TEXT: Pick three 
  to start
  Duster Moves
   
  ☐ Practiced Hand: At the beginning of each 
  session roll, +Cool. 
  • On a miss, The Authority may replace 1 
  of your rolls later in   this session 
  with your result. They may decide 
  after you roll.
  • On a 7-9, you may replace 1 roll later 
  in this session with this result. You 
  must decide before you roll.
  • On a 10+, you may replace 1 roll later 
  in this session with this result. You 
  may decide after you roll.
   
  ☐ Survival Kit: Roll +Smarts to heal yourself 
  or an ally.
  • On a 7-9, heal 2 Harm, but The 
  Authority adds a negative temporary 
  [tag] to your target.
  • On a 10+, heal 2 Harm.
   
  ☐ Running on Instinct: Once per scene, when 
  you see something bad about to happen, 
  you can take a single action to try to 
  prevent it.
   
  ☐ Ice in My Veins: You may automatically 
  take a 10 on Think Fast rolls.
   
  ☐ Danger Sense: You’re always looking for 
  anything that can go wrong. When anyone 
  Reads the Room while you’re there, you 
  may always ask “anything dangerous 
  here?” even if they miss.
   
  ☐ Juke Box Hero: You have 1 Armor as long as 
  you’re not restrained.
   
  ☐ Space Cowboy: Roll +Cool to Throw Down if 
  using your hands or your Safety Tether.
   
  ☐ Rope Trick: You trained with the Safety 
  Tether enough to make it like an extension 
  of your body. Take +1 to Throw Down when 
  using it. In addition, the tether now 
  deals 1 Harm when you use it.
   
  ☐ Tell Me I Can’t: When you prove an 
  Authority Figure wrong, gain 1 EXP.
  Pick one of
  the following
  Stats
   
  ☐ -1 Presence, +2 Cool, +1 Smarts, +1 Bones
   
  ☐ -1 Presence, +2 Cool, +2 Smarts, -1 Bones  
   
  ☐ +0 Presence, +2 Cool, +1 Smarts, +0 Bones  
   
  ☐ +1 Presence, +2 Cool, +1 Smarts, -1 Bones
   
   Under Pressure: Dusters work outside 
  The Domes. It is the most dangerous 
  job on Luna. With it comes pride and a 
  personalized pressure suit that allows 
  you to go in unatmosphered areas. 
  Dusters take +1 ongoing when using 
  their P-Suits.
  You get
  the following
  specialty
  Duster
  “I am going to live the end. 
  Apocalypse man. What the hell else is 
  there to do? I want a mission, not a 
  gig or a good time, I want a mission.” 
  —Armageddon, Black Flag
  Known for the gunpowder smell of moon dust 
  they tend to track in and their distinctive 
  pressure suits, Dusters are responsible for 
  all the work done outside the Domes. From 
  0-grav welds to space walks to emergency dome 
  collapses, they perform the most dangerous 
  jobs on The Moon.
  duster pg. 1
  
  Pick one for each 
  other Punk
  links
  • You are convinced they are attracted to 
  you.
  • You’re worried that they’re cooler than 
  you and feel a bit insecure around them.
  • You saved them during a moon walk 
  before. Ask them what happened.
  • They gave you a recommendation that 
  helped you get your job.
  • They’ve witnessed you do something 
  embarrassing once. Tell them what it 
  was.
  • You hit it off with them right away.
  • You’ve seen them from the other side of 
  the Domes, but you’ve never had a chance 
  to talk.
  • You’ve opened an airlock for them 
  unauthorized. Ask them why they needed 
  it open.
  Basic Advancements
   
  ☐ +1 Bones 
   
  ☐ +1 Presence
   
  ☐ +1 Cool
   
  ☐ +1 Smarts
   
  ☐ Take another move [repeatable]
   
  ☐ Take a move from another playbook
   
  ☐ Take a move from another playbook
  Advanced Advancements
   
  ☐ Change class
   
  ☐ Add +1 to any Stat [Max at +3]
   
  ☐ Take an Advanced Move
   
  ☐ Take an Advanced Move
   
  ☐ Recruit Allies
   
  ☐ Hang up your jacket
  Pick one when you 
  mark 5 EXP
  leveling up
  permanent
  needs attention
  temporary
  EXP
  Harm
  Bones
  Cool
  Smarts
  Presence
  • Throw Down
  • Protect Someone
  • Think Fast
  • Act Casual
  • Use Tech
  • Read the Room
  • TANSTAAFL
  • Influence Someone
  Owed
  Owe
  TANSTAAFL
  Tags
  Gear
  Ethos
  Name
  Pronouns
   
