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Adventshire Professions
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Adventshire

Professions and Weapons

Written by Nate Saunders

A Powered by the Apocalypse Game, based on Apocalypse World by D. Vincent Baker

Social Classes: Aristocracy, celebrity, working, under, outsider, ruling, serving, outlaw.

Weapons and Tags

Shock implies stun and AP (electricity).

Force implies loud and/or stun (knockdown).

Heat implies AP and reload (overheat).

Messy implies loud (victim).

AP (armor piercing) ignores armor.

Weapon ranges are intimate (close enough to whisper), hand (close enough to lunge and punch), close (close enough to be heard clearly without shouting), and far (shouting distance and farther).

Hidden implies obscured from sight and brief inspection, and in some cases, displaying dishonor.

Infinite does not actually mean “infinite”, but rather the character is never found without some type of that item stashed in some secret pocket.

Area can hit multiple enemies or allies, depending on a perform under pressure roll.

Quick implies a +1 when wielding the weapon, when speed matters.

S-harm implies non-lethal (no loss of Spirit) stun.

S-armor implies protection against stun, and/or stunning the attacker when hit within hand range.

prism pistol, 3-harm close heat

prism rifle, 3-harm far heat

volt pistol, 2-harm close shock

brass knuckles, 2-harm hand hidden force

cane sword, 2-harm hand hidden

umbrella blade, 2-harm hand quick

sleeve pistol, 2-harm hand/close reload loud hidden

hidden knives, 2-harm hidden infinite

bowie knife, 2-harm hand throw

blunderbuss, 3-harm close force reload

cane rifle, 2-harm close reload hidden

stun sword, 2-harm hand shock

volt grenade, 2-harm area shock

revolver, 2-harm close reload force

thompson rifle, 3-harm close area reload

dynamite, 4-harm area loud

volt glove, 2-harm intimate hidden shock

pneumatic fist, 3-harm hand force

van der graaf belt, s-armor

saber, 3-harm hand messy

rapier, 2-harm hand quick

zapthrower, 3-harm area hand reload shock

monkey wrench, 2-harm hand force

hunting rifle, 3-harm far reload loud

railhammer, 3-harm hand force

blackjack, 1-harm hand force knockout

shoe-blade, 2-harm foot hidden

sniper rifle, 4-harm far loud

hand cannon, 3-harm close messy reload

dual pistols, 3-harm area close quick reload

throwing knives, 2-harm hand/close

steamthrower, 3-harm area hand/close heat

The Clockworker

(Poise+1, Charm-2, Vigor+1, Logic+1, Dream+2)

(Poise+1, Charm+1, Vigor-2, Logic+1, Dream+2)

(Poise-1, Charm+1, Vigor+1, Logic=0, Dream+2)

(Poise-1, Charm-1, Vigor=0, Logic+2, Dream+2)

Gear:

Clothing suitable to your look.

One handy weapon: bowie knife (2-harm hand throw), volt grenades (2-harm area shock), pneumatic fist (3-harm hand force), van der graaf belt (s-armor), monkey wrench (2-harm hand force), volt pistol (2-harm close shock).

Trust: I know I understand how ________ operates.

        I can get _______ running more efficiently.

        _______ taught me a new useful technique.

Clockworker Special - Parallel Processing: Spend a Moxie to swap your Dream with another stat for this scene.

You start with a Tinker Shop, and two other Clockworker moves.

Tinker Shop: Choose which of the following your Tinker Shop includes. Choose 3: a storeroom, a darkroom, a controlled growing environment, a junkyard of raw materials, a buggy or truck, bizarre electronica, machining tools, transmitters & receivers, a proving range, a relic of the dark age past, booby traps.

When you go into your workshop and dedicate yourself to crafting a thing, fixing, or disassembling it, decide what and tell the MC. The MC 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 ___;

•you’re going to need ___ to help you with it;

•it’s going to cost you a mess of Influence;

•the best you’ll be able to do is a dull version, weak and unreliable;

•it’s going to mean exposing yourself (plus colleagues) to serious danger;

•you’re going to have to add ___ to your workplace first;

•it’s going to take several/dozens/hundreds of tries;

•you’re going to have to take ___ apart to do it.

The MC 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. The MC will stat it up, or spill, or whatever it calls for.

Master Tinkerer: You’ve constructed one or more mechanical helpers to aid you around your workshop and on your adventures. Your helpers are not sentient or autonomous - although they may simulate sentience, they are simply machines programmed by you, obey only you, and require your orders before doing anything. When without orders, your helpers reverts to the most logical prime directive. Choose 1 helper type, 1 power source, and 2 prime directives.

Helper types: One large construct (2-armor sturdy humanoid), two medium constructs (1-armor sturdy), three small constructs (0-armor flying quick), countless tiny constructs (0-armor flying swarm)

Power sources: Battery, sunlight, nuclear core, winding key, combustion engine, electrostatic generator

Prime directives: To attack your enemies, to watch your enemies, to protect you, to protect your friends, to watch your friends, to build your blueprints, to collect raw materials, to explore, to learn, to destroy, to recharge.

Where There’s a Wrench, There’s a Way: When you have a bit of time and a decent amount of raw materials at hand, describe the design and function of an improvised machine to the MC and roll+Dream. On a hit, you construct the device from the items nearby. On a 10+, choose 3. On a 7-9, choose 2.

        -The machine is efficient.

        -The machine does not have any unexpected functions.

        -The machine does not malfunction.

        -The machine does not require additional materials or components.

On a miss, you make...something, but you’re not really sure what it does, or that it won’t explode. No matter what, the machine is still jury-rigged and only works temporarily before breaking down.

Wrenchslinger: When wielding a tool as a weapon, roll+Logic instead of +Vigor/+Poise when you protect someone or something from harm. For the result, choose your effect from either stat category, but at random. If you protected a machine, choose and apply one additional effect.

Imaginaut: When you submit to the Impossible Dream for inspiration, on a 12+ mark Enlightenment, in addition to the normal results.

Attention Deficit: When you abandon a well-thought out plan or project for a new and exciting one, fill your Resilience. The first character who follows your lead and supports your new idea marks Resilience.

The Dandy

(Poise+3, Charm+2, Vigor-1, Logic-1, Dream-1)

(Poise+3, Charm=0, Vigor-1, Logic+1, Dream=0)

(Poise+3, Charm+1, Vigor-1, Logic-1, Dream+1)

(Poise+3, Charm-1, Vigor+1, Logic+1, Dream-1)

One fashionable weapon: cane sword (2-harm hand hidden), umbrella blade (2-harm hand quick), sleeve pistol (2-harm hand/close reload loud hidden), cane rifle (2-harm close reload hidden), rapier (2-harm hand quick).

Fashionable clothing suitable for someone of your stature, worth 3-Influence.

Accessories and personal trinkets worth 2-Influence.

Positive or negative, everyone’s got an opinion about you. Assign +2, +1, -2, and -1Trust.

Dandy Special: Reputation: You always make a good first impression. When you first meet someone, you may spend a Moxie Point to tell the MC one thing about that person, and get +1Ongoing with them for this session. If it's a PC, they mark Experience for adhering to your expectations.

You start with Queen Bee and one other Dandy move.

Queen Bee: You have a clique, a small group (6-12) of men and/or women who are loyal to you, but not fanatical, and follow you around to generally be seen with you and go to cool parties and stuff. Your clique is (choose 2): clever, courageous, fashionable, loyal, imaginative, prepared, tight-knit, affluent, witty. But they are also (choose 1): violent, catty, needy, elitist, manipulative, lushes.

When you impose your will on your clique, roll+Poise. On a 10+, all 3. On a 7–9, choose 2:

-they do what you want

-they don’t fight back over it

-you don’t have to make an example of one of them

On a miss, one of your cronies makes a dedicated bid to replace you as Queen Bee.

You can use your clique as a small gang (by default, 2-harm 1-armor), to bring messages to someone they might reasonably be able to talk to, spread rumors widely (if not accurately), or any other activity a group of people looking for approval might do (though it might require a Queen Bee roll).

Trendsetter: When you are in the presence of high society, Roll+Charm. On a hit, you start a rumor and dictate an object, person, place, or fashion to be “in” or “out”. The attentive public obsessively follows your opinion and flocks to that thing in lustful, greedy droves (or avoids it like the plague). On a 10+, you may dictate the start and duration of this obsession, up to a week in advance or duration. On a 7-9, your rumor is effective, but unpredictable. In addition, a rumor now has been started about you. On a miss, a rumor has been started about you, and your exact fashion and interests have dropped out of style, -1Poise Ongoing until you fix it.

Extrovert: When you draw energy from the eyes and minds focused on you, roll+Poise. On a hit, you’re invigorated by all the attention, and get +1Armor for this scene. On a 10+, you get +1Moxie for this scene as well. On a 7-9, you’ve drawn the attention of a hater or dissenter. On a miss, you’re an absolute bore, make a faux pas, and lose 1-Influence.

Lover, Not a Fighter: You get +1Charm and -1Vigor (max +3). When you are threatened with violence, immediately entice, negotiate, or convince in response without needing anything that the assailant wants or needs. On a 12+, gain 1-Moxie. On a miss, the assailant resumes whatever action he had previously started, and you are vulnerable.

Magnetic Personality: When you speak in honest judgement of a person or a thing, the simple-minded within earshot can do nothing but listen - you command their absolute attention. If you choose, you can exempt individual people by name. Stronger-willed individuals are still intrigued and distracted, but remain in command of their faculties, under pressure.

Discerning Tastes: When you deny an unworthy admirer your attention, roll+Charm. On a hit, they become obsessed with gaining your approval. On a 10+ hold 2. On a 7-9, hold 1. Spend your hold 1-for-1 to:

        Mark Resilience

        Reduce the cost of something by 2-Influence

        Gain entry into an exclusive or restricted area

        Entice an NPC as if you had rolled a 12+

On a miss they become dangerously obsessive, and their unpredictable response is up to the MC.

