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sixth_world.tex
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\documentclass[oneside,10pt]{article}
% reminder: US letter: 596pt x 795pt
\input{setup}
\begin{document}
\generatePageLayouts{}
\switchToLayoutPageA{}
\fancypagestyle{plain}
{
\fancyhf{}
\fancyhead{}
\fancyfoot{}
} % clear header and footer of plain page because of ToC
\input{./title.tex}
\begin{multicols}{2}
\tableofcontents
\end{multicols}
\addtocontents{toc}{\protect\thispagestyle{plain}}
\newcommand{\critterspec}[7]{
\setlength{\parskip}{.1em}
\vspace{.5cm}
\begin{minipage}{\linewidth}
{\large\bfseries #1}
{\itshape #2}
#3
#4\vspace{.25em}
\hrule
\vspace{.25em}
#5 \textit{Instinct:} #6
\begin{adjustwidth*}{.5cm}{.5cm}
#7
\end{adjustwidth*}
\end{minipage}
}
\newpage
\pagestyle{fancy}
\setcounter{page}{1}
\renewcommand{\headrulewidth}{0pt} % remove lines as well
\renewcommand{\footrulewidth}{0pt}
\fancyhf{}
\fancyhead[RO]{
\orbitronfont\fontsize{.5cm}{0em}\selectfont\bfseries
\MakeUppercase{ \parttitle{} | SIXTH WORLD }}
\fancyfoot[RO]{\orbitronfont\fontsize{.5cm}{0em}\selectfont\bfseries\thepage}
\invisiblepart{Introduction}
\section{WELCOME TO SIXTH WORLD}
\label{introduction}
\begin{multicols}{2}
\SW/ is a ``hack'' of the game \DW/ which
attempts to capture the flavor of the world of the well-known
RPG \SR/®.
The ``Sixth World'' is the dangerous and grim future of our
own world, where magic has resurfaced, megacorporations
rule the world, and humanity has perfected incredible new
technological capabilities including advanced cybernetics and
the worldwide virtual reality network called the
Matrix.
This game assumes familiarity with \SR/, as well as
with \DW/.
\subsection{WHAT DO I DO?}
You take on the role of a shadowrunner, an individual who conducts,
let’s say, \textit{quasilegal} activities at the behest of the
corporations, governments, and organized crime. You’ll build a dossier
for a character who will serve as your proxy as you experience the
excitement and danger of the shadows of the Sixth World.
\subsection{FICTION FIRST}
\label{fictionfirst}
Everything that happens in a session of \SW/ starts with the fiction,
proceeds to rules (if necessary), and ends with the fiction. Most of
the rules of the game are encapsulated in items called
\textbf{moves}. That’s simply game terminology for a small package of
instructions telling you how to attempt to perform certain actions and
resolve them using the rules. So for instance, the move called
\textit{Rock \& Roll} contains instructions on how to fight with
someone.
However, it is important to remember that because the game starts with
and ends with the game fiction, you should never say ``I use Rock \&
Roll on that guy!''
In fact, this is a cardinal rule for both players and the GM:
\textbf{you never say the name of your move}. You simply determine,
from what you are doing in the game world (running, shooting, jumping,
dying, etc.), what move would apply. When the rolling is done, you
conclude with some more fiction (or perhaps the GM does, depending on
the outcome). Thus the flow of play is:
\vspace{.1cm}
\begin{adjustwidth*}{1em}{0em}
{\orbitronfont \textbf{FICTIONAL ACTION > RULES > FICTIONAL OUTCOME}}
\end{adjustwidth*}
\vspace{.1cm}
For the most part, it’s what you’ve always done when gaming: try
something, roll some dice, and see how it comes out.
Also remember this: if you do something in the game world that would
trigger a move, then \textit{you must make that move}. You can’t say
``I’m diving into the closet to avoid being spotted'' and then
\textit{not} make the \textit{Stay Frosty} move. Likewise, you can’t
make a move unless the situation actually demands it. If you’re not
fighting someone who’s fighting back, then you \textit{don’t} get to
make the \textit{Rock \& Roll} move.
\begin{gmtip}
When a player does something to trigger a move that seems
questionable given the circumstances, it’s nice to remind them of
their situation, and give them a chance to revise what’s
happening. As the GM, it’s not your job to nail them with gotcha
moments. Instead, point out the potential issue you see and let
them decide.