  
  P-Suit: [airtight], 0 Armor
   
  
  Safety Tether: [innocuous], [entangle], 0 Harm
  dying
  minor
  major
  moderate
  Moves/Notes
  duster pg. 2
  
  You get one of
  the following
  specialty
   
  ☐ Ex-Military: Thanks to your years of 
  training with a team, you can always 
  forgo a Protect Someone roll and take a 
  10 instead. You can not use this move to 
  hurt the enemy.
   
  ☐ Athlete: Anything can be a thrown weapon 
  with some hand-eye coordination. When 
  using a thrown item as a weapon, call 
  your shot and roll to Throw Down.
  • On a 7-9, you miss your specific 
  target, but still deal at least 1 
  Harm to the general target.
  • On a 10+, you hit exactly what you 
  wanted to hit (either a specific 
  body part or object), deal at least 
  1 Harm, and apply a [tag] to the 
  target.
   
  ☐ Cornfed: You are just downright big and 
  strong. When you use Throw Them during a 
  Throw Down roll, you deal Harm to both 
  the person you threw and the object or 
  person you threw them at.
   
  ☐ Brawler: You’re an expert in hand-to-hand 
  combat. When you use Stick N Move or 
  Restrain Them during a Throw Down roll, 
  deal an additional 1 Harm.
  Pick three 
  to start
  Enforcer 
  Moves
   
  ☐ Indomitable Will: Ignore injury effect 
  [tags] until your allies and innocent 
  bystanders are out of danger.
   
  ☐ Practice Makes Perfect: You’ve been in 
  enough fights to know how it works. Take 
  +1 when Throwing Down, or +2 if your 
  opponent isn’t used to moon gravity.
   
  ☐ Buddy System: At the beginning of any 
  dangerous situation, choose a buddy. 
  Take +1 ongoing to any Protect Someone, 
  Think Fast, or Help Out rolls to help 
  this person until the danger is over.
  Pick one of
  the following
  Stats
   
  ☐ -1 Presence, +1 Cool, +1 Smarts, +2 Bones  
   
  ☐ -1 Presence, +2 Cool, -1 Smarts, +2 Bones  
   
  ☐ +0 Presence, +1 Cool, +0 Smarts, +2 Bones  
   
  ☐ +1 Presence, +1 Cool, -1 Smarts, +2 Bones
   
  ☐ Bash-Baller: When you’re outnumbered or 
  outgunned in a fight, it just makes you 
  tougher. Take +1 ongoing until you even 
  the odds.
   
  ☐ You Talking to Me?: Before a fight 
  starts, you can taunt or threaten the 
  enemy and roll +Presence.
  • On a 7-9, this only works on one 
  target.
  • On a 10+, all hostility is focused 
  on you until another ally joins in.
   
  ☐ Don’t Touch Them: If an ally or innocent 
  bystander takes harm, you gain +1 
  forward to Protect Someone and Throw 
  Down. This can stack if multiple people 
  are harmed before you have a chance to 
  act.
   
  ☐ I Thought I Told You: When you warn 
  someone not to do something, but they 
  do it anyway, you get +1 forward to 
  either help them get out of trouble or 
  to punish them for it.
  Enforcer
  “Nazi punks fuck off.” 
  —Nazi Punks Fuck Off, Dead Kennedys
  Through prowess or power, the Enforcer has 
  made a habit out of keeping safe those that 
  can not protect themselves. They are willing 
  to put themselves in harm’s way so others 
  don’t have to.
  enforcer pg. 1
  
  permanent
  needs attention
  temporary
  EXP
  Harm
  Bones
  Cool
  Smarts
  Presence
  • Throw Down
  • Protect Someone
  • Think Fast
  • Act Casual
  • Use Tech
  • Read the Room
  • TANSTAAFL
  • Influence Someone
  Owed
  Owe
  TANSTAAFL
  Tags
  Gear
  Ethos
  Name
  Pronouns
  dying
  minor
  major
  moderate
  Moves/Notes
  Pick one for each 
  other Punk
  links
  • You’ve gotten in trouble with The Authority 
  before together. What did you do?
  • The two of you are childhood friends.
  • They used to be on a team with you. Ask 
  them what kind of team.
  • You’ve gotten in a physical tussle with 
  this person before. Ask them why and how 
  this affected your relationship.
  • You feel obligated to keep this person 
  safe. Tell them why.
  • You believe in this person.
  • This person always keeps you out of 
  trouble.
  • You share a hobby or interest that you 
  don’t want other people to know about. 
  Ask them what.
   