The Pugilist

(Poise-1, Charm+1, Vigor+2, Logic+1, Dream=0)

(Poise=0, Charm+2, Vigor+2, Logic=0, Dream-2)

(Poise-1, Charm+1, Vigor+2, Logic=0, Dream+1)

(Poise+1, Charm+1, Vigor+2, Logic-1, Dream-1)

Clothing suitable to your look, including up to 1-armor: fashionable outdoors wear, flashy exhibition wear, casual wear, business wear, well-used exercise wear.

Default: fists (2-harm hand). Choose 2 reliable weapons: brass knuckles (+1harm to fists), Bowie knife (2-harm close throw), ornate revolver (2-harm close loud reload valuable), machete (3-harm hand messy), hunting rifle (3-harm far reload loud).

Pugilist Special - Fight Club: At the beginning of the session, roll+Moxie. On a hit, hold 1. At any time, you or the MC can spend your hold to have you at the scene of a fight (intimate violence between a few people, not a real battle), with something valuable on the line. On a 10+, you also fill your Resilience. On a miss, the MC holds 1, and can spend it to have you there, at a significant disadvantage.

Trust: You love the crowd and the crowd loves you back, but only when at arm’s length. Assign +1, +1, and -1Trust.

You start with three Pugilist moves.

Once More Into the Fray: When charging recklessly into danger, you get +1 armor. If you’re wielding nothing but your fists while doing so, you get +1 when you smack some sense or assert your authority.

Crowdpleaser: When fighting in front of spectators (people who are watching you fight but not involved), Roll+Charm. On a 10+, hold 2. On a 7-9, hold 1. Spend your hold during the remainder of the fight to:

        Draw energy from the crowd, and mark Resilience.

Deliver a scathing taunt to your opponent(s), and get +1forward.

        Pick one spectator from the audience. They must meet you after this fight.

        The MC answers honestly one question about your opponent.

On a miss, you show off too much. Take -1ongoing for the remainder of the fight.

Showmanship: When you suffer harm in front of spectators, you grin and bear it, and mark Resilience for each harm taken.

Rope-A-Dope: When you suffer harm, you may immediately decrease the harm taken to 1-harm and roll+Vigor. On a hit, your opponent tires themselves out and opens themselves up for attack. On a 10+ it’s a huge misstep, and you have an opportunity to knock them out immediately with one punch. On a 7-9, their defenses are down but will recover in a moment, and you take +1forward. On a miss they fooled you, and have more energy than you thought. You’re at a disadvantage, and take an additional 1-harm.

Above the Belt: You get +1 armor when shirtless.

Haymaker: When you close your eyes and swing with all your might, roll+Vigor. On a hit, the thing in front of you collapses, is knocked down, out, or crumbles to pieces. On a 10+, there is no collateral damage, either to you or the surrounding area. On a 7-9, either you’ve hurt yourself or an unintended target, you decide which and the MC will elaborate. On a miss you sloppily hurl your body around, and your blunder leaves you vulnerable.

The Alchemist

(Poise+1, Charm=0, Vigor-1, Logic+2, Dream+1)

(Poise-2, Charm-1, Vigor+1, Logic+2, Dream+2)

(Poise+1, Charm-1, Vigor+1, Logic+2, Dream=0)

(Poise-1, Charm+1, Vigor=0, Logic+2, Dream+1)

Clothing suitable to your look: laboratory gear, casual wear and doctor’s coat, disheveled business wear

One handy weapon: cane sword (2-harm hand hidden), revolver (2-harm close reload force), saber (3-harm hand messy), throwing knives (2-harm hand/close), prism pistol
(3-harm close heat), tranq syringe (1-harm intimate stun)

Alchemist Special - Field Experimentation: When you throw an unlabeled flask of mysterious liquid from your Alchemy Kit, spend a Moxie Point and roll+Logic. On a hit, you remember what it does a moment before the container breaks open. On a 10+, choose 3. On a 7-9, choose 1 and the MC chooses 1. On a miss, the MC chooses 2. The fluid inside:

        Explodes.

        Freezes.

        Ignites.

        Disables one sense (smells horrible, flashes and blinds, deafening pop, etc.)

        Is hallucinatory.

        Heals everyone it touches for 1Spirit.

        Hits only the intended targets.

Spreads widely.

Most will agree you’re handy in a pinch. Any other time, they’d prefer you stay far away. Assign -1, -1, and +2Trust.

You start with the move Alchemy Bag and one other Alchemist move.

Alchemy Bag: Your Alchemy Kit has all sorts of useful tools in it: powders, rags, tape, needles, bottles, gloves, heating coils, wipes, alcohol, solvents, acids, bloodslowers, test tubes, bonepins, tinctures, potions, ether patches in quantity, and a roll of Tesla jumpshock probes for when it comes to that. When you use it, spend its stock; you can spend 0–3 of its stock per use. You can resupply it for 1-Influence per 2-stock, if your circumstances let you purchase alchemical supplies. It begins play holding 6-stock.

When you use your bag and perform science to fortify someone's spirit, roll+Stock spent. On a 10+, they regain either 1-Spirit or 1-Moxie (your choice), and fill their Resilience. On a 7-9, they regain 1-Spirit and mark Resilience, but the potion has one side effect:

        They mark a temporary flaw of their choice.

        They take -1forward.

        The next time they take harm, they take +1harm.

        They are dazed, and must perform under pressure to act.

On a miss, they empty their Resilience and the potion has an unexpected effect.

Laboratory: You have a private laboratory full of specialty equipment, in which you can perform basic experiments on people or potion crafting. When you do so, roll+Dream. On a hit, you succeed in whatever you set out to do, but the potion or procedure may have additional side effects. On a 10+, you’ve had a happy accident and the intended result is supremely effective. On a miss, something blows up in your face.

I’ll Be Your Waiter This Evening: When serving someone with food or drink, you may slip a concoction of your own devising into the item and roll+Logic. On a hit, pick 1.         The subject adores you.

        The subject becomes violently ill (2-harm loud messy).

        The subject becomes compliant and will truthfully answer any questions asked.

        The subject quickly falls asleep.

        The subject flies into an uncontrollable rage.

On a 10+, the subject eats/drinks it, is none the wiser, and the potion takes effect exactly when you want it to. On a 7-9, the subject eats/drinks it but you’ve flubbed the dosage, and the potion’s intended effect and duration are unpredictable. On a miss, you’ve accidentally exposed yourself and/or an unintended target, with who-knows-what.

Periodic Sense: When you come across a scientific oddity and take a sample, roll+Logic. On a hit, tell the MC what you think it means, using the proper high academic language required for such a discovery. On a 10+, your theory is more or less correct. On a 7-9, your theory has a flaw, or the sample you’ve taken is in some way tainted. On a miss, your mad science and wild theories have put someone in danger.

Transmutation: When you have some assorted items, raw materials, or scrap, along with time and concentration, roll+Dream. On a hit, you methodically transform the base components of the materials into something more useful. On a 10+, pick 2. On a 7-9, pick one. On a miss, you use up whatever material you were working with to no benefit.

        You gain 2-Influence.

        You add +valuable to an item.

        You safely reduce a dangerous item to its weight in useful raw materials.

        The MC picks an attribute to add to an item of your choice.

Fundamental Disconnect: When someone in your care dies, gain +1Vigor (max +3).

The Rocketeer

(Poise=0, Charm+1, Vigor+2, Logic+1, Dream-2)

(Poise+1, Charm=0, Vigor+2, Logic=0, Dream-1)

(Poise-1, Charm-1, Vigor+2, Logic+1, Dream+1)

(Poise+1, Charm+1, Vigor+2, Logic-1, Dream-1)

You are the proud owner of a one-of-a-kind, back-mounted, personal flight apparatus (PERFLAP, by default 1-armor +1Moxie loud). Detail to the MC how it came into your possession, and pick 2: ornately crafted and detailed (+1Moxie +valuable), augmented engine capabilities (+afterburn +hover +burnout), electro-static force field (+1 armor +malfunction), mysterious power source (+hi-tech, gain For the Honor), targeting reticle (+1harm with firearms), silenced propulsion (+hi-tech, -loud), durable (+heavy, PERFLAP takes -1harm)

One advanced weapon: prism pistol (3-harm close heat), prism rifle (3-harm far heat), pneumatic fist (2-harm hand force), stun sword (2-harm hand shock), stun pistol (2-harm close reload shock)

Clothing suitable to your look, including up to 1-armor.

Rocketeer Special - Swashbuckling: Whenever you have your jetpack on and you entice, negotiate, convince, perform under pressure, protect, assert your authority, or help or interfere with someone, add your current Moxie value to the roll.

No matter how heroic, you’re always ruining someone’s plans. Assign +2, +1, and -2Trust.

You start with the PERFLAP and one Rocketeer move.

Ants in the Pants: When you remain in the same location for more hours than your current Moxie value, roll+Charm. On a 10+, everyone present who follows your lead may mark experience, as long as you all immediately leave the current scene. On a 7-9 you can go safely, but no one is compelled to follow. Miss, you are compelled (physically or otherwise) to stay against your will, and take -1Forward.

Up, Up, and Away: When you need to fly somewhere fast, immediately and right now, name the place and roll+Moxie. On a 10+ you’re there, just in the nick of time or a few moments before. On a 7-9, you can only land closeby or are otherwise delayed, and get to the named scene just after the action starts. On a miss, you overshoot, undershoot, or otherwise miss your target by a wide margin. Hope it wasn’t too important.

For the Honor: When you have no other recourse, initialize the self-destruct sequence on your PERFLAP and roll+Moxie. On a hit, the sequence is set and the PERFLAP will explode (4-harm close area loud messy) after 10 seconds. It’s up to the MC whether or not the thing’s salvageable. On a 10+, take +1Forward now, and +1Ongoing to regaining your PERFLAP. On a miss, the self-destruct is faulty, and doesn’t go off when you expect, or at all.

Did You Ever Know That You’re My Hero?: When attempting to save the one you care about from mortal peril, treat all your basic moves to reach them before disaster strikes as if they were advanced.