A good example of this is the \textit{Centering}
move from the Mage skillset. It simply says ``when you take a
moment to concentrate and restore yourself, hold 2 for future
spell casting.'' So all the fiction \textit{requires} is that the
mage stop what they’re doing, take a moment, and gather their
strength. Nothing confusing there. However, if the mage is in the
middle of a firefight, and needs to center themselves, they might
just say ``okay, I need to get things together here...I calm myself
and draw on the power of the astral realm.''
When they do that, remind them that they’re in a firefight, and
based on what happened just \textit{before} they needed to center
themselves, they could be exposed to real danger. Suggest, for
instance, that they dive for cover or get behind something sturdy
before they hit the astral gas pump. This isn’t hand-holding, this
is just making sure the fiction is working. If they say ``no, no
time, I’ll do it now,'' you can decide what kind of opportunity
that gives you, and what you’ll do about it.%
\end{gmtip}
On a related note, since the fiction anchors the game, remember that
if you want to speak to or ask something of a character played by
another person, don’t say ``Hey Keith, do you have a spare frag
grenade?'' Instead, speak to the Keith's character: ``Hey, Valentin, do
you have a spare frag?''
Even though character names should be used, you don’t have to act in
first person. What is important is to remain focused on the
characters. So if the GM says, ``Valentin, there’s an ork with a bat
coming your way. What do you do?'' Keith is perfectly free to say,
``Valentin pulls his trenchcoat aside to show the gleam of his custom
Ares Predator.''
Just remember: flow from the fiction to the rules and back to the
fiction, and stay focused on the characters, and everything will be
all right!
\subsection{STATS}
\label{stats}
Most of the rules of \SW/ rely on the value of a player character’s
Stats. You’ll hear more about these later on (especially when you get
to the Dossiers on page \pageref{dossiers}), but every player
character in \SW/ is described by 5 stats:
\vspace{.1cm}
\begin{dent}
{\shadowrunbfont Oomph:} your raw physical power and toughness. A
person's Oomph refers to both their strength and their ability absorb
punishment, physically and mentally. A character with a lot of Oomph
might be a overbuilt street bruiser with fists like concrete blocks,
or they could be a quiet spiritual person with near unbreakable willpower.
{\shadowrunbfont Twitch:} your alertness, reflexes, and ability to react to
dynamic situations. Everyone who runs in the shadows develops some
amount of Twitch, otherwise you quickly find yourself bleeding out in
an alley. Anyone heavily into combat can make use of high Twitch, but
good reflexes are never a bad thing.
{\shadowrunbfont Mastery:} a general rating of your special, usually
technical, talents. Mastery represents your finely honed technical,
academic, or social knowledge. Mastery is generally more important for
Hackers and Riggers, but every archetype has some use for Mastery.
{\shadowrunbfont Flair:} all the aspects that set you apart from the
standard drudgery of metahumanity. Be it a winning smile, imposing
stride, or intricate body art, your Flair allows you to make a lasting
impression (typically without bullets) on others. Flair is classically
important for Faces, but cold-stone killers often use their own
special brand of Flair as they curb stomp a ganger.
{\shadowrunbfont Essence:} your life force and metahumanity, this
fuels the supernatural powers of magical archetypes (Adept, Mage, and
Shaman) and technomancer archetypes (Botmaster, Architect,
Infovore). Essence also controls how easily one recovers from damage
and limits personal augmentation.
\vspace{.1cm}
\end{dent}
\subsection{ROLLING THE DICE}
\label{rollingdice}
In this game, the dice rolling revolves around the concept of
the Move. When you are instructed to roll dice for a move,
your responsibility is simple: roll 2d6, and add the value of
a stat (or sometimes some other value) to the result. When
a roll is needed, it is usually phrased as ''roll+Something,''
where ``something'' is the value to add to the roll.
\vspace{.1cm}
\begin{dent}
\textbf{Example:} \textit{if you are told to roll+\oomph/, you would roll
2d6, sum the total, and add the value of your \oomph/ stat to the result.}
\end{dent}
\vspace{.1cm}
The total of the roll indicates the outcome of the action taken
by the character:
\begin{dent}
\textbf{On a 10+, you achieve a strong success:} you’ve achieved
your aim without complication, and to the fullest extent
possible.
\textbf{On 7-9, you have achieved a weak success:} your achieve
your aim, but with a cost. You will usually be presented with a list of complications to choose from, although
sometimes instead the GM will tell you what complication
occurs.
