[AW] Peripheral Moves

edited August 2010 in Out-Of-Game
I assume that the player refbook will include the peripheral moves, but as it isn't yet up for download I'll put them here. We've already seen the harm move, but here it is again:
When you suffer harm, roll+harm suffered (after armor, if you’re wearing any). On a 10+, the MC 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 MC 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 MC can nevertheless choose something from the 7–9 list above. If she does, though, it’s instead of some of the harm you’re suffering, so you take -1harm.
When you suffer psi-harm, roll+psi-harm suffered (typically, roll+1). On a 10+, the MC 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 seconds later, having done I-don’t-know-what.
• Choose 2 from the 7–9 list below.

On a 7–9, the MC 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 MC’s choosing.

On a miss, you keep it together and overcome the psi-harm with no effect.
Furthermore:
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.

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.

Comments

  • Then, the barter moves:
    When you give 1-barter to someone, but with strings attached, it counts as manipulating them and hitting the roll with a 10+, no roll required.
    I'd like to have a market here, even if it is largely lawless. So:
    When you go into a holding’s bustling market, looking for some particular thing to buy, and it’s not obvious whether you should be able to just like go buy one like that, roll+sharp. On a 10+, yes, you can just go can buy it like that. On a 7–9, the MC chooses one of the following:

    • it costs 1-barter more than you’d expect
    • it’s available, but only if you meet with a guy who knows a guy
    • damn, I had one, I just sold it to this guy named Rolfball, maybe you can go get it off him?
    • sorry, I don’t have that, but maybe this will do instead?
    But if that doesn't work:
    When you make known that you want a thing and drop jingle to speed it on its way, roll+barter spent (max roll+3). It has to be a thing you could legitimately get this way. On a 10+ it comes to you, no strings attached. On a 7–9 it comes to you, or something pretty close. On a miss, it comes to you, but with strings very much attached.
  • edited August 2010
    Last, since there is a hocus around, the insight and augury moves. Augury can be picked up by making your followers a psychic antenna, and insight can be obtained from rigorous and argumentative followers. (If you happen to want to alter your followers in response to this, go ahead, but for the moment these are just here as reference.)

    Insight, by default, can only be obtained through followers. Augury, however, can also be obtained through a savvyhead's workspace.
    When you use your followers for insight, ask your followers what they think your best course is, and the MC 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.
    When you use your followers or your workspace for augury[i], roll+weird. On a hit, you can choose 1:

    • Reach through the world’s psychic maelstrom to something or someone connected to it.
    • Isolate and protect a person or thing from the world’s psychic maelstrom.
    • Isolate and contain a fragment of the world’s psychic maelstrom itself.
    • Insert information into the world’s psychic maelstrom.
    • Open a window into the world’s psychic maelstrom.

    By default, the effect will last only as long as you maintain it, will reach only shallowly into the world’s psychic maelstrom as it is local to you, and will bleed instability. On a 10+, choose 2; on a 7–9, choose 1:

    • It’ll persist (for a while) without your actively maintaining it.
    • It reaches deep into the world’s psychic maelstrom.
    • It reaches broadly throughout the world’s psychic maelstrom.
    • It’s stable and contained, no bleeding.

    On a miss, whatever bad happens, your antenna takes the brunt of it.[i]
  • There is also a set of optional battle moves, but I'll leave those deactivated for the time being.
  • Custom move:
    When you scrape together oddments to make a payment to Gams, roll+sharp to see. On a 10+, it's good and you're set for another week. On a 7-9, what she needs, you don't have, so choose 1:

    • She takes it, but you also have to pay 1-barter in turnip gin to make her feel it's worth her while.
    • She takes it, but she's not happy. Tick up her countdown clock a segment.
    • You make it work, but you have to cut corners in your operation: the MC can offer you a hard bargain or an ugly choice.

    On a miss, choose 2.
  • Horse's fortunes:
    At the beginning of the session, roll+1. On a 10+, your followers have surplus, offering you 1-barter and starting wild parties. On a 7–9, they have surplus, but choose 1 want:

    • want: hunger
    • want: savagery

    On a miss, they are in want, and choose both.
  • edited September 2010
    A couple of the optional battle moves (these aren't always available to use):
    When you maintain an untenable position or course, roll+hard. On a 10+, you can hold it, and for 3 ticks you’ll come under only incidental fire, even past 9:00. On a 7–9, you can hold it, and for a tick you’ll come under only incidental fire. Either way you can abandon it before your time is up to avoid concentrated fire. On a miss, abandon it now or suffer concentrated fire. (If it’s before 9:00, now it’s 9:00.)
    When you stay the fuck down, roll+sharp. On a hit, you’re in a relatively safe spot for the rest of the battle. On a 10+, you come under no fire. On a 7–9, you come under only incidental fire. On a miss, you have to break position now or come under concentrated fire.
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