  
  Cool Outfit [            ] (choose a [tag]), 1 Armor
   
  
  Brass Knuckles [concealable], 1 Harm
  Basic Advancements
   
  ☐ +1 Bones 
   
  ☐ +1 Presence
   
  ☐ +1 Cool
   
  ☐ +1 Smarts
   
  ☐ Take another move [repeatable]
   
  ☐ Take a move from another playbook
   
  ☐ Take a move from another playbook
  Advanced Advancements
   
  ☐ Change class
   
  ☐ Add +1 to any Stat [Max at +3]
   
  ☐ Take an Advanced Move
   
  ☐ Take an Advanced Move
   
  ☐ Recruit Allies
   
  ☐ Hang up your jacket
  Pick one when you 
  mark 5 EXP
  leveling up
  enforcer pg. 2
  
  You get
  the following
  specialty
   
   Power in a Union: You have membership to a 
  labor union. Choose what profession you 
  belong to. Anytime you act within this 
  profession, take +1 ongoing.
   
   Union Dues: Start with a major TANSTAAFL 
  debt to your union. 
   
   Call Your Rep: You can set up a meeting 
  with your union representative at any 
  time. They will counsel you and offer 
  help within reason.
  Pick three 
  to start
  guildy moves
   
  ☐ I Know Somebody: When you’re looking for 
  someone with a particular skill set, 
  roll +Presence.
  • On a 7-9, you know someone who could 
  help you out, but pick one: they have 
  a bad reputation, they’re hard to get 
  a hold of, they’ll want something from 
  you right away.
  • On a 10+, you find the right person for 
  the job, no complications.
   
  ☐ Check the Blueprints: Roll to inquire 
  about the physical layout of the domes. 
  Take +1 ongoing as long as this knowledge 
  helps you out.   
   
  ☐ Work 
  Contact: 
  You 
  have 
  contacts 
  in 
  different unions. 
  • On a 7-9, they want to help, but can 
  only steer you in the right direction.
  • On a 10+, they can get you some 
  information. They can tell you one 
  of the following: where something is, 
  what a location’s weakness is, how 
  something works, when something might 
  happen.   
   
  ☐ Sterling Reputation: Your reputation with 
  the population can not be hurt through 
  attacks from The Authority.   
   
  ☐ Professional Training: Add +1 to any 
  rating. 
   
  ☐ Proper Leverage: If you roll a 10+ to Throw 
  Down you can always use Gain Leverage in 
  addition to another effect.   
   
  ☐ Picket Line: If there’s a valid danger 
  of letting Authority Figures into a 
  location, you can delay their entry non-
  violently so long as there are people 
  willing to physically be by your side.
   
  ☐ Bargaining Power: You can get out of 
  minor trouble with The Authority by 
  manipulating your union ties. Roll 
  +Presence. 
  • 7-9 The problem can disappear... For 
  a price. 
  • 10+ They got your back.
   
  ☐ Cross Training: Take a move from any 
  playbook’s non-specialty moves.
   
  ☐ Seize the Means: One of your options when 
  you roll 10+ to Throw Down is to disarm 
  your opponent and take what’s in their 
  hands.
   
  ☐ Sí, Se Puede: Anytime you roll to Help Out 
  with non-violent action, you can take a 
  10.
  Pick one of
  the following
  Stats
   
  ☐ +2 Presence, +1 Cool, -1 Smarts, +1 Bones
   
  ☐ +2 Presence, +2 Cool, -1 Smarts, -1 Bones
   
  ☐ +2 Presence, +1 Cool, +0 Smarts, +0 Bones 
   
  ☐ +2 Presence, +1 Cool, +1 Smarts, -1 Bones
  Guildy
  “Now I long for the morning that they 
  realize brutality and unjust laws 
  cannot defeat us. But who’ll defend 
  the workers who cannot organise when 
  the bosses send their lackeys out to 
  cheat us?”
  -There Is Power in a Union, Billy Bragg
  Expanded reach, fair wage, and some security. 
  The unionized workers of The Moon keep things 
  running, and their collective power may be 
  the only shelter many have protecting them 
  from The Authority’s corruption.
  guildy pg. 1
  