\textbf{On a total of 6 or less, you have failed:} you don’t get
what you want. In fact, things are probably going to get
worse.
\end{dent}
\begin{gmtip}
A player's failure on a roll is a opportunity for you as the
GM. It should not be seen as a dead zone in the flow of the game where
nothing happens. Nor is it a place to unnecessarily punish the player - primarily
because this is unfair! They didn't decide to roll badly. Instead, as
the GM, you should interpret a failure roll as a point in the game to
reclaim narrative control from the players.
This is covered in a later section on GM Moves on page
\pageref{gmmoves}.
\end{gmtip}
Note that if a move just says ``roll,'' then you don’t add anything. You just roll 2d6.
In addition to the common 2d6 roll, \SW/ uses the
other common polyhedral dice: \textbf{d4}, \textbf{d6}, \textbf{d8}, \textbf{d10}, and \textbf{d12}.
Twenty-sided dice are not used for mechanics, but can be
used for some of the random generators at the end of this
document.
\subsubsection{ROLL MODIFIERS }
\label{rollmods}
While the basic move roll is 2d6+(\textit{something}), there are a few
modifiers and tricks that may apply to a roll. The rules will
always indicate when to use one of these
modifiers.
\begin{dent}
\textbf{hold n:} when you are told to Hold \textit{n}, or that you gain \textit{n}
Hold, this means you have a small pool of points that can
be spent at some future moment of your choosing. You
will be told on what, specifically, you may spend the Hold.
Note that if you can spend Hold on a dice roll, you can do
so \textit{after} you see the results of the roll!
\textbf{take +n forward/-n forward:} this means take a bonus
(the +) or a penalty (the -) equal to \textit{n} to your
next Move.
\textbf{take +n ongoing/-n ongoing:} this means to take a bonus or penalty equal to \textit{n} to all of your future rolls, until
whatever circumstances caused the ongoing modifier have
changed.
\textbf{boosted:} whenever you are boosted, your result is never
lower than 7 (even if you roll 6 or less). So, when boosted,
you cannot fail, though success may still come at a cost
(not least of which is the fact that while boosted, you can’t
mark XP).
\textbf{glitched:} glitched rolls are the opposite of boosted rolls.
Whenever you are glitched, your result is never higher
than 9, even if you rolled a 10+. You can succeed while
glitched, but it will always come with a cost.
\textbf{b:} this means ``take the best of'' - you roll multiple dice,
but keep only one of them to determine the final total.
For instance, if you are instructed to roll 2d6b, you would
roll 2d6, and keep the highest die. When written by itself
(without a dice expression) it will be written as
[b].
\textbf{w:} this means ``take the worst of'' - if you are instructed to
roll 2d6w, then you would roll 2d6 and keep the lowest
die. When written by itself (without a dice expression), it d
will be written as [w].
\end{dent}
\subsection{STATS IN DETAIL}
\label{detailstats}
\subsubsection{Oomph}
\label{stat_oomph}
\oomph/ represents a character's raw power and resilience. It is an abstract rating
that rolls in a variety of possible sources. For instance, a heavy
muscle-bound jock type might have a lot of oomph, but so too could a
lithe monk with powerful self-control and willpower. Oomph
fundamentally represents raw, unfocused power. This can be seen in
contrast to the power represented by \mastery/ or \flair/. These forms
of power are calculated or channeled for best effect. In terms of the
street, \oomph/ is a high explosive grenade, while \mastery/ is a sniper
rifle.
\oomph/ is most important to characters who live and die by physical
confrontation. Gangers, bouncers, and street samurai all generally have
large amounts of \oomph/. Generally, feats of athletic prowess are
all governed by a character's \oomph/. Resisting mental influences also
draws upon a character's \oomph/, as they form mental barriers and
struggle to maintain a sense of self. Lacking \oomph/ can reflect a
character who is physically or mentally weak, lacking in resolve, or
simply willing to go with the flow.
\oomph/ also defines a large part of a character's ability to take
damage and recover from fatigue.
\subsubsection{Twitch}
\label{stat_twitch}
In the \SW/, the ability for character to move and react quickly is
defined by their \twitch/ stat. Similar to \oomph/, \twitch/ is an
abstract stat that covers many things: reaction time, dexterity,
initiative, or even just a sense of danger. Characters with a large
amount of \twitch/ might be especially nervous, ready for anything, or
simply unusually keen and aware of their surroundings. Lacking
\twitch/, might mean a character is slower to react, clumsy, or perhaps
simply implacable and chooses not to react to external events.
