TEXT: Harm and Healing Moves
  When you or a vehicle you’re piloting suffer wounds or hull damage, 
  once the smoke has cleared, roll+wounds/hull suffered. On a 10+, the 
  MC will choose one. On a 7-9, the MC will choose one and you will 
  choose one :
  • it's worse than it seemed (increase wounds/hull damage by 1)
  • the damage can't be treated or fixed easily, or threatens to be 
  permanent
  • the damage will hamper future action in a serious way (e.g. disabled 
  limb, hyperdrive out of commission)
  • your situation will rapidly get worse if not attended to immediately 
  (heavy bleeding, something aboard overheating)
  • something valuable or useful has been damaged or lost
  • collateral damage: someone or something which really shouldn't 
  have been involved in this has been hurt or destroyed
  Introducing
  The moves
  Leia: “This is some rescue. You came in here and didn’t have a plan on 
  getting out?”
  Han:“He’s the brains, sweetheart!”
  -Leia Organa and Han Solo
  A playbook for
  Star wars world
  Cred Moves
  have been involved in this has been hurt or destroyed
  • you've expended the last of an important resource (eg. 
  ammunition/fuel/medical supplies/battery power)
  • in the heat of action, you've lost track of or missed noticing 
  something important
  • you come out of the action in a precarious position or on an 
  untenable course (heading into an asteroid field, hanging off a ledge)
  When you inflict harm on another player’s character, the other 
  character gets +1Hx with you (on their sheet) for every segment of 
  harm you inflict. If this brings them to Hx+4, they reset to Hx+1 as 
  usual, and therefore mark experience.
  When you heal another player’s character’s harm, you get +1Hx 
  with them (on your sheet) for every wound you heal or for every 2 
  vitality you heal. If this brings you to Hx+4, you reset to Hx+1 as usual, 
  and therefore mark experience.
  Peripheral Moves
  Cred Moves
  When you give 1-cred to someone, but with strings attached, it counts 
  as manipulating them and hitting the roll with a 10+, no roll required.
  When you make known that you want a thing and spend cred to 
  speed it on its way, roll+cred spent (max roll+3). It has to be a thing you 
  could legitimately get this way. On a 10+ it comes to you, no strings 
  attached. On a 7–9 it comes to you, or something pretty close. On a miss, 
  it comes to you, but with strings very much attached.
  When you go into a city’s bustling market, looking for some particular 
  thing to buy, and it’s not obvious whether you should be able to just go 
  buy one like that, roll+sharp. On a 10+, yes, you can just go buy it like 
  that. On a 7–9, the MC chooses one of the following:
  • it costs 1-cred more than you’d expect.
  • it’s available, but only if you meet with a guy who knows a guy.
  • damn, I had one, I just sold it to this guy named _______, maybe you 
  can go get it off him?
  Peripheral Moves
  Call Upon The Dark Side
  When you call upon the Dark Side of the Force by allowing your 
  anger, fear, frustration or hatred to influence you and you have either 
  Call Upon the Force or Force Ritual. You can give the dark side a 
  hold on you to do one of the following: hold force-2 if you use Force-
  trained and miss, add 2 to your next roll, add +1harm to an attack, use 
  the Force as a weapon (2-harm ap close). The MC can spend dark 
  side hold to manipulate you down a dark path as if they rolled a 10+.
  Insight
  When you use your people for insight, ask your people what they think 
  your best course is, and the MC will tell you. If you pursue that course, 
  take +1 to any rolls you make in the pursuit. If you pursue that course 
  but don’t accomplish your ends, you mark experience.
  can go get it off him?
  • sorry, I don’t have that, but maybe this will do instead?
  The moves
  
  Basic Moves
  Do Something Under Fire
  When you do something under fire, or dig in to endure fire, roll+cool. 
  On a 10+, you do it. On a 7–9, you flinch, hesitate, or stall: the MC can 
  offer you a worse outcome, a hard bargain, or an ugly choice.
  � Advanced: On a 12+, you accomplish your goal and then some. 
  Whatever you were trying to do, you master the challenge, transcend 
  the danger.
