Custom Moves

When you Drop Asparagus, roll 2d6:
  1. Your body rejects the drugs; suffer extreme genetic meltdown and suffer 3 Harm. 
  2. Your mind is opened to an unkind psychic maelstrom. 
  3. Flora and fauna are drawn to you with hostility. 
  4. You feel like shit -- choose an orifice from which to violently expel everything you can. You need to lie down before you fall down. 
  5. Describe three things you see on your trip. The MC will tell you if any are true, possible, or unknown. The MC may lie. 
  6. You black out and wake up hours later with no memory of what happened since you took drugs. Tell the MC one thing you hope happened and one thing you hope didn’t happen. 
  7. You’re feeling good - take +1 to Seduce or Manipulate while on the stuff. 
  8. Chlorophyll floods your system, removing your need to eat, drink, or sleep until the next morning. 
  9. The Overgrowth gives you will tell you what it feels your best course of action is. Use the “Insight” move as a 10+. 
  10. Use the “Things Speak” move on something organic or biological as a 10+. 
  11. The Overgrowth bows to you; explain what you’d like it to do and why. It may speak back. 

When you navigate through the Overgrowth, roll +Sharp.  On a hit, pick two:

  • You don’t get into danger.
  • You don’t get delayed.
  • You don’t run out of supplies.
On a 10+, also pick one:
  • You discover a hidden treasure in the Overgrowth, worth a lot if you can secure it.
  • You discover a new, safer path you can use in the future to travel this route without rolling. 
  • You discover a secret of the wasteland – details on a threat, signs of foreign civilization, an indication of the origin of the Fall.


When you suffer Ψ-harm, roll+Ψ-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 Ψ-harm with no effect.




After you go into battle with your vehicles, guns, and gear, roll+sharp. On a 10+, you conserved your resources. Good job. On a 7–9, choose 1: 
You’re running dangerously low on fuel.
You’re running dangerously low on ammo. 
Your gear needs maintenance and repair. 

On a miss, the MC makes a hard move as usual (or says it’s all three, or says you’re flat out of one thing). 


When you scavenge in the ruins, roll+sharp. On a 10+, choose two and find an oddment worth 1-barter. On a 7–9, choose one and find an oddment worth 1-barter: 
  • You find it quickly. 
  • You find it with relatively little trouble. 
  • You find an item that is valuable. 
  • You find an item that is hi-tech

When you interact with someone and don’t share a common way of speaking or doing business, roll+Hot. On a hit, choose options. On a 10+, choose 3. On a 7-9, choose 2. On a miss, choose 1 but they’re clearly not happy with you.
  • you make yourself understood
  • you grasp more-or-less what they want
  • you don’t look like a fool, child, or asshole
  • you catch something they didn’t intend you to understand
  • you make progress in learning how to interact with these people; start a new countdown or fill in a box of an existing one
Later, the GM should use the number of filled-in boxes in your countdowns as a measure of your fluency, helping determine when to roll this move. 


When you flee Flapjack's goons in the labyrinthine Mill, roll +cool.   On a hit, you escape.  On a 10+, you also find a hiding place to get the drop on them.  On a 7-9, choose two:

  • You don't get separated from your friends
  • You don't run into an environmental hazard
  • You don't get lost in the narrow, identical halls of the Mill

On a miss, be prepared for the worst.

When you endure decontamination in the Railyard, roll +hard.  On a hit, you make it through, at a cost.  On a 10+, choose 1; on a 7-9, choose 2:
    • It takes you over an hour and leaves you exhausted.  Take s-harm.
    • You suffer for it, your body and limbs are raw and bleeding.  Take 1-harm (ap)
    • You need to bribe the monitor to let you through.  It costs you 1-barter.
On a miss, choose 1: s-harm, 1-harm (ap), or give up the barter, and the MC makes a move. 

When you use the Golden Orb, roll +Weird.  On a 10+, you reshape reality to your will.  On a 7-9,  reality bends, but with complications.  On a miss, the Zone spreads.
ZONE MOVES



When you navigate through a Zone roll +Sharp, +Cool, or +Weird.  On a hit, pick two:
  • You don’t get into danger.
  • You don’t get delayed.
  • You don’t run out of supplies.
On a Sharp 10+, all three, and you spot a Monument.
On a Cool 10+, all three, and you spot an Anomaly.
On a Weird 10+, all three, and you spot an Artifact.

When you run headlong into an anomaly field without plan or precaution, roll +Weird:
On a 10+ you make it through unscathed, to the amazement of any onlookers.
On a 7-9, choose one:
-you pass through the field
-you remain unharmed

When you guide others through an anomaly field, roll +Hx:
On a 10+ choose 3, on a 7-9 choose 2:
-you successfully lead your people through the field.
-you can lead up to a small gang.
-it doesn’t take a long time.
-there are no complications along the way.

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