  permanent
  needs attention
  temporary
  EXP
  Harm
  Bones
  Cool
  Smarts
  Presence
  • Throw Down
  • Protect Someone
  • Think Fast
  • Act Casual
  • Use Tech
  • Read the Room
  • TANSTAAFL
  • Influence Someone
  Owed
  Owe
  TANSTAAFL
  Tags
  Gear
  Ethos
  Name
  Pronouns
  dying
  minor
  major
  moderate
  Moves/Notes
  Pick one for each 
  other Punk
  links
  • You have lunch at the same place as them 
  every day but you’ve never actually 
  spoken.
  • You’ve worked with them before. Ask them 
  how.
  • The two of you are drinking buddies.
  • You’ve 
  accidentally 
  pissed 
  them 
  off 
  before. Ask them what you did.
  • You’ve helped get them out of a bad 
  situation. Ask them how.
  • The two of you helped raise someone. Who 
  was it?
  • You know them by reputation. Tell them 
  what you’ve heard.
  • They showed solidarity to your cause in 
  some way. How?
   
  
  Work uniform [official], 0 Armor
  Basic Advancements
   
  ☐ +1 Bones 
   
  ☐ +1 Presence
   
  ☐ +1 Cool
   
  ☐ +1 Smarts
   
  ☐ Take another move [repeatable]
   
  ☐ Take a move from another playbook
   
  ☐ Take a move from another playbook
  Advanced Advancements
   
  ☐ Change class
   
  ☐ Add +1 to any Stat [Max at +3]
   
  ☐ Take an Advanced Move
   
  ☐ Take an Advanced Move
   
  ☐ Recruit Allies
   
  ☐ Hang up your jacket
  Pick one when you 
  mark 5 EXP
  leveling up
  guildy pg. 2
  
  You get
  the following
  specialty
   
   Laboratory: You have a scientific specialty 
  and a lab that goes along with it. Your 
  lab counts as a workshop for Hi Tech as 
  long as you’re working in your field. 
  Anytime you’re working within this 
  specialty, take +1 ongoing. Pick one:
   
  ☐
  Agriculture: 
  Hydroponics 
  lab 
  with 
  access 
  to 
  grow 
  beds, 
  plumbing, 
  fertilizer, and 2 large silos for 
  storage.
   
  ☐
  Chemistry: Access to a stockpile of 
  chemicals and the tools to manipulate 
  them.
   
  ☐
  Medicine: 
  Expertise 
  in 
  medicine. 
  People with critical injuries can 
  recover 
  here, 
  including 
  permanent 
  [tags]. There is space for 1-2 patients 
  to stay.
   
  ☐
  Astronomy: Observatory equipped with 
  instruments to monitor and communicate 
  with celestial objects... Or local 
  pilots.
   
  ☐
  _________________: Choose your own 
  specialty 
  and 
  discuss 
  with 
  The 
  Authority and your crew about what it 
  might have inside.
   
   Education: How did you learn your trade? 
  Pick one:
   
  ☐
  Formal 
  Education. 
  A 
  degree 
  is 
  expensive, so you needed an Authority 
  gig to pay it off. Your lab is [funded] 
  but by an Authority source, so it’s 
  [monitored].
   
  ☐
  Apprenticeship. A single person or 
  small group helped nurture your growth 
  and education. Your lab is within 
  a [co-op], but you’re expected to 
  contribute back to the co-op. Every 
  time you use the lab for yourself, 
  mark a minor TANSTAAFL debt.
   
  ☐
  Auto-Didact. You are self taught, and 
  that comes with its own ups and downs. 
  Your lab is [homemade] but [off-grid].
  Pick three 
  to start
  labcoat moves
   
  ☐ Think Tank: Through your time in academia 
  you have made  quite a few contacts. You 
  can contact another scientist to answer 
  a question for you. Roll +Presence. 
  • On a 7-9, they have part of the 
  solution, or can solve it but want 
  payment.
  • On a 10+, they will do their best to 
  help out.
   
  ☐ Would You Hit Someone with Glasses?: Until 
  you use physical violence, physical 
  violence cannot be used against you.
   
  ☐ Hold My Glasses: Roll +Smarts instead of 
  +Bones for your first Throw Down roll of 
  the scene.
   
