Monster Hearts In Space
Advanced Personal Moves
These moves may only be chosen once a PC has acquired 5+ advances. Some of them may also require an in-game narrative acquisition. For example, to get the move Mechanic, you would need access to such things as a junk yard in game.
When you seek to subvert a computer system that doesn’t belong to you or bypass electronic security measures, roll with Cold for physical means or with Dark for magical. On a 10+, all 3. On a 7-9, choose 2. On a miss, choose 1 anyway.
- You get into the system or past the security
- You don’t alert anyone to your intrusion
- You don’t permanently damage something important
Fingers in Every Pie
Put out the word that you want a thing – could be a person, could be somethin’ somethin’, could even be just a thing – and roll with Hot. On a 10+, it shows up for you remarkably quickly. On a 7-9, well, your people make an effort and everybody wants to please you and close is close, right? On a miss, it shows up for you with strings wicked attached.
You have developed an extensive network of allies and contacts who can provide help or resources in a pinch. When you take this move, choose one:
- Your contacts respect strength. Roll with Volatile when contacting them.
- Your contacts respect your allure or forceful personality. Roll with Hot when contacting them.
- Your contacts respect intelligence. Roll with Cold when contacting them.
- Your contacts are magically bound to you. Roll with Dark when contacting them.
At the beginning of the session, or as soon thereafter as you are in a position to do so, you may contact your network and roll the appropriate stat. On a 10+, hold 3. On a 7-9, hold 1. You may spend your hold anytime during that session, 1 for 1, to:
- Get something done: find one or more contacts to accomplish an off-screen task
- Lean on someone: convince a character as if you’d rolled a 10+ on manipulate an NPC.
- Gather intel: learn something about a subject as if you’d rolled a 10+ on consult training.
- Analyze intel: gain access to the insight peripheral move for one course of action
- Borrow Resources: gain temporary access to an item, piece of equipment, or service.
On a miss, your network needs a favor in return. Lose access to this move until you satisfy them.
You are skilled with your hands and can fix, repair, or build pretty much anything. You have a dedicated workspace for larger projects, and an ability to repair things on the fly.
Workspace: Choose 3: a garage or cargo hold, a darkroom, skilled labor, a junkyard of raw materials, a cargo vehicle, high-tech gadgets, machining tools, transmitters & receivers, an alien relic, booby traps.
When you go into your workspace and dedicate yourself to making a thing, or to getting to the bottom of something technological, decide what you’re doing and tell the GM. The GM will tell you “sure, no problem, but…” and then 1 to 4 of the following:
- It’s going to take hours/days/weeks/months of work
- First you’ll have to get/build/fix/figure out (something)
- You’re going to need (someone) to help you with it
- It’s going to cost you a ton of credits
- The best you’ll be able to do is a crap version, weak and unreliable
- It’s going to mean exposing yourself and colleagues to serious danger
- You’re going to have to add (something) to your workspace first
- It’s going to take several/dozens/hundreds of tries
- You’re going to have to take (something) apart to do it.
The GM might connect them all with “and,” or might throw in a merciful “or.” Once you’ve accomplished the necessaries, you can go ahead and accomplish the thing itself.
Field Repair: When you try to keep a piece of tech from falling apart roll with Cold. On a 10+, the machine can ignore 3 of the harm it has thus far taken. On a 7-9, the machine can ignore 2 of the harm it has taken. On a miss, you may well have made things worse… Note that this does not permanently repair the machine (that requires the workspace above), but does permit it to perhaps survive long enough to get the job done.
You get 2-juggling. Whenever there’s a stretch of downtime in play, or between sessions, choose a number of your gigs to work. Choose no more than your juggling. Roll with Cold. On a 10+, you get profit from all the gigs you chose. On a 7-9, you get profit from at least 1; if you chose more, you get catastrophe from 1 and profit from the rest. On a miss, catastrophe all around. The gigs you aren’t working give you neither profit nor catastrophe. Whenever you get a new gig, you also get +1 juggling.
Choose 3 paying gigs (profit/catastrophe):
- Bodyguarding (1-resources / embattled)
- Espionage (1-resources / deceived)
- Mercenary Work (1-resources / embattled)
- Enforcement (1-resources / overthrown)
- Honest Work (1-resources / impoverished)
- Companionship (1-resources / entangled)
- Deliveries (1-resources / bushwhacked)
- Infiltration (1-resources / discovered)
- Salvage (1-resources / impoverished)
- Brokering deals (1-resources / shut out)
- Technical work (2-resources / shut out)
- Sex (2-resources / entangled)
- Counter-espionage (2-resources / infiltrated)
- Murder for hire (3-resources / embattled)
And choose 1 obligation gig:
- Avoiding Someone (You keep well clear / they catch you in a bad spot)
- Paying debts (you keep up with them / they come due)
- Revenge (you victimize someone / they humiliate you)
- Protecting someone (nothing bad happens to them / they’re gone)
- Pursuing luxury (beauty in your life / you wind up in a bad spot)
- Maintaining your honor (you keep your word and your name / you cross a line)
- Seeking answers (you get a clue / you chase a red herring)
For advancement, you may cross off any unused advance to instead gain +2 gigs, or +1 gig and remove your obligation gig.
Heavy Weapon Specialist
You can use Heavy Weapons with relative safety without needing to act under fire. Furthermore, when you go into battle, roll with Volatile. On a 10+, hold 2. On a 7-9, hold 1. You can spend your hold, 1 for 1, on the following options:
- Ignore one of your heavy weapon’s tags for one tick
- Give your heavy weapon a new tag for one tick
Heavy weapons are inherently dangerous, however. The GM is encouraged to use hold generated by a failure on this move in particularly dramatic ways.