\twitch/ has a direct role in combat, acting as a limited form of
armor, representing a character's innate ability to dodge out of the
way of danger. Wearing heavy armor acts as a penalty, however, so
characters generally need to choose between being well armored and
being nimble. Characters with a negative values of \twitch/ don't
necessarily take more damage, but a GM might penalize them in combat
more than usual. See Section \ref{sec_combat} on Combat for more information.
\subsubsection{Mastery}
\label{stat_mastery}
\mastery/ represents a character's ability to use trained skills. The
skills themselves are represented by the particular moves the
character has access to, while the \mastery/ stat represents how much
expertise they have with the skill.
\mastery/ is important to each archetype differently, as every
archetype has a different set of skills that uniquely define
it. However, most firearm usage depends on \mastery/, as successfully
using a firearm is not as simple as swinging a section of rebar at a
ganger's head.
\subsubsection{Flair}
\label{stat_flair}
In the \SW/ everyone who is anyone has some amount of \flair/. Runners
build and depend on their reputations when dealing with one
another. But those with something extra, something \textit{special}
have more. Maybe its a signature combat move, a smile that shines
like the light of a thousand suns, or simply the ability to adapt to
social situations like a fish in water - all of this is covered by
\flair/.
\flair/ is most important to the Face archetype, though other
archetypes have occasional uses for this stat. But given that your
reputation is often the only thing that stops you from getting shot or
lands you a job, \flair/ important to everyone.
\subsubsection{Essence}
\label{stat_essence}
Every character in \SW/ has a stat called \essence/,
representing their metahumanity, life force, and mystical connection
with the world. Unlike other stats, Essence values range between 2 and
-6. Positive values represent a character who is full of life and
vitality, or, if they are Awakened or a Technomancer, possessed of a
deep connection to supernatural abilities. Negative values of Essence
generally means that a person is damaged in some way. This damage is
not simple, like being wounded, but reflects some deep inner damage to
their humanity. Over the course of the game, events can alter a
person's essence. These changes are typically permanent, so they
reflect major events in a character's life. As an example, a drug user
who overdoses might not suffer essence loss, but a drug user that
spirals down into broken wreck of their former self probably would.
Another common source of essence loss is the installation of cyberware
or other major body augmentations. The cause is unknown, but wholesale
replacement of one's body seems to result in a fracturing of a
person's fundamental humanity. Magical theorists have made comments
about people's auras and spirits losing connection to their physical
body, but most medical doctors dismiss such claims as
superstition. Regardless, once a person has replaced enough of their
original body that their essence would drop below -6, they die. There
are rumours on the street of people surviving with extremely low
essence, but they are often horror stories of shambling mechanical
monsters, or emotionless killing machines.
Less important for the mundane members of metahumanity, is how essence
interacts with supernatural abilities. Those members of society who
are Awakened or possess the strange Technomancer abilities, depend on
high values of essence to practice their crafts. A loss of essence for
these people can be a death sentence for their abilities, and they
lose them completely if their essence ever drops below -2.
But even for mundane metahumanity, essence is important. High essence
values improve healing and increase general resistance to
fatigue. Every point of essence provides an additional box of fatigue,
but every negative point of essence removes a box.
\subsection{EDGE}
\label{stat_edge}
Each Archetype in this game has a variable pool of points
called \textbf{Edge}. Edge is an in-game currency representing a
number of real-world (or at least, game-world) concepts,
from combat experience to how many jobs they’ve pulled off
to their ability to turn a bad situation into a survivable one to
their general, flat-out awesomeness. A character can never have more
edge than their Edge pool (See \textbf{EARNING EDGE} on page \pageref{earningedge}).
\subsubsection{SPENDING EDGE}
\label{spendingedge}
The main way to spend Edge is to gain bonuses to damage
and to rolls. When a player wishes it, they can spend edge
as follows:
\begin{dent}
\textbf{To improve damage:} for every point of Edge spent, they
can add a point of damage to their most recent
attack.
\textbf{To improve a roll:} for every two points of Edge spent,
a character can add one point to the result of their most
recent move.
\end{dent}
Edge is also used to:
\begin{dent}
\tcirc{} Attuning to magical items (see page 40)
\tcirc{} Investing magical fetishes (see page 40)
\tcirc{} Activating certain cyberware (see page 38)
\tcirc{} Surviving when things are at their darkest (see the Last
\textbf{Chance} move, page \pageref{move_lastchance})
\end{dent}
Feel free to think of other ways that Edge can be spent; just
make sure it’s fun.