  ☐ Sawbones: Make a +Smarts roll to heal 
  yourself or an ally.
  • On a 7-9, you heal 1 Harm and get rid 
  of all negative tags or you heal Harm 
  equal to your Smarts rating, but don’t 
  remove any [tags].
  • On a 10+ you heal harm equal to your 
  Smarts rating and all injury [tags] 
  are removed.    
   
  ☐ Actually...: Roll +Smarts to Influence 
  Someone as long as you sound smart, even 
  if you’re just making stuff up.
   
  ☐ What’s Happening, Doc?: When another 
  crew member asks you for your scientific 
  help or expertise, you can give them 
  +1 forward. If they follow your advice, 
  gain 1 EXP.
  Pick one of
  the following
  Stats
   
  ☐ -1 Presence, +1 Cool, +2 Smarts, +1 Bones
   
  ☐ -1 Presence, +2 Cool, +2 Smarts, -1 Bones
   
  ☐ +0 Presence, +1 Cool, +2 Smarts, +0 Bones
   
  ☐ +1 Presence, +1 Cool, +2 Smarts, -1 Bones
  LabCoat
  “Why are you always trying to organize 
  things? Can’t you understand simple 
  entropy? Why put order where it’s not 
  meant to be? You can’t control atoms, 
  and you can’t control me!” 
  —Entropy, Leucine Zipper and the Zinc 
  Fingers
  The very core of the DIY attitude is embodied 
  in the research and development of scientific 
  fields. Challenge the accepted, reject the 
  status quo, and maybe learn something. New 
  ideas, new thoughts, and new technology all 
  lead to a new world.
  labcoat pg. 1
  
  permanent
  needs attention
  temporary
  EXP
  Harm
  Bones
  Cool
  Smarts
  Presence
  • Throw Down
  • Protect Someone
  • Think Fast
  • Act Casual
  • Use Tech
  • Read the Room
  • TANSTAAFL
  • Influence Someone
  Owed
  Owe
  TANSTAAFL
  Tags
  Gear
  Ethos
  Name
  Pronouns
  dying
  minor
  major
  moderate
  Moves/Notes
  Pick one for each 
  other Punk
  links
  • You secretly pine for this person.
  • You tutored this person. What did you 
  teach them?
  • They’re your extroverted friend and get 
  you to leave your lab every once in a 
  while.
  • You often patch them up after fights.
  • You’ve saved the life of someone they 
  know.
  • Your lab is near their home or workplace.
  • You went to the same school together. Ask 
  them how you got along.
  • They helped you clean up a lab accident 
  you had. Tell them what they did for you.
   
  
  Lab tool [innocuous]. 1 Harm
  Basic Advancements
   
  ☐ +1 Bones 
   
  ☐ +1 Presence
   
  ☐ +1 Cool
   
  ☐ +1 Smarts
   
  ☐ Take another move [repeatable]
   
  ☐ Take a move from another playbook
   
  ☐ Take a move from another playbook
  Advanced Advancements
   
  ☐ Change class
   
  ☐ Add +1 to any Stat [Max at +3]
   
  ☐ Take an Advanced Move
   
  ☐ Take an Advanced Move
   
  ☐ Recruit Allies
   
  ☐ Hang up your jacket
  Pick one when you 
  mark 5 EXP
  leveling up
  labcoat pg. 2
  
  You get
  the following
  specialty
   
   Mutation: The inherent dangers of living 
  in space include lunar radiation. Some 
  people are born with mutations such as 
  unnaturally colored skin, the growth of 
  fur, or extra appendages. Your mutation 
  manifests in some physical manner of your 
  choice. Describe it to your crew and 
  give yourself an appropriate descriptive 
  [tag].
   
   Support Structure: While The Authority 
  and many ignorant people look down upon 
  mutants, they have created a strong 
  support structure together. Whenever you 
  are in danger, other mutants will freely 
  give you and your friends shelter, 
  medical help, and food without expecting 
  anything in return.   
   
   Rising from Hardship: If you change your 
  class at any point, you do not lose any 
  of the moves from this Playbook.
  Pick two 
  to start
  Mutant moves
   
  ☐ Always on the Run: Use +Smarts instead of 
  +Cool to roll to Act Casual.
   
  ☐ Blend In: You might be quiet, but you’re 
  not a wallflower. If enough time goes by 
  and you haven’t yet been acknowledged or 
  engaged in activity, you can reveal what 
  you’ve been doing in the background while 
  the others have been in the spotlight. 
  If you can say how you set up your next 
  move, you can take a 10 on your next 
  roll.   
   
