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Generic Hyperjockey in JauVon

Generic Hyperjockey

Hyperjocky

Military, Piloting Hyperrovers, Guns
Poise: +2Elegant Decorum: 2d6+2
Glib: +0Artful Eloquence: 2d6+0
Flint: +1Vexing Hooliganism: 2d6+1
Guile: +1Astute Perception: 2d6+1
Ardor: +0Eccentric Intensity: 2d6+0
Experience: 0/6Resource:
Physical Harm: 0/6Mental Harm: 0/6
Foul Play - When you attack someone unsuspecting or helpless.
Spend Favor - Help or interfere with someone
Guest Moves
Pewpew: You have the ability to use a gun. It counts as a basic move using Flint. (7-9 you stun your target, 10+ you stun them and deal damage. Full Access: You have the ability to acquire things and get places other can't. ID Card: You have a military issue ID card. When applicable, it adds +1 to Flint and Glib.
Basic Move Refresher
  • Elegant Decorum - Roll+poise to do something 'under fire'
    • On a 10+, you do it. On a 7–9, you flinch, hesitate, or stall: the Host can offer you a worse outcome, a hard bargain, or an ugly choice.
      On a miss, be prepared for the worst.
  • Artful Eloquence - Roll+glib to seduce or manipulate someone. When you try to seduce, manipulate, bluff, fast-talk, or lie to someone, tell them what you want them to do, give them a reason, and roll.
    • For The Help: on a 10+, they’ll go along with you, unless or until some fact or action betrays the reason you gave them. On a 7–9, they’ll go along with you, but they need some concrete assurance, corroboration, or evidence first.
    • For Guests: on a 10+, both. On a 7–9, choose 1: If they go along with you, they mark experience. If they refuse, their favor with you(on their sheet) goes down by one. What they do then is up to them.
      On a miss, for either Guests or The Help, be prepared for the worst.
  • Vexing Hooliganism - Roll+flint to attack on someone or do something aggressive to them like threaten them. Make it clear what you want them to do and what you’ll do to them.
    • On a 10+, they have to choose: Force your hand and suck it up, Cave and do what you want, On a 7–9, they can choose 1 of the precious, or 1 of the following: Get the hell out of your way, Barricade themselves securely in, Give you something they think you want, or tell you what you want to hear, Back off calmly, hands where you can see. On a miss, be prepared for the worst.
  • Astute Perception - Roll+guile to read a person or read a situation
    • When reading a person: On a 10+, hold 3. On a 7–9, hold 1. While you’re interacting with them, spend your hold to ask their player questions, 1 for 1:
      Is your character telling the truth?, What’s your character really feeling?, What does your character intend to do?, What does your character wish I’d do?, How could I get your character to —?
      On a miss, ask 1 anyway, but be prepared for the worst.
    • When reading a situation: On a hit, you can ask the Host questions. Whenever you act on one of the Host’s answers, take +1. On a 10+, ask 3. On a 7–9, ask 1:
      Where’s my best escape route / way in / way past?, Which enemy is most vulnerable to me?, Which enemy is the biggest threat?, What should I be on the lookout for?, What’s my enemy’s true position?, Who’s in control here?
      On a miss, ask 1 anyway, but be prepared for the worst.
  • Eccentric Intensity - Roll+ardor to 'intensify' or become inspired
    • On a hit, the Host tells you something new and interesting about the current situation, and might ask you a question or two; answer them. On a 10+, the Host gives you good detail. On a 7–9, the Host gives you an impression. If you already know all there is to know, the Host will tell you that.
      On a miss, be prepared for the worst.
  • Foul Play - When you attack someone unsuspecting or helpless.
    • When you do this ask the Host if you could miss. If you could, treat it as using Vexing Hooliganism, but your victim has no choice to cave and do what you want. If you couldn’t, you simply inflict harm as established.
  • Spend Favor - Help or interfere with someone
    • When you help or interfere with someone who’s making a roll, roll+favor. On a 10+, they take +2 (help) or -2 (interfere) to their roll. On a 7–9, they take +1 (help) or -1 (interfere) to their roll. On a miss, be prepared for the worst.

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