Moves

Moves represent the core mechanic of this game system. Nearly everything your character does that involves a dice roll is some kind of Move. There are Moves that are available to almost every kind of character, and ones that are specific to your Origin and Drive. Drive Moves generally have to be unlocked over the course of the campaign.

Take Down

Whenever you attempt to subdue an immediate threat, say how you do it and roll+Approach. On a 10+, choose 3 from this list. On a 7-9, choose 2:

  • Impose a Condition (Choose once for Minor, twice for Moderate, or three times for Critical)
  • Take away an advantage your foe has, like a piece of equipment or weapon (Counts as two choices)
  • Force a change of location (Choose once and the GM picks where they go, choose twice and you do
  • Reduce the size of a Mob by a category
  • Take no harm in response (by implication, if you don’t choose this option you will take harm in response)

Take Down applies when an individual is an actual threat and you could inflict harm to them with your Powers, weapons, or skills. If taking down an enemy is a trivial matter due to the circumstances, a Take Down roll might not be required. Trying to Take Down some opponents with certain powers or techniques might be less effective than you anticipate, even if you roll well. See the section on Conditions for more details.

Seize Control

Whenever you and another character struggle over a contested goal or objective, say how you outsmart, overpower, outwit, or otherwise try to overcome them. Roll+Approach. On a 7-9, choose one. On a 10+, choose two:

  • You seize control over what was contested
  • You prevent yourself from ending up at a disadvantage or in harm’s way (by implication, if you don’t choose this option you do end up at a disadvantage or in harm’s way)
  • You put your opponent at a disadvantage

Seize Control is relevant specifically when you are looking to assert power over a situation without necessarily taking your opponent down or using direct violence.

Push

When you push your Powers and concentrate to do something that is not on your Power Profile, first determine if the usage falls under Simple, Difficult, or Borderline, and then roll. On a 10+, you do it and can add it to your Power Profile if it’s not there already. On a 7-9, you can do it, but the GM will offer you an ugly choice or a hard bargain in order to do so; you also take a Minor Condition if it was Simple, a Moderate Condition if it was Difficult, or a Critical Condition if it was Borderline, and you do do not add it to your Power Profile.

Defend

When you stand in defence of someone or something when an imminent threat or danger befalls them, roll+Approach. On a 10+, Hold 3. On a 7-9, Hold 1. As long as you continue to defend them, you can spend Hold to:

  • Redirect an attack to yourself.
  • Reduce the effectiveness of an attack or Condition (reduce the level of severity for every Hold spent)
  • Open up the attack to an ally, giving that ally a bonus to take Forward against the attacker (+1 to every Hold spent)
  • Create or advance a Bond with the person you are protecting by one

Defy Danger

When you act despite an imminent threat or dig in to endure a danger that has befallen you, say how you deal with it and roll+Approach. On a 10+, you can do what you set out to do and the threat doesn’t come to bear or you endure it. On a 7-9, you can do it, but the GM will offer you a worse outcome, a hard bargain, or an ugly choice.

Persuade

When you persuade someone with their best interests, roll+Approach. On a 10+, they buy it and will act accordingly. On a 7-9, they might still help, but they need some kind of concrete assurance of what you’re trying to convince them.

Provoke

When you provoke someone susceptible to your words, say what you’re trying to get them to do and roll+Approach. On a 10+, they rise to the bait and do what you want. On a 7-9, they can choose one:

  • They stumble, hesitate, or make a mistake. You take +1 Forward against them.
  • They over-react, become distracted, or get confused. Impose a Minor Condition.

Aid or Interfere

When you help or hinder someone you have a Bond with, roll+Bond. On a 10+, choose two. On a 7-9, choose one, but there’s an obstacle of some kind to overcome first. You also expose yourself to retaliation, or the GM will offer you an ugly choice.

  • You make an untenable position or course secure
  • You avoid taking harm or making things worse
  • They take +1 or -2 Forward, your choice

While theoretically there’s no upper limits to how many characters can Aid another, practically speaking there’s a bit of a “too many cooks” limit on most kinds of actions. Also, if you fail on your roll to Aid another character, you may actually make the situation worse, so increased numbers of people trying to help statistically increases a potential for failure as well.