  Threaten
  When you threaten someone, roll+hard. On a 10+, they have to 
  choose: force your hand and suck it up, or cave and do what you want. 
  On a 7–9, they can instead choose 1:
  • get the hell out of your way 
  Seduce or Manipulate
  When you try to seduce or manipulate someone, tell them what you 
  want and roll+hot. For NPCs: on a hit, they ask you to promise something 
  first, and do it if you promise. On a 10+, whether you keep your promise is 
  up to you, later. On a 7–9, they need some concrete assurance right now.
  For PCs: on a 10+, both. On a 7–9, choose 1:
  • if they do it, they mark experience
  • if they refuse, it’s acting under fire (no experience for rolling 
  highlighted)
  What they do then is up to them.
  � Advanced: On a 12+, if they are an NPC, they become an Ally. 
  Choose what kind of ally they will become.
  � ally: friend (impulse: to back you up)
  � ally: lover (impulse: to give you shelter & comfort)
  � ally: right hand (impulse: to follow through on your intentions)
  Trust Your Instincts
  When you trust your instincts, roll +attuned. On a hit, take +1forward 
  and  the MC will tell you something new and interesting about the 
  current situation, and might ask you a question or two; answer them; 
  On a 10+, the MC will give you good detail. On a 7–9, the MC will give 
  you an impression. If you already know all there is to know, the MC will 
  tell you that.
  � Advanced: On a 12+, you learn something definitive and world-
  shattering. In addition, ask the MC any question, they will answer it 
  honestly. Whenever you’re acting on the MC’s answer, take +1.
  Help or Interfere
  When you help or interfere with someone who’s making a roll, roll+Hx. 
  On a hit, they take +1 (help) or -2 (interfere) now. On a 7–9, you also 
  expose yourself to fire, danger, retribution or cost.
  • get the hell out of your way 
  • barricade themselves securely in
  • give you something they think you want
  • back off calmly, hands where you can see
  • tell you what you want to know (or what you want to hear)
  � Advanced: On a 12+, they must choose to cave and do what you 
  want.
  Assault
  When you assault, roll+hard. On a hit, inflict and receive harm. On a 
  10+, choose 2:
  • suffer one less harm
  • inflict one additional harm
  • achieve a goal of objective
  • frighten or scatter your enemy
  On a 7-9, choose 1:
  • inflict one additional harm
  • achieve a goal of objective
  � ally: representative (impulse: To pursue your interests in your absence)
  � ally: guardian (impulse: to intercept danger)
  � ally: confidante (impulse: to give you advice, perspective, or absolution.)
  Observe a Person
  When you observe a person in a charged interaction, roll+sharp. 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 about __?
  • what does your character wish I’d do?
  • how could I get your character to __?
  � Advanced: On a 12+, ask  any 3 questions, not limited to the list. 
  Read a Charged Situation
  When you read a charged situation, roll+sharp. On a hit, you can ask 
  Session End
  At the end of every session, choose a character who knows you better 
  than they used to. If there’s more than one, choose one at your whim. 
  Tell that player to add +1 to their Hx with you on their sheet. If this 
  brings them to Hx+4, they reset to Hx+1 (and therefore mark 
  experience) and you must tell them something new about your 
  character; a secret, a vulnerability, or a meaningful moment from your 
  past.
  • achieve a goal of objective
  � Advanced: On a 12+, choose all 4 from the 10+ list and 1 for 
  double-effect.
  When you read a charged situation, roll+sharp. On a hit, you can ask 
  the MC questions. Whenever you act on one of the MC’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?
  • who/what here is not what they seem?
  • which enemy is most vulnerable to me?
  • what is the biggest threat to me?
  • what should I be on the lookout for?
  • what’s my enemy’s true position?
  • who’s in control here?
  • what happened here recently?
  � Advanced: On a 12+, ask  any 3 questions, not limited to the list. 
  
  VITALITY AND WOUNDS
  • Harm is damage dealt by weapons, hazards and traumas. When a 
  character suffers harm, it’s equal to the harm rating of the weapon, attack, 
  or mishap, minus the armour rating of the character’s armour. This is 
  called harm as established. When taking harm, a character first marks the 
  harm off of their Vitality track, when that track is full, they then mark harm 
  off of their Wounds track.