\subsubsection{EARNING EDGE}
\label{earningedge}
When Edge is spent, it remains spent until the character has a chance
to spend at least a few hours resting in a place of relative safety,
at which point the pool of Edge refreshes. Starting characters
generally have a relatively small pool of Edge. However, they will
increase the size of their Edge pool over the course of their
adventures. Players increase their pool size in 2 ways:
\begin{dent}
\tcirc{} Choosing to gain a point of edge when they make the
\textbf{Advance} move (page 5)
\tcirc{} Attempting something insanely awesome. Actions of this
magnitude can be nominated by any other player and the group votes on
it. Typically this is a small reward for players who take on extremely
dangerous and risky tasks and succeed (or fail!) brilliantly, but it
could also result from a particularly excellent job of roleplaying. If
you’re the GM, don’t be too harsh here: players rewarding each other
for having a good time and getting into the spirit of things is a
\textit{good thing}. Indulge it!
\end{dent}
\subsection{XP}
\label{stat_xp}
Characters advance by earning \textbf{XP} (typically called ``Marking
XP'') as they navigate their shadowruns. Characters can mark
XP in the following circumstances:
\begin{dent}
\tcirc{} when they fail a move (this is the most common reason
XP is marked)
\tcirc{} when they finish a run, or a significant portion of a major
run
\tcirc{} when they resolve one of the debts or
favors they have with another character
\tcirc{} when they are manipulated (see page 4) by another
character
\end{dent}
Once a character marks 10 XP, they may use the Advance
move (page 5) to ``spend'' that XP to improve their character.
Possible improvements include gaining new moves, gaining
more Edge (as mentioned above), or improving a core stat.
\subsection{DEBTS \& FAVORS}
\label{debtsfavors}
Even in the high-tech world world of the 2070’s, nobody
goes it alone in the shadows for long. Sooner or later, you
need to get help from somebody. Sometimes, you can buy
that help with money. Other times, legal tender won’t cover
it and that’s when debts and favors come into
play.
Together, Debts \& Favors form the \textbf{bond} between runners in
a team. If, at the end of a session, you have resolved one of
these bonds, you erase the debt or favor, and you and the
other runner mark XP.
\subsubsection{DEBT}
A debt is something you owe a fellow runner. Maybe they
yanked your ass out of a bad situation down in Aztlan, or
helped spring you from jail, or just lent you some of their own
hard-won experience that saved your bacon.
\subsubsection{FAVOR}
A favor, conversely, is something owed to you by a fellow
runner. Maybe you were the one doing the hot-LZ extraction
in Aztlan, or you took the rap for them on a particular smash
‘n grab job.
Debts and favors are not necessarily reciprocal! A character might
perceive a debt to another that is entirely self-imposed. Conversely,
a character might feel like one of their teammates owes them
something, while that teammate might be completely unaware of that
feeling. So, when establishing debts and favors, don’t assume that a
debt on one sheet has to correspond to a favor on another!
\end{multicols}
\newpage
\invisiblepart{MOVES}
\section{MOVES}
\label{moves}
\begin{multicols}{2}
In \SW/, the place where rules and fiction intersect are the
character’s \textbf{Moves}. Moves are the mechanical structure used
when the fictional actions of a character require some resolution,
and where the outcome of such actions is sufficiently interesting -
or in doubt - as to be worth taking a risk to achieve.
\paragraph{Active Moves}
It is tempting to think of moves as a character’s ``powers'' or
``abilities'', but remember: you should not be looking for a move to
make. Instead, you should describe fictional actions that fit the
circumstances, and when those actions coincide with a move, that is
the point at which you engage the game mechanics to determine the
outcome.
For example, in a situation where Valentin, a street samurai, is
raiding a military compound, his player should not be looking to see
when he can bust out his Rock \& Roll move. Instead, Valentin’s player
should describe what Valentin is doing, and if what Valentin is doing
would fit the criteria for the Rock \& Roll move, then the player uses
those mechanics. Basically, it is the difference between this:
\begin{dent}
\textbf{GM:} \textit{A security guard moves into
view. What do you do?}
\textbf{Keith (Valentin’s player):} \textit{I should use Rock \& Roll. I’ll lean
around the corner and shoot.}
\end{dent}
and this:
\begin{dent}
\textbf{GM:} \textit{A security guard moves into view, gun out, looking
for you. What do you do?}
\textbf{Keith:} \textit{I lean around the corner enough to bring my sights
to bear on him, and unload three rounds from my
HK227.}
\textbf{GM:} \textit{That sounds like the Rock \& Roll move, for sure. Roll
2d6 and add your Mastery stat.}
\end{dent}
\paragraph{Passive Moves}
That said, some moves do describe passive traits of a character,
either as innate qualities or as the result of specialized
training. These types of moves are generally distinguished by their
lack of rolls and simple passive changes to existing rules.
