Basic Moves

ASSESSMENT (+Stat)
When you collect critical information about an important, dangerous or mysterious subject using…
…stealth or sleight of hand, Roll+Coordination
…research and experimentation, Roll+Cognition
…exploration, labor or strenuous activity, Roll+Somatics
…informants, interviews or gossip, Roll+Savvy
…the Mesh, reading between the lines, or informed guesswork Roll+Intuition
On a 10+, you gain significant information about the subject, and earn a Data Point about it as well.
On a 7-9, the GM will reveal interesting, potentially useful information about the subject. Or they might ask you to do so.
On a 6-, the GM will reveal facts about the subject you probably wish were not true.

FACE ADVERSITY (+Stat)
When you overcome opposition or danger using…
…stealth, piloting, accuracy or discipline, Roll+Coordination
…knowledge, mechanics or first-aid, Roll+Cognition
…athletics, endurance, strength or health, Roll+Somatics
…charm, diplomacy, bargaining or lies, Roll+Savvy
…open computer systems, contact networks or informed guesswork Roll+Intuition
On a 10+ you overcome the opposition or danger, just as you described.
On a 7-9, the danger is overcome, but at a price; the GM will offer you a cost or a hard choice.

GET INVOLVED (+Stat)
When an ally makes a Move and you affect the result using…
…stealth, piloting, accuracy, or dexterity, Roll+Coordination
…education, mechanics or first aid, Roll+Cognition
…athletics, endurance, strength or health, Roll+Somatics
…charm, diplomacy, bargaining or lies, Roll+Savvy
…open computer systems, desperate improvisation, or blind luck Roll+Intuition
On a 10+ Choose 1
• Turn a failure(6-) into a partial success (7-9).
• Turn a partial success(7-9) into a full success (10+).
• Turn a full success(10+) into a partial success(7-9).
• Turn a partial success(7-9) into a failure(6-).
On a 7-9, as above, but you incur a cost, complication or hard choice in order to get involved.

ACCESS (+Intuition)
When you spend several minutes accessing a locked, protected system or network with the appropriate tools, Roll+Intuition.
On a 10+, credentials verified, access granted. The system is now open to you.
On a 7-9, as above, but your breach is detected, either now or later. The owners of the system will likely retaliate soon, either electronically, legally or physically.

COMMAND (+Savvy)
When you issue a command to a group that is inclined to follow your orders, Roll+Savvy.
On a 10+, they follow those orders to the best of their ability, though there may be costs in time, resources or personnel.
On a 7-9, as above, but their disposition or effectiveness has been significantly impacted in some way. This crew will not accept a new Command until those issues have been dealt with.

LAUNCH ASSAULT (+Somatics)
When you engage enemy forces in chaotic close-quarters combat, describe your tactics and primary targets, then Roll+Somatics
On a 10+, you win this engagement. Your targets are dead, injured, incapacitated, retreating, pinned, surrendering, etc.
On a 7-9, as above, but the GM will choose 1 or more of the following consequences:
• You suffer harm during the exchange.
• The exchange causes undesirable collateral damage.
• The battle shifts, changing threats or adding new ones.
• The targets actually suffer a lesser fate (GM chooses).

OPEN FIRE (+Coordination)
When you engage enemy forces in long ranged, cover-to-cover firefights, describe your tactics, primary targets and Roll+Coordination.
On a 10+, you win this engagement. Your targets are dead, injured, incapacitated, retreating, pinned, surrendering, etc.
On a 7-9, as above, but the GM will choose 1 or more of the following consequences:
• You suffer harm during the exchange.
• The exchange causes undesirable collateral damage.
• The battle shifts, changing threats or adding new ones.
• The targets actually suffer a lesser fate (GM chooses).

PATCH UP (+Cognition)
When using appropriate medical supplies/tools to repair harm to people or machinery, Roll+Cognition
On a 10+, you treat a single minor, major or severe injury/damage
On a 7-9, as above, but you’ve reached the limit of what you can do; you cannot re-attempt to Patch Up the subject for now.

TAKE DAMAGE (+Armor)
When you would suffer harm, the GM will tell you the Severity (Minor, Major, Severe, Critical or Fatal). Roll+Armor.
On a 12+, the severity is reduced by two levels.
On a 10-12, the severity is reduced by one level.
On a 7-9, you suffer an injury of that severity.
On a 6-, you also suffer debilities, incur costs/troubles, or suffer an injury of a greater severity, at the GM’s discretion.

TAKE TRAUMA (+Willpower)
When you would suffer mental trauma, the GM will tell you the Severity (Minor, Major, Severe, Critical or Final). Roll+Willpower.
On a 12+, the severity is reduced by two levels.
On a 10-12, the severity is reduced by one level.
On a 7-9, you suffer an injury of that severity.
On a 6-, you also suffer neuroses, incur costs/troubles, or suffer an instability of a greater severity, at the GM’s discretion.

ACQUISITION (+Asset)
When you seek to acquire important items or services from a market able to supply those demands, Roll+Asset Class of any asset you're willing to spend.
On a 12+, the deal goes through; you get what you asked for.
On a 10-12, the deal goes through if the seller/market is amiably disposed toward the deal. Otherwise, as 7-9.
On a 7-9, the deal will only go through if you accept a cost, a task or a lesser asset/service instead of what you asked for.
On a 6-, the deal will only go through if you call in a serious favor or owe a serious debt.

Basic Moves

Eclipse Phase - Uncharted ardhanari