Guess Who’s Coming to Dinner: When you fly straight into danger without hedging your bets, get +1Armor. When you conspicuously burst straight into a charged situation, get +1forward against everyone who is surprised to see you.

One-Liner: When you spout a clever and witty quip after harming an enemy, mark Resilience.

The Automaton 

Your mechanical body was built for…

        -Precision (+2Poise)

        -Interaction (+2Charm)

        -Industry (+2Vigor)

-Calculations (+2Logic)

And has been modified with a(n)...        

-Exceptional A.I. (+1Logic, -1Charm)

        -High-torque gear ratio (+1Vigor, -1Poise)

        -Body language analyzer (+1Charm, -1Logic)

        -Finely tuned clockwork (+1Poise, -1Vigor)

As an artificial construct, you do not have a Dream stat and cannot connect to the Impossible Dream. If a move or circumstance would force you to roll+Dream, you malfunction and go into system shutdown. The MC may tell you what strange and fantastic data your positronic brain absorbs while disabled.

And choose 2 hardware modifications:

- Reinforced endoskeleton (+1 armor)

- High-density alloys (+1 armor)

- Ornate and detailed metalwork (+1Influence)

        - Hydraulic Upper Body Servos (increased strength, +1harm in melee)

        - Mysterious power source (no need to recharge)

- Psychic barometer (can interpret ambient data from the Impossible Dream)

- Non-traditional programming (choose one more or one less prime directive)

- Integrated and concealed grenade launcher (4-harm close area force messy). Begins play with limited ammunition capacity (3 explosive grenades), replenished at 1-Influence each.

Clothing suitable to your fashion.

By default, your mechanical fists are 2-harm hand force and your metal chassis protects your integral systems for 1-armor. You may choose 1 extra advanced weapon: prism pistol (3-harm close heat), prism rifle (3-harm far heat), thompson rifle (3-harm close area reload), pneumatic fist (3-harm hand force), hand cannon (3-harm close messy reload).

At character creation, choose 2 prime directives. The MC then chooses one more. The MC also may or may not secretly assign you hidden directives. Conflicting directives can be fun, but think about it real hard first. Possible directives:

        -To kill another character.

        -To protect another character.

        -To serve and obey another character.

        -To build or create something.

        -To catalogue or observe something.

        -To destroy or dispose of something.

        -To find and retrieve something.

        -To ascend in power and influence.

        -To serve the status quo, protect the innocent, and uphold the law.

        -To destroy the status quo, punish the guilty, and spread chaos.  

Whenever you act against your prime directives, you are performing under pressure. If you fail, take -1ongoing with whatever action you tried to perform until you gain new insight on yourself.

Trust: A synthetic soul only a mother could love. Assign +3Trust, and then -1Trust with everyone else.

Automaton Speical - I’m a Real Boy!: You do not gain Moxie. Whenever you would gain Moxie, gain an equal amount of Humanity instead. Whenever you would roll+Moxie, roll+Humanity instead. When your Humanity equals 1 or less, you may not advance. You may reveal your clockwork heart and spend your Humanity, 1-for-1 to:

        Change the result of your basic move roll to a 12

        Ignore all harm from one attack

        Kill, disarm, or disable (MC’s choice) a target within arm’s reach

You start with Like Tears in Rain and one other Automaton move.

Like Tears in Rain: When you do harm to a human, roll+Humanity. On a hit, do your harm as established. On a 10+, the MC chooses one. On a miss, you choose two.

Your mechanical precision is extra effective. You do +1harm.

Your pity for weak flesh lessens. You get +1forward against humans.

Your violence has moved you further from humanity. You take -1Humanity.

        Your actions have violated a hidden directive. You take 1 harm.

        You struggle to process the consequences of your actions. You take -1forward.

        

Integrated Circuits: When you help a stranger in need, shake their hand and Roll+Humanity. On a hit, you’ve gained a friend, and hold 1 to call upon them for help in a time of need. On a 10+ your deed will be repaid in full, right when you need it. On a 7-9 the aid may not come immediately, or may not be in the form you imagined. On a miss, no good deed goes unpunished, and you lose 1-Humanity.

Uncanny Valley: When you experiment on a human in solitude, consider your respective places in the universe and roll+Humanity. On a 10+, you gain new insight, mark Resilience and pick one from the list. On a 7-9, mark Resilience or pick one. On a miss, lose 1-Humanity and pick one.

        Choose a move or ability they have, you can use it once this session.

        You calibrate your perception with theirs, you both get +1forward.

They regain 2Spirit.

        They take 2harm.

You induce in them a flaw or a phobia.

Cold, Dead Hands: You embrace your soulless and mechanical heart. When you have shed all semblance of human nature, you get +1armor. When your Humanity equals 1 or less, you do not need to roll for the Endure a Blow move when you take harm.

My Other Body is a Tank: You can transfer your programming, brain, and/or processor to a formidable new chassis with 3-armor (detail to MC). You may also add (choose 2): shoulder-mounted repeating minirifles (3-harm close/far messy), zapcannons (4-harm far shock), arm-mounted steamthrowers (3-harm hand/close area heat), electro-conductive gauntlets (s-harm hand area shock), or jetboots (gain the Rocketeer move Up, Up, and Away).

Walk With the Animals: You have a masterfully engineered external layer of bio-tissue, and appear to anyone but the scrutinizing eye of a medical professional to be human. Gain +1Humanity.

The Professor

(Poise+1, Charm-1, Vigor=0, Logic+2, Dream+1)

(Poise-1, Charm+1, Vigor+1, Logic+2, Dream=0)

(Poise=0, Charm=0, Vigor-2, Logic+2, Dream+2)

(Poise=0, Charm+1, Vigor-1, Logic+2, Dream+1)

Clothing suitable to your look.

One trusty weapon: bowie knife (2-harm hand messy), revolver (2-harm close loud reload), bullwhip (1-harm hand area bind), hunting rifle (3-harm far loud reload)

Professor Special - Hero Protagonist: When you apply a story from history to your current situation, describe the tale and roll+Dream. On a 10+, you inspire everyone listening, they all get +1forward, and you gain 1 Moxie. On a 7-9, one person listening gains +1forward and you mark Resilience. If your Resilience is already full, you also get +1forward. On a miss, the story ends badly and you bum everyone out. You and everyone listening get -1forward.

Teacher, mentor, parent, crush, leader, savior, authority, guide. Assign +1, +2, +2, and -1Trust.

You start with either the move Library of Knowledge or Adventurer’s Log, plus two other Professor moves.

Library of Knowledge: At the beginning of each session or during a stretch of downtime in-game, you may consult your books and Roll+Logic. On a 10+, hold 3. On a 7-9, hold 1. On a miss, you can’t concentrate, and you’ve simply wasted your time. You may spend the hold, 1-for-1 at any time during the session to:

        Apply your studies to your current situation. Get +1forward.

        Reveal a relevant piece of information about one person, place, or thing (you and the MC will detail).

        Offer one character a bit of advice. They mark Enlightenment.

Give someone some information they need. They owe you one favor, worth 1-Influence.

Adventurer’s Log: You record a detailed log of all your experiences. After spending some time poring through your notes, Roll+Dream. On a 10+, you gain new insight from past experiences and get +1ongoing with one person, place, or thing you have previously encountered. On a 7-9, you learn a little something and get +1forward with that person, place, or thing. On a miss, you just confuse yourself, get -1ongoing with that person, place, or thing until you learn something new about it.

It Should Be in a Museum: When you eschew wealth or fame for knowledge, mark Enlightenment.

Learning is Half the Battle: When fighting or battling for possession of a piece of history or knowledge, gain 1 temporary Moxie Point for that fight or battle.

The Pen is Mightier: When enticing, negotiating, convincing or protecting someone with a writing implement, Roll+Logic instead of the usual stat.

Teaching Moment: When someone asks you for advice, give them your honest opinion. If they follow your advice, they take +1 to any rolls to do so. If they follow your advice but fail at their goal, they mark Enlightenment (in addition to any missed rolls they make). If they succeed, you both mark enlightenment and gain +1Trust with each other.

Plot Armor: When you find yourself truly cornered, make a worried face, consider whether this could be the end, and roll+Logic. On a hit, an unlikely sequence of previous events has given you a chance - a secret ally, a hidden parachute, a lucky malfunction, etc. Describe to the MC the fortuitous narrative. On a 7-9, the MC will add a complication, price, or consequence. On a miss, your goose may truly be cooked, and an enemy reveals himself to gloat.

The Duelist

(Poise+1, Charm-2, Vigor+1, Logic+2, Dream-1)

(Poise+1, Charm+1, Vigor+1, Logic-2, Dream+1)

(Poise+1, Charm=0, Vigor+1, Logic=0, Dream=0)

(Poise+1, Charm+2, Vigor+1, Logic-1, Dream-2)

One custom dueling weapon and one secondary weapon:

Custom sword base (choose 1): short sword (2-harm hand messy), saber (2-harm hand sturdy), rapier (2-harm hand quick), cane sword (1-harm hand hidden), chainsword (3-harm hand loud messy, counts as one modification)

Modifications (choose 2, *counts as 2): ornate (+1Influence), heirloom (+1Influence), *long blade (+2harm), *serrated blade (+2harm), heavy (+1harm), diamond-edged, (+1harm), perfectly balanced (+quick), weighted pommel (can deal s-harm), parrying hilt (+1armor)

Custom gun base (choose 1): flintlock pistol (2-harm close reload loud), blunderbuss (3-harm close reload force), hunting rifle (3-harm far loud), sleeve pistol (1-harm close hidden), laser pistol (2-harm close hi-tech heat), crossbow (2-harm close reload silent)

Modifications (choose 2): ornate (+1Influence), heirloom (+1Influence), ap ammo, perfectly aligned (+1harm), high-powered (+1harm), Farraday stunner (can deal s-harm in melee), silencer (-loud), spring-loaded ammunition magazines (-reload), monoscope (+far, or +1harm at far)

Secondary Weapons: small pistol (2-harm close reload loud), machete (3-harm hand messy), many knives (2-harm close hidden infinite), Bowie knife (3-harm hand throw), garrote wire (2-harm intimate hidden ap)

As a 6th and beyond enlightenment choice, the Duelist can choose either Fencer or Marksman (whichever was not chosen at character creation), their weapon becomes a gunsword, and they detail the new modifications to the MC, according to the creation rules.