  • Vitality represents light scrapes, bruises, grazes, and fractures bones. 
  These harm segments recover at a rate of 1 per hour. Wounds represent 
  significant physical trauma, heavy internal or external bleeding, brain 
  damage, etc. At 1 wound-segment, a character is injured but their 
  condition will neither improve nor degrade with time. At 2-3 wound-
  segments, a character gets worse with time, unless stabilized. At 4 wound-
  segments, a character is dead but can still be revived. Any harm past that 
  and the character is dead for reals.
  • When a character suffers wounds beyond 1 wound, the player can 
  choose to mark a debility. If she does, she gets the debility, but the harm 
  INTRODUCING THE MC
  That’s you, the Master of Ceremonies, Star Wars World’s GM.
  DECISION MAKING
  In order to play to find out what happens, you’ll need to pass decision-making 
  off sometimes. Whenever something comes up that you’d prefer not to decide 
  by personal whim and will, don’t. The game gives you four key tools you can 
  use to disclaim responsibility: you can put it in your NPCs’ hands, you can put 
  it in the players’ hands, you can create a countdown, or you can make it a 
  stakes question.
  NPCS
  Gnarly, Fleece, White, Lala, Bill, Crine, Mercer, Preen, Shan, Isle, Ula, 
  Dremmer, Rufe, Ba, Mice, Hugo, Roark, Monk, Pierre, Norvell, H, Omie Wise, 
  Corbett, Jeanette, Rum, Brain, Matilda, Rothschild, Wisher, Partridge, Brace 
  choose to mark a debility. If she does, she gets the debility, but the harm 
  stops sharp at 1 wound. Once she’s at 1 wound, she can choose to take a 
  debility instead of any new wound.
  SQUADS, VEHICLES &HARM
  When a squad suffers…
  1-harm: a few injuries, one or two serious, no fatalities.
  2-harm: many injuries, several serious, a couple of fatalities.
  3-harm: widespread injuries, many serious, several fatalities.
  4-harm: widespread serious injuries, many fatalities.
  5-harm and more: widespread fatalities, few survivors.
  Squads have 6-wounds, regardless of size.
  With a strong, present leader, a squad will hold together if it suffers up to 
  4-harm. If the leader is weak or absent, it’ll hold together if it suffers up to 
  Harm
  Armour
  Size
  Corbett, Jeanette, Rum, Brain, Matilda, Rothschild, Wisher, Partridge, Brace 
  Win, Bar, Krin, Parcher, Millions, Grome, Foster, Mill, Newton, Tao, Missed, 
  III, Princy, East, Harrow, Kettle, Twice, Clarion, Abondo, Mimi, Fianelly, 
  Pellet, Li, Harridan, Rice, Do, Winkle, Fuse, Visage, Barker, Imam, Bowdy, 
  Daff, Shazza, Fauna, Sun, Chack, Ricarra, Prim, Rakka, Baku, Ruhk, Jax, 
  Bastilla, Bera, Anla, Aarm, Shyon, Jost, Darg, Guld, Rami, Cypher, Sharon, 
  Jana, Spang, Keilara, Kin-Wan, Abric, Broo, Untel, Chelch, Thraken, Aerena, 
  Winter, Mara, Miranda, Toby, Del, Ras, Daniel, Arnet, Marl, Nali, Acelin, 
  Thon, Fiona.
  Cross them off as you use them. Scavenge unused names from the character 
  playbooks, too. Make your NPCs human by giving them straightforward, 
  sensible self-interests. They’re just not that complicated. They do what they 
  want to do, when they want to do it, and if something gets in their way, well, 
  they deal with that now. What they do in life is follow their parts around - their 
  noses, their stomachs, their hearts, their clits & dicks, their guts, their ears, 
  their inner children, their visions. Then, you can make PC-NPC-PC triangles 
  just by making sure that their uncomplicated self-interests involve the players’ 
  characters individually, not as a group. Show different sides of their 
  personalities to the players’  different characters.