\subsection{Types of Moves}
There are four general categories of moves in
\SW/: \textbf{Core}, \textbf{Secondary}, \textbf{Metatype},
\textbf{Background}, and \textbf{Archetype}.
\begin{dent}
\textbf{Core moves} are the most commonly used moves, and
provide mechanics for frequent activities like
fighting, hiding, looking around, and interacting. Core moves are
described on page \pageref{coremoves}.
\textbf{Secondary moves} are less frequently used, and are usually
situational. Secondary moves are described on page \pageref{secondarymoves}.
\textbf{Metatype moves} are moves that reflect the differing traits
of the five human metatypes in the game. Metatypes and their moves are described
on page \pageref{metatypes}.
\textbf{Background moves} are moves that reflect your life before the
shadows. Everyone starts somewhere and it leaves a mark. Backgrounds
and their moves are described on page \pageref{backgrounds}.
\textbf{Archetype moves} are moves unique to one
of the character archetypes, and reflect their particular skill
sets. Refer to each skillset (starting on page \pageref{skillsets})
for more information.
\end{dent}
Core, secondary, metatype, and background moves are detailed on the
following pages. Archetype moves can be found in the dossier for each archetype.
\subsection{CORE MOVES}
\label{coremoves}
\label{move_checkthesituation}
\textbf{CHECK THE SITUATION:} when you \textbf{assess a situation} or
\textbf{determine facts about your environment}, roll+\twitch/.
On 10+, you may ask the GM 3 of the following questions.
On 7-9, ask 1 question. Either way, take +1 if you act on the
answers.
\begin{dent}
\tcirc{} What is my best escape/access/evasion route?
\tcirc{} Which enemy is most vulnerable?
\tcirc{} Which enemy is the biggest threat?
\tcirc{} What is my enemy’s true position?
\tcirc{} What should I be on the lookout for here?
\tcirc{} Who’s really in control here?
\end{dent}
Note: you may ask any question you wish; however, the GM
is only obligated to give answers the questions from the list
above.
\label{move_dropscience}
\textbf{DROP SCIENCE:} when you \textbf{call on your knowledge of a
particular subject}, roll+\mastery/. On 10+, the GM tells you
something useful and interesting about the topic. On 7-9, the
GM simply tells you something interesting.
\label{move_fuckitup}
\textbf{FUCK IT UP / MAKE IT RAIN:} when you \textbf{aid or interfere
with someone you have Bond with}, roll+your Bond with
them. On 10+, they are boosted or glitched, your choice. On
7-9, they’re still boosted or glitched, but you are exposed to
danger or retribution.
\label{move_gutcheck}
\textbf{GUT CHECK:} when you \textbf{check off your last fatigue box},
roll+\oomph/. On 10+, you stay on your feet, and if the damage you
just received would take you beyond your last box, ignore
any excess. On 7-9, as above, but (choose 2):
\begin{dent}
\tcirc{} you are glitched
\tcirc{} you’ll pass out in a few moments
\tcirc{} you’re making it worse; First Aid moves to help you
take -1
\end{dent}
On a failure, you collapse unconscious. If you were taken down by stun
damage, you are merely unconscious. Otherwise, follow the rules for
GETTING HURT on page \pageref{gettinghurt}. You may require first aid (page
\pageref{move_firstaid}) to stabilize you.
\label{move_manipulate}
\textbf{MANIPULATE:} when you \textbf{have leverage over someone}
(something they need, want, or wish to hide) \textbf{and wish to
get something from them}, roll+\flair/. If the
person is an:
\begin{dent}
\textbf{NPC:} On 10+, they’ll ask you for something in return,
but will give you what you need now. On 7-9, they’ll
need to see some concrete assurance you’ll do what
they ask before they help you.
\textbf{PC:} on a 10+, both of the following apply. On 7-9, only
1 applies (you choose):
\begin{dent}
\tcirc{} If they comply, they get to mark XP.