Duelist Special - A Higher Standard: Your Ideology is Honorable by default. When you show honor in battle, gain a temporary Moxie Point for that battle.

You’re an expert at matching wits with the best. Consider which character you find the most talented and copy their Trust.

You start with either Fencer or Marksman, and Mortal Combat.

Fencer: You get +1Vigor. While wielding a blade, you get +1armor against the Challenged and anyone who stands between you and them.

Marksman: You get +1Poise. While wielding a ranged weapon, you get 2-armor against everyone but the Challenged.

Mortal Combat: When going into battle, challenge a specific foe and Roll+Vigor (Fencer) or +Poise (Marksman). On a hit, the foe accepts and will fight no one but you. On a 10+, your challenge has shaken them, and you take +1forward against the Challenged. On a 7-9, they accept on equal grounds, but are energized by your call. On a miss, they aren’t threatened by you and they deny your challenge, take -1ongoing against them. You cannot name a new Challenged until you or the Challenged has been defeated, or one of you escapes the scene.

Social Predator: When talking to someone alone and face-to-face, roll+Poise. On 10+ hold 3. On a 7-9, hold 1. Miss, you take -1Ongoing and must perform under pressure to ignore their raw animal charisma for the remainder of the conversation. Over the course of the conversation, you may spend hold one-for-one to:

Bring the person you are talking to over to your point of view

Humiliate them with your wit and gain +1ongoing with them for this interaction

Convince them to do you a favor worth 1-Influence

Have them bring a message directly to a person of your choosing

Challenge them to a duel at a time and place of your choosing, and they must accept.

The Gun Show: While you have a pistol in hand, roll+Poise instead of +Charm when you entice, negotiate, or convince.

The Sword Is Mightier: While you have a sword in hand, roll+Vigor instead of +Charm when you entice, negotiate, or convince.

Scoundrel: When you fight with dishonor, fill your Resilience and gain the flaw Scoundrel. While a Scoundrel, when you smack some sense, assert your authority, or act under pressure, take +1 on the roll, and lose 1-Resilience. When your Resilience is empty, lose Scoundrel. Fighting with dishonor while already a Scoundrel does not re-activate this move.

Ambidextrous: Gain a new custom weapon of your chosen Duelist type to wield in your off-hand. Whenever you smack some sense or assert your authority, roll twice and use either result. Or, you may roll twice and apply each of the rolls to smack some sense and/or assert your authority to two separate characters on the scene, if it makes sense and is possible. Choose which option you are using before you roll.

The Ogre

(Poise-1, Charm+1, Vigor=0, Logic+2, Dream+1)

(Poise=0, Charm-1, Vigor+1, Logic+2, Dream+1)

(Poise+1, Charm-1, Vigor-2, Logic+2, Dream+2)

(Poise+1, Charm+1, Vigor-1, Logic+1, Dream+1)

A scientific experiment, perversion of nature, mutation of birth, or other traumatic experience has changed your biology and causes you to occasionally transform into a monstrous simple-minded Ogre. Describe to the MC what changed you, and choose your alternate form’s trigger: anger, pain, blood (sight/smell/taste), sunlight, moonlight, an ingested pill, an injected serum, a code phrase, scheduled, unstable, unknown (MC decides).

Choose the appearance of your Ogre Form (pick at least 2): huge, discolored, deformed, scaly skin, long fangs, jagged claws, shaggy fur, glowing colored eyes, bony protruding spines.

Ogre Special - Duality of Man: When in Ogre Form, you may empty your Resilience to restore 2-Spirit instead of 1, but may not use it to restore Moxie. When outside of Ogre Form, you may empty your Resilience to restore 2-Moxie instead of 1, but cannot use it to regain Spirit.

Trust: Your nature is duality, and duality is your nature. Assign +3 and -3Trust.

You start with Not To Be Trifled With, You Wouldn’t Like Me When I’m Angry, plus one more Ogre move.

Not To Be Trifled With: Your Ogre Form gives you greatly increased strength and durability at the price of your self-control: swap your Vigor and Logic stats while in it. When fighting or in battle in Ogre Form, you have +1armor, use unarmed attacks (2-harm hand force), and you deal and receive harm as if you were a small gang.

You Wouldn’t Like Me When I’m Angry: When you smack some sense into someone, also roll+Logic (after the regular +Vigor roll). On a 10+, you remain in control of your senses and wits, and assert the appropriate force. On a 7-9, you either keep control of your mind or your body, but not both; you snap, yell, break something, get tunnel vision, lash out, or lose your concentration. On a miss, your vision goes red and you completely lose control. When you endure a blow while not in Ogre Form, make this move instead of the standard endure a blow move.

BULK SMASH!: When you smash your way through scenery to get to or away from something, roll+Vigor. Think smashing through brick walls, pushing through piles of broken machinery, or plowing through a gang of thugs. On a hit, the scenery moves, is smashed, and you get where you want. On a 7–9, pick one:

I’m the Juggernaut, Miss: When you go into battle, roll+Vigor. On a 10+, hold 3. On a 7–9, hold 2. On a miss, hold 1, but take -1forward. During the battle you can spend your hold 1 for 1 to:

Master of My Domain: When you perform under pressure, roll+Logic instead of +Poise.

Happy Place: When you take minor harm and endure the pain, roll+Logic. On a 10+, you successfully separate mind from body and do not feel the pain or take the harm, and get +1forward. On a 7-9, you may either reduce the harm taken by 1, or get +1 forward. On a miss, you can’t take it and cry out.

Sides of the Same Coin: Your Ogre Form, aside from being furious, has an entirely different personality than your natural one. Choose two additional stats that switch (aside from Vigor and Logic) when you transform into Ogre Form and back.

The Corsair

(Poise+1, Charm=0, Vigor+2, Logic-1, Dream+1)

(Poise=0, Charm+1, Vigor+2, Logic+1, Dream-1)

(Poise-1, Charm+1, Vigor+2, Logic=0, Dream+1)

(Poise+2, Charm-2, Vigor+2, Logic+1, Dream-1)

You are the brigand captain of an airship, with a questionably loyal crew following your command. You are by default Anti-Establishment, and cannot change your Ideology unless another move says otherwise.

Your airship by default has 2-armor, 1-Moxie, and 1-Steam, with living quarters and space to comfortably fit up to 25 people.

Choose 3 traits for the vessel you stole:

        Military (+mounted cannons, 4-harm far loud reload)

        Medical (Surgeon’s Infirmary and medical staff in crew)

        Scientific (Clockworker’s Tinkershop and helpers in crew)

Cargo (+large, +2Influence)

        Armored (+1Armor)

        Aerodynamic (+fast, -1Armor)

        Inspiring design (+1Moxie)

        Infamous (+1Moxie)

        Insulated heat transfers (+1Steam)

        Secondary boilers (+1Steam)

        

Your crew by default consists of about 18 ruffians with stolen gear, makeshift weapons, and no decorum at all (2-harm gang medium rowdy 1-armor). Choose 2 traits for your crew:

Your crew consists of 30 or so unruly rapscallions. Large instead of medium (must choose Cargo above)

Your crew is well-armed. +1harm.

Your crew is well-armored. +1armor.

Your crew is well-disciplined. Drop rowdy.

Your crew is mechanically savvy, and able to maintain and repair the ship without a home base. It gets +resourceful.

Your crew is self-sufficient, able to provide for itself in your absence by raiding. It gets +rich.

Your crew is especially swashbuckling, aiding all attempts to seduce or allure. It gets +charisma.

And choose 2:

Your ship is in bad form and needs constant attention. Vulnerability: breakdown.

Your ship is heavy and inefficient, requiring a great deal of fuel. Vulnerability: grounded.

Your ship’s engines are loud and distinctive. Vulnerability: noise.

Your and your crew are being pursued by someone powerful. Vulnerability: adversary.

Your crew is greedy and decadent. Vulnerability: gluttony.

Your crew is green and cowardly. Vulnerability: inexperience.

If your ship receives damage, temporarily cross out one trait you’ve chosen for it, until it’s repaired. If there are no more traits remaining to cross out, the ship is vulnerable and at the mercy of the MC.

You can use your ship or your crew as tools for the basic moves.

Corsair Special - Old Man and the Sky: While aboard your ship, add your Moxie to your Basic Move rolls. While on land, you cannot spend Moxie to affect rolls, and you do not count any Moxie gained from your ship (unless it makes perfect sense to do so).

Trust: Your crew has your back, and they are all you need. Assign +2Trust with any members of your crew, and -1Trust with everyone else.

You start with all the basic moves, Old Ironsides and Good Form.

Old Ironsides: When you strain your ship past the limits of its abilities, Roll+Steam. On a 10+, both. On a 7-9, pick one.

        The ship performs the intended questionable maneuver.

        The ship is not damaged by the stress.

On a miss your ship performs something close to the intended maneuver, but it’s the last thing she’ll do before needing some major downtime for repairs.

Good Form: When you must order your crew to follow your command, Roll+Vigor. On a hit, they obey without argument. On a 7-9, pick one:

You’re forced to make an example of one of them.

One of them holds a grudge that will come up later.

On a miss, both.

Underworld Traveler: Every city has its crooked underground, and to you, it’s like a home in every port. When you hit the shadiest spot in town, roll+Moxie. On a hit, you get a job, a favor, or coin purse worth 2-Influence. On a 7-9, you have to make a show of force or resolve worth 1-Moxie, or else your ship and crew draw unwanted attention. On a miss, there’s no honor among thieves: lose 1-Moxie, 1-Influence, and your anonymity.

