Monster Hearts In Space
Harm from the weapon adds the (ap) quality. You can only have one Ammo move attached to a weapon at a time. Changing Ammo moves in mid-battle counts as holding steady.
When you hold steady, roll with Volatile instead of roll with Cold.
When you go into battle, you activate the shield generator in your armor. Roll with Volatile. On a 10+, gain +2-shield, on a 7-9, gain +1-shield. This bonus lasts the entire battle, and refreshing your shield will include the bonus. At any time during the battle you may purge the currents through your gauntlets for increased melee damage. Inflict +1 harm in melee per point of bonus shield purged. This ends the move for the rest of the battle.
Heavy Weapon Specialist
You can use Heavy Weapons with relative safety without needing to hold steady. 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 MC is encouraged to use hold generated by a failure on this move in particularly dramatic ways.
Adds the +burn tag. Harm from the weapon permanently destroys 2-armor on the target. You can only have one Ammo move attached to a weapon at a time. Changing Ammo moves in mid-battle counts as holding steady.
When you cause physical harm, you may add the following options to that move’s list:
- damage or destroy a specific body part or held item
- create an opportunity for someone else to immediately follow up on
A weapon loaded with shredder ammo does +1 harm against targets with no shields or armor. You can only have one Ammo move attached to a weapon at a time. Changing Ammo moves in mid-battle counts as holding steady.
When facing a gang or mob, gain +1 ongoing for every size-category larger the gang is than you on any move to fight or escape the gang.
When you are given an order by a superior, take +1 to any rolls you make when following that order. If you pursue that course but don’t accomplish your ends, you mark experience.
Chose any move from any list that requires a die roll. Whenever you roll that move, any failure automatically becomes a 7-9.
Gain 2 new Harm wedges at 7:00 and 8:00. Draw in two new lines on your Harm countdown.
The way you move unencumbered counts as armor. If you’re naked or nearly naked, 2-armor; if you’re wearing non-armor fashion, 1-armor. If you’re wearing armor, use it instead.
When you do harm, do +1 harm.
Social & Misc. Moves
Life of the Party
When you hit the club or work a crowd, roll EITHER with Hot OR with Resources spent (max +3). On a 10 or over, choose 3. On a 7–9, choose 1. On a miss, you still choose one, but things get really out of hand (the MC will say how).
- You befriend a useful NPC.
- You hear rumors of an opportunity.
- You gain useful information.
- You are not entangled, conned, or tricked.
When you read a situation, on a hit, in addition to your other questions, you may ask this:
- What’s the most beautiful, the rarest, or the most valuable thing here?
When you read a person, on a hit, in addition to your other questions, you may ask this:
- What’s the best thing your character owns, or the best thing your character’s carrying?
Break and Enter
You are talented at gaining access to places you have no business being. When you attempt to enter or exit such a place, roll with Cold. On a 10+, choose 3. On a 7-9, choose 2:
- You get where you wanted to be
- You remain undetected while getting there.
- You leave no trace of ever having been there
- You stumble across something useful or interesting along the way.
Whenever someone reads you with a move and asks you if you’re telling the truth, the answer is always “yes.” This move may be placed in player secrets with the MC’s permission.
Whenever someone under your protection or care dies, gain +1 Dark (max. +3).
Eye on the Door
Name your escape route and roll with Cold. On a 10+, you’re gone. On a 7-9, you can go or stay, but if you go it costs you: leave something behind, or take something with you, the MC will tell you what. On a miss, you’re caught vulnerable, half in and half out.