Empathize

When you empathize with someone, openly and visibly, roll+Approach or roll+Bond you have with them. On a 10+, choose 2. On a 7-9, choose 1.

  • They reveal a vulnerability or secret.
  • You strengthen your Bond with them, increasing it by 1.
  • You impose a Minor Condition.

Examine

When you closely study a situation or person, roll+Approach. On a 10+, ask the GM three questions from the list below. On a 7-9, ask one. Either way, take +1 Forward when acting on the information you gain.

  • What happened here recently?
  • What is about to happen?
  • What danger should I be on the lookout for?
  • What here is useful or important?
  • Who’s really in control here?
  • What here is not what it appears to be?

Desperate Measures

When the situation is dire and you put all you have into one last attempt to save another when they are about to perish and you let your Powers loose because of it, roll+Bond. On a 10+, you do something that you’ve never done before, but is possible with your Powers.

After doing so, you’re hanging by a thread and can do nothing but move slowly and maybe mumble a few words before you rest and recover (you now have 3 Critical Conditions). You also raise your Bond with the person you saved by 1. If your Bond with them was a negative, you can reset it to 0. On a 7-9, the result is as per 10+, but you instead make the Last Chance move. On a 6 or lower, you still accomplish all of the above, but you’re Dead for Now (make the Dead for Now move).

Gather Intel

When your leads dry up, take to whatever avenues are open to you and roll+Approach or roll+Bond (depending on how you’re acquiring the information and who you’re getting it from). On a 10+, ask one of the questions below. On a 7-9, your first method comes up dry, and you must choose a different source or Approach.

  • Who can tell me what I want to know?
  • Where can I find…?
  • What are the rumours about…?
  • Who is the most upset about…?
  • Who stands to gain the most from…?

Downtime

Whenever you are not actively performing heroics and are trying to get back to your “normal” life, you can try to recover and also mend or improve your Bonds. Decide what Bond you wish to focus on, and roll+Bond. The Bond you choose should be part of the scene you are engaging in during your downtime. A Bond with another character represents time spent with that character (or under their care), while a Bond with an organization or concept represents your dedication to that relationship and the work you put in.

On a 10+, remove a number of Conditions equal to your current Bond with them, and improve your current Bond with them by 1. On a 7-9, as a 10+ result but you have to deal with danger threatening your mundane life with the Bond involved. Begin framing and playing out the scene as usual, the GM will jump in and add danger when they so choose.
You can also add a new Bond if you have available Bonds within your Bond Threshold. There’s no bonus to the roll if you do so (since your starting Bond with them is 0) but if you succeed, you will increase the Bond to 1.

Last Chance

When you try to keep on going despite taking a fourth Critical Condition, roll (you do not normally add Approaches or other modifiers to this roll). On a 10+, you do what you needed to do. You’re in a bad spot but you’re still alive and conscious with three Critical Conditions. On a 7-9, you do what you intended, but you can only get up if you can keep your enemy talking (or at least not attacking) or if someone close to you is in peril. On 6 or lower, your fate is sealed and you have no control over what your enemies do to you and you succumb to your injuries. You can make the Dead for Now move.

Dead for Now

Death in the super-hero fiction that this game system is attempting to facilitate is generally not permanent. When you take a fourth Critical Condition and die, roll (this is generally an unmodified roll without adding an Approach). On a 10+, you will return the next game session, having survived or been brought back somehow. On a 7-9, you will return a few game sessions later, but choose a complication from the list below. On a 6 or lower, you are dead until the GM chooses to bring you back, with complications of their choosing.

  • You’ve brought trouble with you
  • You’ve lost all your powers
  • Your powers are rather different than before
  • Your powers have grown stronger or weaker
  • You manifest a previously unknown power
  • You’re not who you thought you were
  • The secrets you’ve been keeping are revealed
  • Your history or origin is retconned, choose a new Origin book.
  • You’re from an alternate timeline or reality
  • You are brought back for a reason, a mission
  • You don’t remember anything
  • You are indebted to someone you hate
  • Your body has permanent modifications made to it
  • Everyone you know has moved on without you (reset all Bonds)
  • You have trouble controlling your powers and emotions

Moves

Agents of STRIKE MattZenith MattZenith