‘Til Death: When you inspire your crew to fight and die to the last, Roll+Moxie. On a 10+, they’re prepared to follow you to the bloody end, hold 3. On a 7-9, hold 1. Spend your hold 1-for-1 to have your crew:

        Ignore all harm from an incoming attack

        Redirect an attack from one character within their reach to another, or else to themselves

        Act with complete and coordinated precision, disorganizing the enemy

        Have one attack of yours or theirs do +1harm

On a miss, one or more of the crew considers mutiny.

Turncoat: Allegiance is merely whatever’s most convenient. You may now choose to change your Ideology once per session, if you wish. When you betray an ally, mark Enlightenment. Your crew gains +versatile and Vulnerability: Dissention.

Greed is Good: Whenever you gain Influence, gain +1Influence and roll+Moxie. On a 10+, the mark you gained the Influence from likes the cut of your jib, and you were simply able to fast-talk or intimidate a better deal. On a 7-9, you surreptitiously stole the extra Influence, but the mark didn’t notice. On a miss, you stole it, and you’re caught red-handed.

The Engineer

(Poise+1, Charm-1, Vigor=0, Logic+2, Dream+1)

(Poise-1, Charm+1, Vigor+1, Logic+2, Dream-1)

(Poise-1, Charm=0, Vigor-1, Logic+2, Dream+1)

(Poise+1, Charm+1, Vigor-1, Logic+2, Dream=0)

You are the engineer and operator or a steam locomotive, registered and able to travel throughout the many lands of this world. It is of your own custom design and specifications, and by default has 2-Armor, 1-Steam, and is worth 2-Influence. Choose 3 traits for your transport:

Military (+mounted volt guns, 2-harm close area shock)

        Academic (Professor’s library and teaching assistants aboard)

        Scientific (Alchemist’s laboratory and assistants aboard)

Commercial (+storage, +1Influence)

        Armored (+1Armor)

        Magnetic levitation (+fast)

        State of the art (+high-tech)

        Reknowned (+1Moxie)

        Automated high-pressure valves (+1Steam)

        Secondary boilers (+1Steam)

If your locomotive receives damage, temporarily cross out one trait you’ve chosen for it, until it’s repaired. If there are no more traits remaining to cross out, the train is vulnerable and at the mercy of the MC.

Engineer Special - Anything You Can Do: When you watch and make note of another character using Moxie (rolling+Moxie or spending Moxie), hold 1. You may spend that hold to perform the noted move with a 12+ result. You may only have 1 hold and noted move at a time; if you watch and note a new move, it replaces the previous.

In the rare case you don’t know what you’re talking about, you make it sound like you do. Assign -2Trust, and +1Trust with everyone else.

        

You start with Unstoppable and one other Engineer move.

Unstoppable: When you push your locomotive to smash through an object or to endure a heavy blow, roll+Steam. On a 10+, both are true. On a 7-9, pick one.

        The locomotive continues safely on course.

        The locomotive suffers little damage from the stress.

On a miss your locomotive barely endures, but you’ve lost control until some major downtime for repairs.

Reverse Engineering: When you mentally deconstruct a scene or an object, Roll+Dream. On a hit, ask a question and get +1Logic forward. On a 10+, ask two more.

- What might have inspired the creation of this?

- How can I recreate this in a controlled setting?

- What strong emotions are poured into this?

- What has been done most recently with this, or to this?

- What’s wrong with this, and how might I fix it?

On a miss, you are lost in thought in the Impossible Dream.

They’re All the Same Under the Hood: When you take control of a new vehicle, Roll+Logic. On a 10+, the construction and engineering are intuitive, and you may Roll+Logic instead of +Poise to perform under pressure while using the vehicle. On a 7-9, the construction is familiar but its engineering is inefficient, you get +1forward to figuring out the trouble and refill your Resilience Pool when you do so. On a miss, the engineering is above your level. Take -1Logic until you prove you’re not inept.

Merchant of Adventshire: When you arrive in a new station, Roll+Logic. On a 10+, your arrival is expected and welcome, and the locals greet you with open arms, gifts, and favors worth 1-Influence. On a 7-9, your presence is welcome, and you have +1ongoing to finding an exotic item of your choice. On a miss, you’re a completely unwanted eyesore, and it’s not long before you’re run out of town.

Hate To Say I Told You So: When interjecting with your unsolicited advice, share your honest opinion on the proper course of action with those you interrupted. If they do it, they get +1Moxie. If they don’t, you get +1Moxie.

Clockwork Precision: When it appears that you’ve made a miscalculation and will be tardy for an appointment, roll+Dream. On a 10+, it only appears that way, and you’ve made previous arrangements to expedite your arrival to the precise best moment. Describe them. On a 7-9, describe your plans, but the MC will introduce a hitch, possibly preventing your timely arrival. On a miss, you’ve been waylaid.

The Idol

(Poise+2, Charm+1, Vigor=0, Logic+1, Dream-1)

(Poise+2, Charm-1, Vigor+1, Logic=0, Dream+1)

(Poise+2, Charm=0, Vigor-1, Logic+1, Dream+1)

(Poise+2, Charm+2, Vigor-1, Logic-2, Dream+1)

Idol Special - All the World’s a Stage: Spend a Moxie to use a move from another profession. You do not need to roll, simply treat the move as if you rolled a 10+.

Anonymity is a thing of the past, and everyone fancies themselves a critic. Assign +2, +1, -1, and -2Trust.

You start with The Cost of Fame and Media Darling, plus one other Idol move.

The Cost of Fame: You have a following, a retinue of fans of your work of varying degrees of loyalty, ranging from fairweather to frenzied. For the most part, they keep to themselves and live their lives as normal, occasionally encroaching on your affairs to offer admiration. By default, you begin play with 20 fans. Every time your fandom doubles (40, 80, 160, etc.), you get +1Fame, up to 8-Fame. Whenever you gain Influence, gain an additional amount of Influence equal to your Fame. Mark an expectation for each point of Fame you have:

Attending glamorous social functions

Keeping a stalker at bay

Keeping a secret indiscretion hidden

Revenge on someone who wronged you

Bringing up a protege

Publically pursuing the luxury of the times

Performing regularly at a particular venue

Revealing your personal business to the public

Performing public charitable deeds

Schmoozing with the masses (autographs, photos, etc.)

When you fail to live up to an expectation, erase the mark, empty your Resilience pool, and the appropriate number of fans leave your following.

Media Darling: When you smile wide and behave in the manner expected of you, roll+Poise. On a 10+, hold 2. On a 7-9, hold 1. Spend your hold 1-for-1, to have one of your fans come forward and offer you one of the following:

        Public praise and affection worth +1Ongoing with an NPC present

A piece of haute couture fashion (+1Influence) that will only last the night

Entrance into an exclusive area and VIP treatment within

Personal protection through a questionable or dangerous area

Chewing the Scenery: When you theatrically emote in front of an individual, roll+Charm. On a hit, you incur their pity, ire, jealousy, hope, sadness, or any other strong emotion you wish them to feel. On a 10+, the effect applies to more than one individual present. If it is an NPC, it simply happens. If it is a PC, they mark enlightenment if they obey.

        They become part of your fandom.

        They deeply feel the chosen emotion, and spread it along with word of your talent.

        You inspire them to take action, appropriate to the emotion evoked.

On a miss, you bomb, and your fans take notice.

Kind of a Big Deal: When you use your fame, endorsement, or a token of your affection as leverage to entice, negotiate, or convince, mark enlightenment. If you put yourself or someone else in danger doing so, gain 1-Moxie.

High Maintenance: When you suffer harm and make a big scene of it, roll+Poise. On a hit, a bystander rushes to your aid, doing their best to help you and protect your from further harm. On a 10+, choose one.

        You gain a temporary Moxie from the performance.

        The bystander is medically trained, and heals you for 1-Spirit.

        The bystander is appropriately armed.

        The bystander is fanatical and obsessive, and will defend you with their life.

On a miss, you faint, go hysterical, become trapped or are otherwise incapacitated.

How Dare You?!: When you dramatically smack some sense into someone who has personally offended you, roll+Charm instead of +Vigor.

Diva: You get +1Poise.

Right to Privacy: When you hide or disguise yourself from prying eyes, roll+Poise. On a 10+, you are fully disguised or hidden, as long as you don’t draw too much attention to yourself. When noticed only briefly, nobody pays you any attention. On a 7-9, your subterfuge is immediately successful, but you’ve left a trail and it’s only a matter of time before you’re found out. On a miss, you’re discovered, swarmed by fans, press, and looky-loos at the wrong moment.

The Urchin

Key Stats: Charm, Logic

Core Concepts: Secrets, stealth, booze, guide to the city, survivalist

(Poise-1, Charm+2, Vigor-1, Logic+2, Dream=0)

(Poise-1, Charm+2, Vigor-1, Logic+1, Dream+1)

(Poise=0, Charm+2, Vigor+1, Logic-1, Dream+1)

(Poise-2, Charm+2, Vigor-1, Logic+1, Dream=0)

Clothing suitable to your look, including up to 1-armor: tattered donated clothing, stolen formal wear, ill-fitting hand-me-downs, boring casual wear, homemade patchwork wear.

One trusty weapon: brass knuckles (2-harm hand hidden force), cane sword (2-harm hand hidden), hidden knives (2-harm hand infinite), blackjack (1-harm hand force), revolver (2-harm close reload force).

You’ve seen a lot of things over the years. Choose a Vice to keep the memories at bay: (drink, drugs, sex, violence, gambling, petty crime). Whenever you are in the presence of your vice and not actively indulging, you are distracted and take -1ongoing. For a number of hours after indulging in your vice (MC discretion), you feel invigorated and invincible, and suffer -1harm.

Transient: You have no set home or allegiance, and carry everything you own on your person or in a bindle. You get no penalties for dealing with anyone of a dissimilar ideology, changing ideologies gives you no Trust penalty, and you do not have to prove your dedication to any new Drive you adopt.

Scraps and Leavings: When you scavenge for an item you need right now...

Street Rat: You are talented at slipping the notice of most people. When you attempt to become or remain unnoticed in a relatively busy area, roll+Charm. On a hit, you become or remain beneath common perception. On a 10+, choose 2.  On a 7-9, choose 1:

You can remain undetected while moving slowly within the area.

