves will activate the missing things.
Kilocredits: Like barter. 1 kilocredits can buy: a fancy night in the above decks for one, a night in the below decks for the crew, a fancy set of civvies, shipsuits and phones for a small crew, any normal piece of equipment.
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