TEXT: Heroines
  of the
  First Age
  Character
  Player
  Copyright Voidspiral Entertainment | hfa.voidspiral.com
  New Basic Moves
   
  { Balance Sheet
  •	 At the end of each month, sum up your Monthly Debts and 
  Monthly Income. Subtract your debts from your income and 
  apply that to your Balance. If your Balance is negative, fate 
  intervenes.
   
  { Get Some Respect
  •	 When you fight people’s preconceptions or strive to build 
  trust, roll Charm, Spirit, or Cunning. You take a penalty to this 
  roll based on your appearance. Human: 0. Nearly Human: -1. 
  Non-biped/bestial: -2. Monstrous: -3. You also take a -1 penalty 
  if your clothes and grooming are not up to the standards of the 
  person you are talking to. S: You get what you want, but just 
  barely. T: Either you manage not to offend anyone, or you get 
  what you want, choose 1. F: You don’t get what you want and 
  fate intervenes.
   
  { Pub Crawler
  •	 When you go out drinking, roll Charm or Power. S: choose 3 
  T: choose 2 F: choose 1, and fate intervenes on your bender.
  •	 Your hangover only kind of sucks.
  •	 You’ve made new friends, heaven help you.
  •	 The collateral damage is limited in scope.
  •	 Several people have new Relationships with you.
  •	 No videos of your escapades go viral.
  Special Powers
  As with HFA archetypes, HFA Special Power Moves are also 
  available, but are often looked down as barbaric, dangerous, or 
  criminal. There are also some new Special Powers.
   
  { Gaterider
  •	 When you encounter a Gate, you can actually leap into it, 
  which then deposits you at the output of some other random 
  Gate, often very far away. When you leap into a Gate, roll Spirit. 
  S: You can pick any active Gate to come out of. T: You can 
  choose a region to end up in, but not which Gate. T: You can 
  pick a region, but fate intervenes.
   
  { Natural Resources
  •	 Your body naturally makes things that others might find 
  valuable, like feathers, scales, horns, or venom. When you har-
  vest your resources, suffer 1 harm past armor and roll Charm 
  or Alertness. S: choose 3. Base value is $1000. T: choose 2. Base 
  value is $100. F: choose 1, but fate intervenes. Base value is $10.
  •	 Good Harvest: Multiply your harvest by 1d6.
  •	 Perfect Resources: Double the value of your harvest.
  •	 Solid Deal: Nothing goes wrong with the trade.
  •	 Active Buyer: You’ve already got a buyer, no need to track 
  one down.
  •	 Easy Harvest: You don’t suffer harm from your harvest.
   
  { Utility Magic
  •	 You can use any of your Moves at a very low level of power. 
  When you do so, you can do simple tasks with it, like boiling 
  water with fire breath, or spicing the chili with your venom. 
  Doing so doesn’t require you to roll the move. With people 
  you don’t know, you may have to Get Some Respect to prevent 
  them from being weirded out.
   
  { Hot Blooded Declaration
  •	 When you make a declaration of your passion for a lover or 
  your wrath upon an enemy, roll Power. S: You take +1 ongoing 
  with those who viewed the declaration. T: You take +1 forward 
  with them. F: Fate intervenes, someone probably thought your 
  declaration was embarrassing, cringeworthy, or poorly timed.
  
SOURCE: textdata/thevault/Kid Friendly/7. RPGs/Ages 13-15 (Competent readers, competent writers, Able to do all basic math, can handle darker themes)/PbtA/Heroines of the First Age/America/ALOM Moves.pdf