You leave no trace of ever having been there.

You stumble across something useful or interesting along the way.

Miss, you're noticed, denied entry, or tossed out into the street.

Wino: +1Charm when under the influence of your vice.

Web of Intrigue: You spend some time sending and receiving messages from your filthy underground acquaintances. At the beginning of each session or during a stretch of in-game downtime, roll+Logic. On a 10+, hold 3. On 7-9, hold 1. On a miss, one of your contacts defects (the MC details who and why), the MC holds 1 over you. During the session, hold may be spent 1-for-1 to:

Make a person reveal a secret

Start a widespread rumor

Make a person come to you, without any clear explanation why

Offer someone a Moxie Point to do what you want

Gain 1-Influence with an individual or group of your choice

Street Smarts: When you protect someone or something with your survivalist wit or hastily thought-out suggestions, Roll+Logic instead of +Poise (but still choose results from the Poise options).

The Ringmaster

Key Stats: Dream, Charm, Moxie+1

(Poise=0, Charm+2, Vigor-1, Logic+1, Dream+1)

(Poise-1, Charm+2, Vigor+1, Logic=0, Dream+1)

(Poise+1, Charm+1, Vigor=0, Logic-1, Dream+2)

(Poise-1, Charm+2, Vigor-2, Logic+1, Dream+2)

Core concepts: Spectacle, master of crowds, face man

La Cirque: You own an entertainment establishment. Your establishment features one main attraction supported by 2 side attractions (like a bar features drinks, supported by music and easy food). Choose one to be your main act and 2 for the periphery: luxury, music, fashion, lots of food, spectacle, games, art, drinks, taboo, scene (see and be).

For your establishment’s atmosphere, choose 3 or 4: bustle, intimacy, smoke, shadows, perfume, tech, velvet, fantasy, brass, lights, acoustics, anonymity, underground, blood, intrigue, violence, nostalgia, spice, quiet, decadence, nudity, restraint, forgetting, pain, kink, candy, protection, grime, noise, dancing, chill, masks, fresh fruit, a cage.

For security, choose 2 of these: a convenient slug gun (3-harm close reload messy); a bouncer who knows his biz (2-harm 1-armor); secret trap doors, winding hallways, iron bars, and razor wire (1-armor); secrecy, passwords, codes & signals, invites-only, vouching, etc. (+1Moxie); everybody’s packing: your cast & crew are a gang (2-harm gang small 0-armor); no fixed location, always new venues (+1Moxie).

Come One, Come All: You are an expert at focusing the attention of onlookers. When you direct the attention of an audience, Roll+Charm. On a hit, you create a distraction or direct their attention, either onto you or someone else. On a 10+, all 3. On a 7-9, pick one.

        Your distraction or direction lasts long.

        Your distraction or direction affects the entire audience.

        An object of your distraction or direction gets +1forward.

On a miss, you can’t get their attention and you or your intended target gets -1forward.

Send in the Clowns: When attempting to entertain onlookers, roll+Charm instead of +Poise to perform under pressure.

Don’t Try This At Home: When you perform an act of extraordinary agility, roll+Moxie. On a hit, you do it, more or less accomplishing what it was you set out to do. On a 10+, you also choose one:

        Your feat has put you in an advantageous position. +1forward.

        You were stealthy and silent, and nobody saw or heard you.

        Your display has impressed and stricken the enemy with awe, you get +1armor forward.

On a miss you’re flat-footed, stiff, and clumsy, and fail in a spectacular manner.

Manifest Destiny: When you take your bearings in a new landscape or community, ask 1:

Where could I hide here?

If I had to make a stand here, where would be best?

What does this place or these people have to offer me?

How could I gain access to this place’s or these people’s secrets?

How could I gain the undivided attention of all present?

How could I best become accepted as a part of this place or these people?

What or who is the source of the most pain here?

If you’d like to ask further questions, roll+Logic. On a 10+, ask 2 more. On a 7–9, ask 1 more. On a miss, ask 1 more, but you stand musing and vulnerable, lost in the Impossible Dream.

The Operative (master of disguise, manipulator, James Bond, custom gadget, anti-Anarchist, Leon the Professional)

Key stats: Vigor, Moxie+3 (Begins each session with 3 Moxie Points)

(Poise+1, Charm-1, Vigor+2, Logic=0, Dream+1)

(Poise+2, Charm=0, Vigor+2, Logic-1, Dream-1)

(Poise-1, Charm-1, Vigor+2, Logic+2, Dream=0)

(Poise=0, Charm+1, Vigor+2, Logic+2, Dream+1)

Choose three assets your Agency possesses: a snarky magician, a clever clockworker, a brilliant surgeon, a fierce militia, considerable wealth, a fleet of vehicles, a nearby safehouse, high-tech radio communications, or an elite agent nearby.

Choose what duty your agency represents to attract your loyalty: Government, capitalism, socialism, freedom, creativity, justice, chaos, order, balance.

When assigned a task, your agency expects you to complete it quickly and with as much discretion as possible.  Complete a task successfully and you get 1-Influence and +1Moxie (+2Moxie if it was risky).  Failure means you get -1Moxie (again, -2Moxie if it was risky).  

Gear, choose three: Memory wipe device (s-harm intimate hi-tech amnesia), silenced pistol (2-harm close reload), radio trackers and listening device (tag intimate hi-tech), garotte wire (2-harm ap intimate hold), hidden camera (hi-tech, +1 to examine a scene), volt pistol (2-harm close shock), hidden knives (2-harm hand infinite), shoe-blades (2-harm foot hidden)

You start with This Message Will Self-Destruct. You may call upon your agency to employ its resources on your behalf during the course of a task. You may make use of one asset for each point of Moxie you have, representing the agency’s confidence in you. Compromising an asset or wasting resources without results will give you -1Moxie.

Moxie cannot be raised higher than +3. Any time your Moxie would increase beyond +3, it resets to Moxie+1 and you may add one asset to your agency that’s available to you OR call upon one of your agency’s assets for personal use (your bosses are happy with you). Any time your Moxie would drop below 0, the MC will have the agency twist the screws, possibly by bringing leverage of past missions or enemies, employing one of its assets against you (to teach you a lesson), or even kicking you out of the agency.

This Message Will Self-Destruct: Your agency often calls upon you to perform dangerous or unsavory tasks.  At the start of the session, roll+Moxie to perform prep and intel. On a hit, you are assigned a task by your agency. On a 10+, the task is risky but you’re in top form, hold 3. On a 7-9 the task is merely delicate, awkward or inconvenient, hold 1. On a miss, you couldn’t quite pull yourself together, and are expected only to keep your eyes open for interesting opportunities. Take -1forward. Hold may be spent 1 for 1 while pursuing your mission to re-roll the dice on one Operative move, smack some sense, or assert your authority move.

Plans B, C, and Q: Your training has taught you to be constantly vigilant, always scanning the room for possible threats. When examining a scene or person, take +1Logic and ask an additional question:

        Who here is the most dangerous?

        Who here is the most in need of protection?

        Who in here is armed?

        Who in here has information I need?

        How can I reach my target without being noticed?

        How is my target most vulnerable?

On a miss, you’re a bit rusty. Take a stab at one question, but take -1forward.

Intel is Everything: In the field new threats surface daily, and it pays to be informed. Designate a character that has an influence on your mission and roll+Logic. On a 10+, the agency has valuable intelligence on the target, ask the MC a question and get +1ongoing against them until your current mission is finished. On a 7-9, some useful information but nothing groundbreaking, +1forward. On a miss, they’re a ghost, AND they’ve been tipped off. -1ongoing against them.

You Only Live Twice: When you perform a physical act that’s insanely difficult, insanely impressive or just insanely stupid, describe to the MC your intent and roll+Moxie. On a 10+ you do it, just as you describe. On a 7–9, you can do it but it costs you: you take harm, leave something behind, or take something with you, the MC will tell you what. On a miss, your move failed, your plan is countered, or you’re caught vulnerable.

Shaken, Not Stirred: When enticing, negotiating, or convincing where drinks are being served, roll+Vigor instead of Charm.

Dead Drop: Whenever you need to get a message to your agency or request supplies (basic supplies totaling worth no more than 1-Influence, or something specific from your agency’s available assets), name your dead drop spot and roll+Logic. On a 10+, the supplies you requested are hidden at the dead drop, or the message went through clearly. On a 7-9, the supplies are not quite what you wanted - the wrong caliber weapon, a radio stuck on the wrong frequency, etc., or the message wasn’t fully received. On a miss, you get some kind of experimental gadget, and you’re not sure how it works. If there was a message, it was intercepted or tampered with.

Professional: When you emerge from darkness and whisper to your foe, roll+Moxie. On a 10+, they either submit to your will, or you get a temporary Moxie Point, your choice. On a 7-9, the MC chooses. On a miss, you give yourself away at the last moment, and are vulnerable, lose one Moxie Point or the MC makes as hard a move as she likes.

The Cleaner: You’re more concerned with getting the job done than petty things like honor. You gain no benefits from either fighting with honor or fighting with dishonor, but dispatching all your targets in a given area without taking any damage will earn you +2Moxie. On the other hand, people aren’t sure what to make of you. When intimidating, insulting, or getting info from someone who may not trust you, don’t roll, and treat it as a 7-9 result on the same move.

The Magician

There are many things to be amazed by in Adventshire. So to really dazzle the masses, you’ve got to have something special. Something flashy and unique. Distract them well enough and they won’t even think to look at what you’re hiding behind your smile.

(Poise-1, Charm+2, Vigor-1, Logic+1, Dream+1)

(Poise+1, Charm+2, Vigor-2, Logic-1, Dream+2)

(Poise+1, Charm+2, Vigor=0, Logic-1, Dream+1)

(Poise-1, Charm+2, Vigor+1, Logic+1, Dream=0)

Gear:

Clothing suitable to your look: formal wear, fashionable casual wear, gothic chic, flowing ornate robes, eccentric haute couture.

