These are the basic moves:
Hit the Street (Style)When you go to a contact for help, (including finding specialists, street doctors, new cyberware, buying gear and fencing hot items) roll+Style, on a 10+, choose 3, on at 7-9 choose 2:
- They have what you want, immediately
- It doesn't attract attention
- The price is fair
- They do it on credit; you owe them.
- There are no unintended consequences
Fast Talk (Style)When you try to convince someone to do what you want with promises, lies or bluster, roll+Style. For NPCs: on a hit, they’ll do it if you promise them something. On a 10+, they trust your promise – you can break it later. On a 7–9, they need something solid immediately. For PCs: on a 10+, both of the following apply. On a 7–9, choose 1:
- if they do it, they mark experience
- if they refuse, they must act under pressure to go against your stated wishes.
Play Hardball (Edge)When try to get your way with threats of violence and you intend to carry through, roll+Edge. On a 10+, they have to choose: do what you want, or suffer the established consequences. On a 7–9, they can instead choose 1 as appropriate:
- back down calmly
- back down angrily
- back down fearfully
- give you want they think you want
Check it out (Edge)When you closely study a person, place or situation, roll+Edge. On a 10+, ask the GM 3 questions from the list below that your examination could answer. On a 7-9 ask 1. Take +1 forward when acting on the answers.
- What just happened?
- What's about to happen?
- What does ______ want?
- What's wrong with this picture?
- What here is useful or valuable to me?
- Who's really in control here?
- What's being hidden here?
Act Under Pressure (Cool)When you’re racing against the clock, or acting while in danger or to avoid danger roll+Cool. On a 10+, you do it, no problem. On a 7-9, you stumble, hesitate, or flinch: the GM will offer you a worse outcome, hard bargain, or ugly choice.
Mix it Up (Meat)When you attack an enemy in close quarters (either melee or a firefight), roll+Meat. On a 10+ you deal your weapon’s damage to the enemy. On a 7-9, you deal your damage to the enemy and the enemy makes an attack against you.
Manoeuvre (Mind)When you attempt to gain a physical advantage over an opponent, through advanced planning, careful positioning, or tactical manoeuvring, roll+Edge (or Mind). On a 10+ hold 3. On a 7-9, hold 1. You may spend 1 hold per roll for:
- Inflict +1 damage.
- Take -1 damage.
- Receive +1 forward.
- Receive +AP forward.
Research (Mind)When you investigate a person, place, object, or service, roll+Mind. On a 10+ ask the GM 3 questions from the list below. On a 7-9 ask 1. Take +1 forward when acting on the answers. On a miss, ask 1 of the questions anyway, but the GM will make a move as well.
- What is it?
- Who made it?
- Who owned it?
- What is its value?
- What does it do?
- How can I find it?
Help or Interfere (Links)When you help or hinder someone, roll+Links with them. On a 10+ they take +1 or -2, your choice. On a 7-9 you also expose yourself to danger, retribution, or cost.
There are a few modifications to these for matrix/cyberspace combat and infiltration. As usual in *W, sneaking is covered by Act Under Pressure.
So, my question is, are there any cyberpunk-action kinds of moves that I'm missing?