\tcirc{} If they refuse, they have to Stay Frosty.
\end{dent}
\end{dent}
\label{move_makethemsweat}
\textbf{MAKE THEM SWEAT:} when you \textbf{impose your will on someone
by threat of force}, roll+\oomph/. On 10+, they comply without
argument. On 7-9, they comply, but (choose 1):
\begin{dent}
\tcirc{} They look for payback
\tcirc{} They do only the bare minimum
\tcirc{} They tell someone else about it
\end{dent}
\label{move_rockandroll}
\textbf{ROCK \& ROLL:} when you \textbf{attack an enemy who can defend
themselves}, roll+\oomph/ (or \mastery/ if ranged). Determine the
result based on the type of attack, as follows:
\begin{dent}
\textbf{Melee Attacks:} on 10+, you hit and deal damage. On 7-9,
you deal damage, but your target attacks you as
well.
\textbf{Ranged Attacks:} on 10+, you hit and deal damage. On
7-9, you hit, but (choose 1):
\begin{dent}
\tcirc{} You need to expose yourself to danger
\tcirc{} You burn up ammunition. Mark off 1 ammo.
\tcirc{} You only graze the target (-2 damage)
\end{dent}
\end{dent}
\label{move_stayfrosty}
\textbf{STAY FROSTY:} when you \textbf{act despite imminent danger,
fear, or risk}, you must roll. The stat you add depends on
how you’re addressing the risk. If you’re:
\begin{dent}
\tcirc{} staying alert and reacting quickly,
roll+\twitch/
\tcirc{} hoping you’re tough enough mentally or physically to
weather the storm, roll+\oomph/
\tcirc{} banking on your skill or knowledge,
roll+\mastery/
\tcirc{} flashing a smile or banking on charm,
roll+\flair/
\end{dent}
On 10+, you succeed. On 7-9, you succeed, but the GM will
present you with a choice: a worse outcome, hard bargain,
or ugly choice.
\label{move_takeabullet}
\textbf{TAKE A BULLET:} when you stand in defense of another,
roll+\oomph/. On 10+, the attack hits you instead. On 7-9, you
take half the damage.
\subsection{SECONDARY MOVES}
\label{secondarymoves}
\label{move_advance}
\textbf{ADVANCE:} when \textbf{you have downtime, and have marked
10 XP}, you can spend time reflecting on your experiences
and honing your skills. When you Advance, choose one of
the following:
\begin{dent}
\tcirc{} Advance a stat (each stat may be advanced one time,
fill the small triangle on the dossier when you’ve
advanced a stat)
\tcirc{} Gain a new move from any skill sets on your dossier
\tcirc{} If you have at least two moves from each of your current
skill sets, you may elect to add an additional Archetype as a new
skill set and choose one move from it.
\tcirc{} Gain 1 Edge
\end{dent}
You may only choose one benefit each time you advance.
However, you can choose a benefit multiple times, subject
to the limits specified above. Once you have advanced, clear
your XP track.
\label{move_lastchance}
\textbf{LAST CHANCE:} when \textbf{you are facing death and out of
options}, permanently sacrifice at least 1 Edge and roll+the
amount sacrificed. On 10+, you miraculously make it through,
and it’s not as bad as it looked. On 7-9, you make it through,
but you must agree to a painful bargain. On 6 or less...it’s all
over. Edge sacrificed for this move is gone until you earn it
back; it does not refresh with rest as usual.
\label{move_citationneeded}
\textbf{CITATION NEEDED:} when you \textbf{research a topic, person,
business, or location}, roll+\mastery/. On 10+, you spend 1 day
searching, and locate a useful detail about the topic of the
research. On 7-9, you locate a useful detail, but
(choose 1):
\begin{dent}
\tcirc{} you end up in a rabbit warren of information; spend 1
additional day digging through it
\tcirc{} your search raises a flag in someone else’s systems (the
GM determines whose)
\tcirc{} the information is in hardcopy, and you need to go to it;
spend 1 additional day on the search
\end{dent}
\label{move_firstaid}
\textbf{FIRST AID:} when you \textbf{try to keep a teammate from dying}
from their wounds, roll+\mastery/. On 10+, you stabilize your
teammate. On 7-9, you stabilize them, but (choose
1):
\begin{dent}
\tcirc{} you can’t move them to cover
\tcirc{} you expose yourself to danger (take 2
damage)
\tcirc{} their wounds force you to Stay Frosty
\end{dent}
On a failure, you can't help them and your teammate cannot be saved.