  Harm
  Armour
  Size
  Harm
  Armour
  Size
  4-harm. If the leader is weak or absent, it’ll hold together if it suffers up to 
  3-harm. If the leader is both weak and absent, it’ll hold together if it suffers 
  1- or 2-harm. If it has no leader, it’ll hold together if it suffers 1-harm, but 
  no more.
  If a PC is a member of a squad taking harm, how much harm the PC takes 
  depends on her role in the squad. If she’s a leader or a prominent, visible 
  member, she suffers the same harm the squad does. If she’s just 
  someone in the squad, or if she’s intentionally protecting herself from harm 
  instead of fighting with the squad, she suffers 1-harm less.
  When a vehicle suffers harm, mark harm off it’s shields first, like vitality, 
  and it’s hull afterwards, like wounds. When a vehicle suffers harm to it’s 
  hull, the passengers also suffer harm equal to the harm minus the ship’s 
  armour rating. (ie. If a ship with 1-armour suffers 3-harm to it’s hull, the 
  passengers all suffer 2-harm). Shield points return at a rate of 1 per hour. 
  Hull points never repairs on their own, it must be repaired by a technical 
  expert with a repair kit. (see gearhead)
  personalities to the players’  different characters.
  The Master of 
  Ceremonies
  
  THE MASTER OF CEREMONIES
  AGENDA
  • Make Star Wars World seem fantastical.
  • Fill the characters lives with adventure.
  • Play to find out what happens.
  ALWAYS SAY
  • What the principles demand.
  • What the rules demand.
  • What your prep demands.
  • What honesty demands.
  THE PRINCIPLES
  • Spew forth techno jargon.
  • Address yourself to the characters, not the players.
  • Make your move, but misdirect.
  • Make your move, but never speak its name.
  • Make your villains sympathetic.
  • Name everyone, make everyone real.
  BASIC MOVES
  When you do something under fire, or dig in to endure fire, roll+cool.
  When you threaten someone, roll+hard.
  When you assault, roll+hard.
  When you try to manipulate someone, tell them what you want and roll+hot.
  When you read a charged situation, roll+sharp.
  When you observe a person in a charged interaction, roll+sharp.
  When you trust your instincts, roll+attuned.
  When you help or interfere with someone who’s making a roll, roll+Hx.
  At the end of every session, choose a character who knows you better than 
  they used to.
  PERIPHERAL MOVES
  When you inflict harm on another player’s character, the other character 
  gets +1Hx with you for every segment of harm you inflict.
  HAND WEAPONS
  • force pike (2-harm/s-harm hand/close powered)
  • ornate dagger (2-harm hand valuable)
  • hidden knives (2-harm hand infinite)
  • vibro knife (2-harm hand powered)
  • big knife (2-harm hand)
  • vibro sword (3-harm hand messy powered)
  • many knives (2-harm hand infinite)
  • lightsaber (3-harm ap hand). Choose 1:
  • master crafted: a superb piece of craftsmanship. Add +precious.
  • double bladed: versatile and impressive
  • collection: you have a few spare. They’re absolutely standard, but there’s a 
  handful of them.
  • legendary: its blade has a very distinctive colour and people know that blade 
  has history.
  • dual-phase blade: you can double the length of your lightsaber blade with 
  • Name everyone, make everyone real.
  • Ask provocative questions and build on the answers.
  • Respond with adversity and intermittent rewards.
  • Be a fan of the players’ characters.
  • Think off screen too.
  • Sometimes, disclaim decision-making.
  YOUR MOVES
  • Separate them.
  • Put them together.
  • Reveal an unwelcome truth.
  • Capture someone.
  • Expose a dangerous secret to the wrong person.
  • Put someone in a spot.
  • Trade harm for harm (as established).
  • Announce off-screen badness.
  • Announce future badness.
  • Inflict harm (as established).
  • Take away their stuff.
  • Make them buy.
  gets +1Hx with you for every segment of harm you inflict.
  When you heal another player’s character’s vitality or wounds, you get 
  +1Hx with them for every segment of harm you heal.
