TEXT: Heroines
  of the
  First Age
  Character
  Player
  Copyright Voidspiral Entertainment | hfa.voidspiral.com
  Space Moves
   
  { Drive a Vehicle
  •	 When you try to drive while under stress, pilot an unfamil-
  iar vehicle, or use a vehicle a way it wasn’t intended, say where 
  you’re headed or what you’re trying to do and roll Alertness 
  or Cunning. S: You manage to pull it off with a minimum of 
  bouncing around. T: Your vehicle is Dealt 1 Harm Past Armor, 
  but you make it. F: Fate intervenes. Maybe you went to the 
  wrong place, or you got trapped somewhere between.
   
  { Endure a Hazardous Environment
  •	 When you are confronted with a dangerous or hazardous 
  environment, roll Alertness or Power. S: Choose 3. T: Choose 2. 
  F: Choose 1, but fate interferes.
  •	 You make it through or across the space.
  •	 You are not Dealt 2 Harm Past Armor.
  •	 Your equipment is not damaged.
  •	 You perform the action you came here to do.
   
  { Exchange Rate
  •	 When you try to exchange money or goods, roll Cunning. 
  S: You get a 10% better price on the deal than the going rate. 
  T: You get a 10% worse deal than the going rate. F: You got 
  scammed. You get 20% less currency, and also got involved in 
  some kind of crooked deal or scam.
   
  { Dangerous Reentry
  •	 When there is any danger during reentry into an atmosphere, 
  roll Alertness or Cunning. S: Nominal landing: get all three. T: 
  It gets a little hairy, choose 2. F: Fate intervenes, choose 1. At 
  least you’re alive. For the moment.
  •	 You make it down safely, ship intact.
  •	 You make it down accurately, landing where you intended.
  •	 You make it down quietly, without alerting the entire region.
   
  { Figure It Out
  •	 When you try to use or manipulate a machine or piece of 
  technology you might be unfamiliar with, roll Cunning or 
  Spirit. S: Somehow it works without exploding in your face. T: 
  It works and you mark 1 health star, or it doesn’t and you don’t. 
  Your choice. F: Fate intervenes.
   
  {Attack a Vehicle
  •	 When you attack a vehicle with a non-Classified personal 
  weapon, you calculate your harm differently. Inflict +3 harm if 
  your weapon has the Area or Anti-Vehicle tag. Divide the final 
  amount of harm you’re dealing by 3, then apply the vehicle’s 
  armor to get the final damage. Classified weapons deal harm to 
  vehicles as normal.
  •	 Scuttle a Vehicle
  •	 When you intentionally sink, destroy, or detonate a vehicle, 
  roll Alertness. S: You escape in some sort of pod or ejection 
  system unharmed. T: Either as a success but you mark 3 health 
  stars, or you take no damage but merely escape the vehicle with 
  no other means or transport. F: Fate intervenes.
  Space War Moves
   
  { Swarm Tactics
  •	 You and your allies get +1 harm when driving a large number 
  of small vehicles against a smaller number of large vehicles.
   
  {Volume Control
  •	 When you patrol a volume to maintain control, roll Power 
  or Alertness. S: You intercept any and all bogeys. What you do 
  with them is up to you. T: You’re prepared for contact, but you 
  don’t necessarily get to them before they infiltrate the control 
  volume. F: Whatever’s out there is doing whatever it wants. Fate 
  intervenes.
   
  { Head to Head
  •	 When you engage an opponent vehicle of similar size in 
  combat, roll Cunning, Power, or Alertness and Exchange Harm. 
  S: Choose 3. F: Choose 2. F: Choose 1 but fate intervenes.
  •	 You inflict +1 harm.
  •	 You suffer -1 harm.
  •	 You’ve got them lined up. Take +1 forward on further ma-
  neuvers.
  •	 You box them in. Allies take +1 forward against them.
  •	 You disable some of their systems, they take -1 ongoing until 
  they’re repaired.
   