\label{move_goshopping}
\textbf{GO SHOPPING:} when you \textbf{hit the market to buy legal or
illegal items}, roll+\flair/. On 10+, you find what you need: if
it’s a legal item, you’ll have it in 1 day; illegal items take 2
days. On 7-9, you can get it, but you must wait 1d4 additional days.
\label{move_hitthebooks}
\textbf{HIT THE BOOKS:} when you \textbf{spend time training,
practicing, or studying your abilities}, you gain Prep. You gain 1
Prep for every 2 days spent in training or practice. When that
training and preparation pays off, you can spend 1 Prep to get +1 to
any roll. You can only spend 1 Prep per roll.
\label{move_overwatch}
\textbf{OVERWATCH:} when you’re \textbf{providing cover for an ally
and a threat appears}, roll+\twitch/. On 10+, your ally gets the
drop on the threat. On 7-9, they’re alerted, and take +1 on their next
move. On a miss, the threat gets the drop on your ally.
\label{move_poppills}
\textbf{POP PILLS:} when you \textbf{indulge in a drug},
roll+\essence/. On a 10+, you experience the effects as normal. On
7-9, you experience the effects but you got a weak batch, so the
effects last half as long. If you roll snake eyes when you pop pills,
you become addicted to the drug. If you go 3 sessions without a hit,
roll 2d6w. If you roll a 4 or higher, you are no longer addicted;
otherwise, you’re still hooked. If you are an addict and roll snake
eyes while popping pills, you overdose and either:
\begin{dent}
\tcirc{} Take full fatigue
\tcirc{} Loose 1 point of essence
\end{dent}
\label{move_pullstrings}
\textbf{PULL STRINGS:} when you \textbf{hit up a contact for info or
assistance}, roll+\flair/. On 10+, the contact provides useful
information (related to their own knowledge) or assistance. On 7-9,
the contact provides information or assistance, but (choose 1):
\begin{dent}
\tcirc{} Has to get back to you; wait 1 day
\tcirc{} Isn’t happy about it; take -1 forward to the next time
you Pull Strings with this contact
\tcirc{} Requires a favor in return
\end{dent}
If you fail, your contact doesn’t want to see you for a while, and
will not return calls or meet with you for 1d6+1 days. Repeated
failures of this move can permanently sever your relationship.
\label{move_suppressionfire}
\textbf{SUPPRESSION FIRE:} when you \textbf{suppress an area to pin
the enemy down down}, roll+\mastery/ and mark off 2 Ammo. On 10+,
the targets are suppressed and cannot move or return fire. On 7-9, the
targets are suppressed, but deal 2 damage first.
\subsection{METATYPE MOVES}
\label{metatypes}
There are five primary metahuman types (or ``metatypes'') in the \SW/:
\textbf{Human}, \textbf{Dwarf}, \textbf{Elf}, \textbf{Ork}, and
\textbf{Troll}, each with their own unique moves. When you choose your
metatype, you also choose one move from the list as your metatype
move.
While there are regional differences in the appearance and
nature of metatypes, such as the trollish Oni in Japan and the
elvish Dryad in England, all metahumans have access to the
same moves.
Additionally, if there are other metatypes or species you wish
to add to the game, don’t hesitate: just name the metatype,
and come up with a move or two for it (or just lift one from
the list here).
\subsubsection{HUMAN}
\label{metatype_human}
Humans are still the majority of all metatypes.
\begin{dent}
\textbf{ORDINARY:} when trying to remain unnoticed, you blend into
crowds easier.
\textbf{PROFESSIONAL:} choose an area of knowledge or training.
When you Drop Science about that area of expertise, you
are boosted.
\textbf{PRIVILEGE:} when interacting with humans, take +1 to \flair/ moves.
\end{dent}
\subsubsection{DWARF}
\label{metatype_dwarf}
All dwarves have natural thermographic vision.
\begin{dent}
\textbf{TONIGHT WE DRINK:} if you’re drinking with someone, you
may manipulate someone using \oomph/ instead of
\flair/.
\textbf{NEVER SICK:} you are immune to disease and
poisons.
\textbf{SAVVY:} when you repair or improve machines, you are
boosted.
\end{dent}
\subsubsection{ELF}
\label{metatype_elf}
All elves have natural low-light vision.
\begin{dent}