One flashy weapon: cane sword (2-harm hand hidden), antique revolver (2-harm close reload valuable), ornate saber (3-harm hand valuable), throwing knives (2-harm hand/close), volt pistol (2-harm close shock).

Magic wand, it is (choose 2): heirloom, fancy, impressive, crooked, retractable, golden, homemade. When performing Magician moves without your wand, your Charm and Dream=0.

Now You See Me: Spend a Moxie to make a flashy entrance or exit, into or out of any mundane situation.

Choose one Performance Aid: Bag of Tricks or Lovely Assistant. Choose whether he/she/it is plain-looking and unnoticeable, beautiful and attention-drawing, or humble and deflects all attention back to you.

Bag of Tricks: +1Dream while in your possession. Whenever you reach into your bag, you may spend a Moxie Point and Roll+Dream. On a 10+, produce just the right tool or object for the current situation (such as an item worth 1-Influence, a hypotincture or other medical implement worth 2stock, a small weapon that can fit up your sleeve, etc.). 7-9, same effect, only the item disappears after a single use. Miss, and you pull out the exact wrong object for the situation, whether you know it or not.

Lovely Assistant: +1Charm while in your presence. You gain a lovely assistant, loyal to you but not fanatical, who knows your magician’s secrets. Whether or not he is employed, a sidekick, indentured, a trusted friend, or otherwise is up to you. Detail your assistant’s clothing equipment: suitable fashion up to 1-armor, various trinkets and belongings up to 2-Influence, and one ornate weapon. Whenever you have an audience, you may Roll+Charm. On a 10+, your assistant discreetly surveys the audience and signals or otherwise tells you the answer to three of the following, and you get +1 when acting on any of the answers. On a 7-9, one of the following. On a miss, ask one anyways, but someone definitely sees through your subterfuge.

        Who is the most vulnerable person here?

        What can I do to blow them away?

        What strong emotions are being felt here, and by whom?

        How can I walk out of this situation unscathed?

        Is there something about this audience or venue that I’m missing?

Sleight of Hand: When attempting to secretly palm a small item, or disarm an opponent in hand-to-hand, Roll+Charm. On a hit, you do it. On 7-9, pick one:

The primary onlooker notices. -1forward.

You drop something you’re holding or hiding.

On a miss, you fail, everyone watching notices, and/or you are disarmed.

Walking the Room: When examining a scene or judging a person, ask one additional question, including from the list below:

        Who here doesn’t believe in me?

        What can I do to blow them away?

        What strong emotions are being felt here, and by whom?

        Is there something about this audience or venue that I’m missing?

When being examined or judged, you may lie to one question (but still must answer).

Misdirection: When you take advantage of a distraction to perform under pressure, roll +Charm instead of +Poise.

Ta-da!: When you perform a simple magic trick or illusion, roll+Charm or +Dream. As the audience applauds, pick one:

        No one present can commit violence while you perform here.

        One person watching must answer your next question completely honestly.

One person watching must perform for you one favor, right now or at a future date, worth 1-Influence.

Jinx: When you use a distraction to alter someone else’s luck, roll+Dream. On a hit, you’re able to nudge chance in a different direction, and the player must re-roll their last move roll and use the new result. On a 10+, choose one:

        One player rolls 3d6 for their next move and uses the two highest results.

        One player rolls 3d6 for their next move and uses the two lowest results.

On a miss, you’ve jinxed yourself. The next time you roll, roll 3d6 and use the two lowest results.

___ get +1Dream (max+3)

___ get +1Charm (max +2)

___ get +1Logic (max+2)

___ get +1Poise (max+2)

___ get a new Magician move

___ get a new Magician move

___ get a move from another profession

___ get a move from another profession

___ get a clique (detail) and leadership

___ get an additional performance aid

The Fox (Logic, Charm)

(Poise+1, Charm+2, Vigor-1, Logic+1, Dream=0)

(Poise-1, Charm+2, Vigor+1, Logic=0, Dream+1)

(Poise+1, Charm+1, Vigor-2, Logic+2, Dream+1)

(Poise=0, Charm+2, Vigor=0, Logic+2, Dream-2)

Gear: Thief’s kit (whenever you do something under fire, roll+Logic instead of +Poise), calling cards, and one reliable weapon: volt glove (2-harm intimate hidden shock), rapier (2-harm hand quick), revolver (2-harm close reload force), bolt-action rifle (3-harm far reload loud).

Moxie Move - Sticky Fingers: Add your Moxie to any rolls to remove or place an item from a character’s intimate space without them noticing.

Break and Enter: you are talented at gaining access to places you have no business being (eg. the king’s quarters, the armoury's grenade cache, or out of a locked cell). When you discreetly attempt to enter or exit such a place, roll+Charm. 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.

Me First and the Gimme Gimmes: When you see, hear, or otherwise learn of an item that you want, Roll+Logic. On a 10+, ask all 3, and you get +1ongoing towards obtaining the thing in the next hour. On a 7–9, +1ongoing in the next 10 minutes and ask 1:

•How can I make this mine?

•Who or what will stand in my way?

•Who will try to take it from me once it’s mine?

On a miss, your face and body language betray your interest in the thing to anyone who’s paying attention, and you get -1ongoing to obtaining it.

Midas Eye: when you examine a scene, 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 judge a person, on a hit, in addition to your other questions, you may ask these:

•What’s the most valuable thing your character owns?

•What’s the most valuable thing your character is carrying?

It’s Not Just Larceny, It’s an Art: whenever you have some substantial time off-screen, name a thing, describe how you’d steal it, and roll+Logic. On a 10+, it’s happened, just as you said. On a 7–9, choose 1:

•you’ve stolen it, but you haven’t gotten out. You’re in a pickle.

•you’ve stolen it and gotten out, but that means you had to ___ as well (the MC will tell you what).

•instead, you abort early. You get out safely, unnoticed, and having left no evidence, but without anything you were after.

On a miss, you’re caught vulnerable, in the act.

The Surgeon (healer, friend, upgrader)

Key stats: Logic, Poise

(Poise+1, Charm+1, Vigor-1, Logic+2, Dream=0)

(Poise-1, Charm+2, Vigor+1, Logic+2, Dream-1)

(Poise+1, Charm-1, Vigor+1, Logic+2, Dream=0)

(Poise+1, Charm-1, Vigor=0, Logic+2, Dream+1)

Infirmary: you get an infirmary, a operating room with life support, a full stocking of surgical tools and equipment, a drug lab and a crew of 2 (Percy & Summerville, maybe). Get patients into it and you can work on them like a Clockworker on tech (bio-mechanical upgrades, plastic surgery, nerve deadening, etc. will have to roll+Dream), or heal like an Alchemist with an Alchemy Bag (roll+stock, the Infirmary by default starts with 8-stock).

Moxie Move - Dammit, Jim: When you miss on a move that doesn’t use +Logic, gain a temporary Moxie Point.

Organ Grinder: When you perform a physical experiment on someone’s body, mark enlightenment. If they die as a result of your experiments, get +1Dream (max +3).

Angel With a Blade: When you are wielding a scalpel and smack some sense or assert your authority, roll+Logic instead of Vigor.

Steady Hands: When you are wielding a scalpel and perform under pressure, roll +Logic instead of +Poise. When you do harm with a scalpel, your harm ignores armor.

First Do No Harm: You keep handy a bottle of chloroform, a hypotincture of tranquilizer, or perhaps have perfected a specific nerve pinch. Whenever you do harm in hand-to-hand combat, you may instead choose to do s-harm and knock the subject unconscious. While the subject is unconscious, your minds are connected through the Impossible Dream, and you suffer harm equal to whatever harm the subject takes.

Resourceful Healer: When you want to heal someone outside your Infirmary, you have to get creative with the tools at hand and roll+Logic. On a 10+, you use whatever’s handy to heal 1 Spirit. On a 7–9, heal 1 Spirit, but you’re acting under fire from your patient. On a miss: first, you don’t heal them. Second, choose two:

-You’ve made it worse. They take -1ongoing until healed properly.

-You’ve unhinged your mind. You are lost in the Impossible Dream until healed properly.

-You’ve unhinged their mind. They are lost in the Impossible Dream until healed properly.

-You actually do heal 1 segment, but a valuable object (MC decides) of yours or theirs is left inside the patient, or is otherwise broken or used up in the improvised healing.

The Soloist 

Power of sound, pied piper, bard, inspiring and debuffing force. Dream, Charm

(Poise=0, Charm+1, Vigor-1, Logic+1, Dream+2)

(Poise-1, Charm=0, Vigor+1, Logic+1, Dream+2)

(Poise+1, Charm+2, Vigor-2, Logic-1, Dream+2)

(Poise+1, Charm-1, Vigor+1, Logic+1, Dream+2)

You have enhancements, mechanical, biological, or both, that allow you tremendous creative control over your vocal chords, enabling you to create sounds previously unheard. You have added similar enhancements to your musical instrument of choice.

Soloist Special -

Phonomancer: When you play an instrument in front of an attentive audience, roll+Charm. On a hit, your performance moves their souls, and choose one effect to apply to the audience:

The chosen gender finds you irresistible.

        They feel compelled to dance.

        They feel compelled to follow you.

Without violence, one person follows a simple command (giving up the key to the armory, leaving their post, picking their nose, etc.). If they are a PC they mark enlightenment if they do it, or act under pressure to resist.

On a 10+, the effect persists for a short while after you stop performing, or if you take a brief respite shorter than a minute. On a 7-9, the effect ends the moment you cease performing. On a miss, the audience feels angered, duped, and manipulated, and you take -1forward with everyone who heard you.

Riddle Me This: When you use your words to hide the truth, roll+Charm. On a hit, you weave a wordspell around your target’s ears, and they will believe what you want them to believe for as long as you speak in rhymes. On a 10+ the target is completely mesmerized, and will only pay attention to you and your verbal portrait of the world as long as you speak in rhymes. On a miss, you become tongue-tied and are at a loss for words. The target knows you’re trying to hide something and may become hostile, take -1forward.