  { Get In Close
  •	 When your vehicle is 2+ sizes smaller than an opponent, you 
  can get so close that their defenses can’t deal with you prop-
  erly. Roll Alertness or Cunning. S: As tie, but ongoing until 
  you leave proximity. T: The enemy can only engage you with 
  weapons tagged Point Defense. You take this effect forward. F: 
  Fate intervenes.
   
  { Bombardment
  •	 When your vehicle is 2+ sizes larger than an opponent, all 
  your attacks become Suppressive. Enemies must either get out 
  of the area or are Dealt Harm by your weapons Past Armor.
  
  Heroines
  of the
  First Age
  Character
  Player
  Copyright Voidspiral Entertainment | hfa.voidspiral.com
  Engineered Traits
   
  { Photosynthesis
  •	 When you are exposed to sunlight for a a few hours, you can 
  clear 1 health star. While you have access to sunlight, your need 
  for food is greatly reduced. Traits: green skin or hair, large ears, 
  leafy fronds
   
  { Environment Adaptation
  •	 Select a type of planetary environment, for example desert, 
  frozen tundra, or underwater. You function perfectly fine in 
  that environment, and take +1 ongoing against foes that are 
  not properly adapted. Traits: hardened skin, closeable nose and 
  mouth, nictitating membranes, fluffy fur, radiator fins
   
  { Organ Control
  •	 You can spend 1 Willpower to heal 1 health star. Traits: mor-
  phable bodytype
   
  { Cerebral Control
  •	 You can split your mind into sub-components the way a 
  computer would delegate tasks. You gain +1 Armor against 
  all mental and psychic attacks, and you can Read a Person or 
  Situation even while you would otherwise be distracted. Traits: 
  elongated head, obvious cerebral implants
   
  { Plug In
  •	 You do not need to eat, sleep, or breathe as long as you are 
  jacked into an appropriate support mechanism or pack. Traits: 
  plug port, access panel, arm readout display
  Modifications
   
  { Machine Linkage
  •	 You get +1 to Figure it Out. Traits: skull plug port, armored 
  cable tail, electronic hair
   
  { Dermal Armor
  •	 You have +1 Armor. Traits: armor panels, stiff skin, pearly 
  skin, composite armor patches
   
  { Neuro Hardening
  •	 When you spend Willpower, roll Power. S: You gain 1 Will-
  power. T: Take +1 forward against mental and psychic attacks. 
  F: Fate intervenes. Traits: electronic crown, temple implants, 
  cyber horns, Flowlight halo
   
  { Layered Composite Skin
  •	 You are immune to the effects of heat, cold, and radiation. 
  You gain +2 Armor against fire or ice-based attacks.
   
  { Easily Repaired
  •	 Whenever you are healed, you are healed for +1 health star. 
  Traits: panel lines, modular body parts, nanoswarm body
  Mutations
   
  { Bio-Instability
  •	 Whenever you mark a health star, you hold 1 instability. 
  Spend 1 hold to make a small change in your anatomy. Traits: 
  crawling skin, unstable limb configuration, occasional tumors, 
  everchanging surface detail
   
  {Adaptive Organics
  •	 As long as you have access to external biomass, you don’t 
  need to eat, breathe, or sleep. Traits: powerful teeth and jaws, 
  semiliquid body, thick organic tail
   
  { Infective Carrier
  •	 Whenever someone comes into contact with your body 
  fluids, they’re likely to contract a little bit of what makes you 
  special. They take -1 ongoing until cured of it. Traits: sparkly 
  flaky skin, cloud of nanites, open sores
   
  { Exoform
  •	 Pick a Stat. When you make use of your alien components, 
  you take +1 forward with that Stat, you also take -1 forward on 
  the next use of Hama technology. Traits: elongated limbs, extra 
  limbs, fewer limbs, unusual torso, extra eyes, eyestalks, tentacles
   
  {Acid for Blood
  •	 Whenever you are harmed in Close range, the person or ob-
  ject that harmed you is Dealt 1 Harm Past Armor. Traits: green 
  veins, yellowish pallor, slimy coating
  
SOURCE: textdata/thevault/Heroines of the First Age (PbtA)/Heroines of the Last Age/Heroines Of The Last Age - Moves.pdf