I think the whole Upgrades-Programs-Prime Directive mechanic is too complex! Verbose too. We want simple and concise.
These are all great ideas, but they don't need to be separated out into different columns. The Prime Directives and the Programs can be collapsed together, and while I think the idea of giving a limited number of the basic moves is novel, I don't think it should be connected to this mechanic. Either the player should have a hard choice of four moves or their Stats choice alone will determine what moves are available (as a part of their design). The Directives go away and become just "Programs," and this leads to HX needing to be altered, but we'll get there in a second.
Hasta La Vista Baby! we keep, but we change it into a countdown clock which we're going to call Sentience. And we're rolling Weird so there's no way the player can switch this up and get a penalty or bonus with their starting stats, since all of their stat options leave Weird at +0.
So now it reads:
At the start of each session roll+weird. On a hit, ask the MC one question about your purpose, programming, hidden directive or maker and they will answer with detail, or mark an experience (your choice). On a 10+, you can feel the impending finality, mark a section of your Sentience clock. On a 7-9 You Hold 1. Spend it to nullify violating your programming. On a miss, you are none the wiser about your origins.
How does the Sentience clock work? Well, I was thinking long and hard about this and I think it should mean either that the character is about to die OR they are about to discover emotions. But this should be left up to the player based on their starting moves.
Starting Moves now reads:
You get hasta la vista baby! and your choice of either memories or pinocchio. You get one more synthetic move.
Memories: You have been programmed with memories, they are yours alone or somebody else's. These memories guide you and make you seem almost real. You get all of the basic moves. Nobody knows you are Synthetic unless you share it with them or you are obviously and visibly not a living person. When your Sentience clock fills up, your internal hardware collapses and you will die.
Pinocchio: You don't really understand other people. You get four basic moves of your choice. You can still use the other moves, but if you miss the roll it's treated as violating your programming. When your Sentience clock fills up you have discovered your emotions and immediately change your playbook to a new type. You may now also use all of the basic moves without violating your programming.
I haven't figured out how closely violating your programming is going to hew to acting against your programming. It will probably be identical, except no roll. You violate your programming and you pay a cost. Probably in oil.
Oh yeah, and HX?
Now it says this:
Go around again for Hx. On your turn:
• One of the characters is your friend (but not your Maker). They know your programming – show them your Programs and tell them to pick 2. Tell them Hx+3.
Tell everyone else Hx -1 They are afraid, derisive or treat you like a toy.
On the others' turns, choose one or both:
• You are curious about one of them. Ignore what they tell you and write Hx+3.
• One of them is essential to your programming. Add +1 to whatever number they tell you.