Serenity Now: When you want to defuse a charged situation, start playing your instrument and roll+Dream. On a hit, no one present can commit violence while they can hear your voice. On a 10+, furthermore, if any other characters leave the situation peacefully, they mark experience as well. On a miss, no one present can commit violence against anyone but you.

Gift of Gab: When your mouth gets you into deep trouble, mark enlightenment.

Smack Talk: Your words are weapons, more damaging than sticks or stones. When using your voice (2-harm vocal force ap) to smack some sense or assert your authority , roll+Dream instead of +Vigor. Vocal range is anyone who can hear you, so if you yell, unintended targets may also get hit.

Needs One More:

The Investigator: Puzzle-solver, easily reads people, rogue with gadgets/tricks.

(Poise+2, Charm=0, Vigor+1, Logic+1, Dream-1)

(Poise+2, Charm+1, Vigor=0, Logic+1, Dream-1)

(Poise+2, Charm+1, Vigor-1, Logic=0, Dream+1)

(Poise+2, Charm=0, Vigor-2, Logic+2, Dream=0)

Trenchcoat: You own a fashionable trenchcoat (or cloak, cape, knapsack, etc.) that holds all your investigative tools. It begins play with 6-stock. Pick 2 for your trenchcoat:

Forensics Kit:

You have a forensics kit that allows you to effectively dust for fingerprints and pick up clues without compromising the scene. To use it, expend a Stock from your trenchcoat, and roll+Logic. On a 10+, you find multiple clues and can ask the GM 3 questions from the list below. On a 7–9, ask 1. Take +1 forward when acting on the answers.

Grappling Gun:

You have a compressed air-powered grappling gun. To use it, expend a Stock from your trenchcoat, and roll+Poise. Take -1 if you are attempting to carry someone with you. On a hit, you rapidly ascend to the rooftops. On a 10+, nobody saw how you did it or where exactly you went.

Tracking Bugs:

You have a set of small adhesive tracking chips (intimate hidden high-tech). They instantly adhere to any surface they are placed on, and have reactive camouflage paint to blend in, so they’re very difficult to spot unless looking for them. You have a handheld receiver with a city-wide range that shows you each chip’s location, within a ¼ mile radius or so. The first tracking chip you use expends 2-stock (chip and receiver). Each additional chip can be used for 1-stock each.

Audio Bugs:

You have a set of small adhesive audio chips (intimate hidden high-tech). They instantly adhere to any surface they are placed on, and are small and inconspicuous, but not impossible to spot at more than a casual glance. You have a handheld receiver with a short range (several city blocks), that lets you hear everything at a casual volume in close proximity to the bug. The first audio chip you use expends 2-stock (chip and receiver). Each additional chip can be used for 1-stock each.

Impact-reactive microwool: 

Your trenchcoat gives you +1armor.

Trusty Flask: 

When you brace yourself before doing something foolish, take a hit from your flask and roll+Poise. On a 10+, your liquid courage takes effect and you gain a temporary Moxie Point for this scene. On a 7-9, the courage is temporary, take +1forward, then -1forward. On a miss, your tolerance ain’t what it used to be, take -1forward.

Private Eyes: You have an office, apartment, headquarters, or other small room or area in which you take clients and conduct basic research. At the beginning of each session or between stretches of in-game downtime, roll+Moxie. On a 10+, business has been good. Describe the last case and gain 2-Influence. On a 7-9, describe the case and gain 1-Influence. The MC will tell you how you’ve become entangled. On a miss, the MC will describe the danger you’re mixed up in, and you take -1Poise Ongoing until you’re out.

Just the Facts, Ma’am: When you close your eyes and submit to the Impossible Dream for inspiration, roll+Logic instead of +Dream.

Elementary, Said He: When you examine a scene or judge a person, add your Moxie to the roll. Share the answers with all characters present so they know how clever you are.

Down the Rabbit Hole: When an answer from the current scene eludes you, name the question and roll+Logic. On a hit, you spot a clue. On a 10+, take +1Logic Ongoing to find the answer, and anyone who helps you do so marks enlightenment. On a 7-9, take +1Logic Forward, but your poking around has earned unwanted attention. On a miss, the world forces a lead upon you.

Loose Cannon: When taking a calculated risk and recklessly chasing down a lead, you may roll+Poise instead of +Vigor when you assert your authority.

Connected: You have a wealthy sponsor or benefactor. Describe them, get +1Influence with them, and gain one additional item for your Trenchcoat.

The Broker

You are an entity of pure concept, birthed from the Impossible Dream into the modern world through some miraculous (accident / prophecy / experiment), inhabiting the body of (the person responsible / an innocent bystander / a destined sacrifice) whose psyche you (destroyed upon entry / coexist with / have integrated into your own). Describe three memories you picked up along the way, mark 3-Experience, and assign +2, +1, and -1 to your stats.

Broker Special - Empathetic Learner: You do not mark Enlightenment on a 6- roll. Rather than learning from your own mistakes, you learn from the mistakes of others, their experiences and memories. However, these experiences must be freely shared, and cannot be taken without consent. By default, transferring a memory is a delicate and nuanced process, requires a few uninterrupted minutes of concentration, and is painless when done properly. When you extract a memory from another, you mark Enlightenment and they lose 1-Enlightenment. When you transfer a memory to another, you lose 1-Enlightenment or 1-Memory (your choice), and they mark Enlightenment or gain 1-Moxie (their choice).

Memory Bank: When your Enlightenment and Resilience are full, you do not need to reset and mark Advancement, and may instead let them remain full. When you mark Enlightenment or Resilience when it is full, gain 1-Memory. You may spend Memory 1-for-1 to:

        Mark Enlightenment

        Mark Resilience

        Gain 2-Influence

        Change your roll to a 10+

Psychonaut: You’ve become a master of memory, manipulating recorded experiences through synapses as you would your fingers around a radio dial. You do not need much time or concentration to transfer memories anymore - all you need is a few seconds of unbroken, intimate eye contact (the transfer still needs to be consensual).

A Deal’s a Deal: When someone enters a contract with you, they mark Enlightenment. When someone breaks a contract with you and you single-mindedly seek recompense, you mark Enlightenment.

Middleman: When you facilitate an exchange of memories between two or more parties (not including yourself), gain 1-Influence for each memory exchanged.

Selective Memory: In addition to the other options, you may spend your Memory 1-for-1 to switch two of your Stats.

Everything Leaves A Mark: When you place your hands on an object to experience its past, roll+Dream.

Confessional: You can’t help but glean unintended truths from happy, unguarded moments. When you extract a positive memory from someone, roll+Dream. On a hit, you pull something secret or candid from their psyche. On a 10+, hold 2. On a 7-9, hold 1. While you have that hold, you get +1Ongoing in regards to them. They can spend your hold, 1-for-1, to gain +1Trust with you by:

        Giving you a new memory of theirs, safe from unintended consequences

        Intercepting harm or trouble meant for you

        Giving you 1-Influence

Back in the Day: You can repair the damage of traumatizing memories upon removal. When you extract a terrible memory from someone, roll+Vigor. On a hit, they heal 1-Spirit. On a 10+, they either heal two additional Spirit, or mark Enlightenment, their choice. On a 7-9, you must perform under pressure from their psyche to prevent the feedback from spilling memories out every which way. On a miss, you don’t heal them, and siphon one additional traumatizing memory from them in the transfer, unprepared.

Always Be Closing: When you negotiate the terms of a deal, roll+Logic. On a hit, your jargon compels them to accept the deal right now. If it’s with a PC, they mark Enlightenment if they accept the deal. On a 10+, it’s on your terms as you speak them, as long as they sound vaguely reasonable. On a 7-9, they want a little quid-pro-quo, something you can do for them in return. On a miss, your approach was all wrong, and the opposing terms double.

Repeating Meme: When you are Done For, your psyche as it exists in this reality transfers from the near-dead flesh into the closest receptive brain. Reassign your Stats, and empty your Memory Bank, Experience, and Resilience.

Repo Man: When extracting a memory from someone who has personally wronged you, you no longer need their consent, and extracting the memory causes them 2-harm (ap stun loud).

Homeless Moves

 

Profession idea, The Muse: Memory-Dream-XP-Merchant, who can manipulate inspiration and give people XP in the form of memories. Another healer (sells Resilience), with the merchant-trader-businessman framework.

When you step up to the plate and swing for the fences…

When you inspire someone to follow their dreams, roll+Dream.

When you make a trick shot to hit a specific small target (a lever, a rope, gun in someone's hand), roll+Dream. On a hit you make the shot. On a 10+, you also choose one:

The shot is so impressive it strikes awe and admiration into the hearts of those watching.

Nobody notices the shot at all, allowing your action to remain hidden.

When a spark of inspiration compels you to protect someone or something, roll+Dream instead of +Vigor or +Poise. Choose your results from either stat category, but at random.

Like Clockwork: When a plan of yours (planning a route from A to B, battle plan, business plan; any event in which your planning has a significant impact on the outcome) goes into motion, roll+Dream. On a 10+, everything goes off without a hitch, you and everyone involved take +1forward, and you can name up to two characters that will definitely make it through without a scratch. On a 7-9, you take +1 forward and name one character who will be safe, but something goes wrong - you leave something behind, betray your position, or someone gets caught in a bind. On a miss, the plan goes horribly awry, and everyone involved takes -1forward.

Revealing Tune: When you finish performing a song in an intimate setting, search their faces for a reaction and roll+Dream. On a hit, pick a listener and mark Resilience. If it is a PC, in addition to the normal effects, mark +1Trust with them. On a 10+, you gain new insight and pick one:

        You take +1ongoing in regards to them

        They take -1ongoing in regards to you

        Heal them for one segment

        Connect their mind to yours and the collective unconscious, you both get +1forward

        They or the MC tells you one new interesting secret about them

On a miss, you’ve opened your minds to the world’s collective unconscious, without protection or preparation. For you, and for your audience if your audience includes a fellow player’s character, treat it as though you’ve made that move and missed the roll. For an audience belonging to the MC, their experience and fate are up to the MC.

When you swallow something that challenges your constitution, roll+Vigor.