  When you use your people for insight, ask your people what they think your 
  best course is, and the MC will tell you. If you pursue that course, take 
  +1 to any rolls you make in the pursuit. If you pursue that course but don’t 
  accomplish your ends, you mark experience.
  CRED MOVES
  When you give 1-cred to someone, but with strings attached, it counts as 
  manipulating them and hitting the roll with a 10+, no roll required.
  When you go into a holding’s bustling market, looking for some 
  particular
  thing to buy, roll+sharp.
  When you make known that you want a thing and spend cred to speed it
  on its way, roll+cred spent (max roll+3).
  EQUIPMENT
  • dual-phase blade: you can double the length of your lightsaber blade with 
  the simple flick of a switch. (hand/close)
  SIZES
  Small (air-car, fighter, shuttle, transport, 15 or so warriors)
  Medium (corvette, frigate, heavy tank, 30 or so warriors)
  Large (destroyer, cruiser 60 or so warriors)
  Huge (battle cruiser, small space station, colony ship, 150 or so warriors)
  Massive (dreadnaught, large space station, 300 or so warriors)
  SHIPS
  • Speeder car and bike (power +1, maneuverability +2, 1-armour, weakness 
  +0, 2-harm, tiny, +atmospheric) Shields-0 Hull-3
  • Shuttle (power +1, maneuverability +1, 2-armour, weakness +1, 2-harm, 
  small, +spacious +hyperdrive) Shields-2 Hull-3
  • Starfighter (power+2, maneuverability +1, 1-armour, weakness+2, 3-harm, 
  small, +hyperdrive) Shields-3 Hull-2
  • Space transport (power+1, maneuverability +1, 1-armour, weakness+2, 3-
  • Make them buy.
  • Activate their stuff’s downside.
  • Tell them the possible consequences and ask.
  • Offer an opportunity, with or without a cost.
  • Turn their move back on them.
  • Make a threat move (from one of your fronts).
  • After every move: “what do you do?”
  A FEW MORE THINGS TO DO
  • Make maps like crazy.
  • Turn questions back on the asker or over to the group at large.
  • Digress occasionally.
  • Elide the action sometimes, and zoom in on its details other times.
  • Go around the table.
  • Take breaks and take your time.
  BLASTERS
  • hi-powered sporting blaster rifle (3-harm far energy)
  • auto cannon (3-harm close/far area messy energy)
  • blaster rifle (3-harm close loud autofire energy)
  • sporting blaster rifle (2-harm far reload loud energy)
  • blaster carbine (2-harm close area loud energy)
  • heavy blaster pistol (3-harm close reload loud energy)
  • blaster pistol (2-harm close loud energy)
  • hold-out blaster (2-harm close reload loud energy concealable)
  • ion gun (s-harm/2-harm ap* hand reload energy) *only affects droid
  BALLISTICS
  • grenade launcher (4-harm close area messy)
  • grenade tube (4-harm close area reload messy)
  • frag grenades (4-harm hand area reload messy)
  • stun grenades (s-harm hand area reload energy)
  • antique slugthrower (2-harm close reload loud valuable)
  • Space transport (power+1, maneuverability +1, 1-armour, weakness+2, 3-
  harm, small, +hyperdrive +cargo) Shields-2 Hull-4
  • Bomber (power+1, maneuverability +0, 1-armour, weakness+2, 2-harm, 
  small, +hyperdrive +1-harm ap vs. capital ships) Shields-3 Hull-3
  CAPITAL SHIPS
  • Corvette (1-armour, 3-harm, medium shields-3 hull-2)
  • Frigate (1-armour, 3-harm, medium shields-2 hull-4)
  • Cruiser (1-armour, 3-harm, large shields-2 hull-3)
  • Destroyer (1-armour, 3-harm, large shields-3 hull-3)
  • Battle Cruiser (1-armour, 3-harm, huge shields-3 hull-4)
  • Dreadnought (1-armour, 3-harm, massive shields-3 hull-4)
  Note: If there’s a size mismatch, each step the ship is bigger adds
  +1harm, and each step the ship is smaller knocks off -1harm.
  
SOURCE: textdata/thevault/Star Wars [multi]/Star Wars World (PbtA)/Delta Edition/The Moves.pdf