  ☐ Natural Armor: Your mutation manifests in 
  a way that keeps you safe from physical 
  harm. +1 Armor.
   
  ☐ Hey, Fuck You!: When you directly and 
  publicly stand up to oppression or 
  bigotry, take +1 forward.
   
  ☐ Strain: Go past normal human limits. 
  Take 1 Harm (ignoring armor) to deal an 
  extra 1 Harm when using Throw Down or to 
  accomplish a feat of strength.
   
  ☐ Inner Strength: You shrug off injuries 
  that could stop a normal person. Once a 
  session take a moment to collect yourself 
  and roll +Bones.
  • On a 7-9, heal 2 Harm or remove a 
  temporary injury effect [tag].
  • On a 10+, heal 2 Harm and remove a 
  temporary injury effect [tag].
   
  ☐ Poke the Pig: You really know how to get 
  under someone’s skin. When you’re trying 
  to piss someone off to manipulate them, 
  Roll +Smarts. 
  • On a 7-9, you goad them into action 
  but not necessarily in the way you 
  wanted.
  • On a 10+, they get played like a fiddle.
   
  ☐ Born Leader: You are known for your 
  dedication to the Mutant community. You 
  can take a 10 on an Influence Someone roll 
  against any non-Authority Figure Mutant 
  as long as you can make the argument 
  that what you want is within the Mutant 
  community’s interests.
  Pick one of
  the following
  Stats
   
  ☐ -1 Presence, +1 Cool, +1 Smarts, +2 Bones
   
  ☐ -1 Presence, -1 Cool, +2 Smarts, +2 Bones
   
  ☐ +0 Presence, +0 Cool, +1 Smarts, +2 Bones
   
  ☐ +1 Presence, -1 Cool, +1 Smarts, +2 Bones
  Mutant
  “Cause I don’t care where I belong 
  no more. What we share or not I will 
  ignore.  
  And I won’t waste my time fitting in. 
  ‘Cause I don’t think contrast is a 
  sin.”
  -No Cigar, Millencolin
  Unfair and unjust treatment of the “other” is 
  all too common. This systematic oppression 
  has hidden a rich and vibrant culture, and 
  too few are trying to bring their plight to 
  the forefront.
  mutant pg. 1
  
  permanent
  needs attention
  temporary
  EXP
  Harm
  Bones
  Cool
  Smarts
  Presence
  • Throw Down
  • Protect Someone
  • Think Fast
  • Act Casual
  • Use Tech
  • Read the Room
  • TANSTAAFL
  • Influence Someone
  Owed
  Owe
  TANSTAAFL
  Tags
  Gear
  Ethos
  Name
  Pronouns
  dying
  minor
  major
  moderate
  Moves/Notes
  Pick one for each 
  other Punk
  links
  • They showed you kindness in the past, and 
  you feel obligated to repay them.
  • They are your love interest.
  • They’ve done something that you admired. 
  Tell them what.
  • Every time this person is around, something 
  bad happens. You think they’re bad luck.
  • The two of you have fought together against 
  The Authority before. What happened?
  • This person helped shape the way you see 
  the world. Tell them how.
  • They’ve done something small to annoy you, 
  and you’ve blown it out of proportion. 
  Tell them what they do that bugs you.
  • They are a member of your family, birth 
  or chosen.
  Basic Advancements
   
  ☐ +1 Bones 
   
  ☐ +1 Presence
   
  ☐ +1 Cool
   
  ☐ +1 Smarts
   
  ☐ Take another move [repeatable]
   
  ☐ Take a move from another playbook
   
  ☐ Take a move from another playbook
  Advanced Advancements
   
  ☐ Change class
   
  ☐ Add +1 to any Stat [Max at +3]
   
  ☐ Take an Advanced Move
   
  ☐ Take an Advanced Move
   
  ☐ Recruit Allies
   
  ☐ Hang up your jacket
  Pick one when you 
  mark 5 EXP
  leveling up
  mutant pg. 2
  
  You get one of
  the following
  specialty
   
  ☐ Pioneer: Something didn’t feel right 
  earthside, whether it be wanderlust, 
  ennui, or plain old groundhog melancholy. 
  The Moon is a new adventure, and you’re 
  prepared for anything. Once per session, 
  roll +Smarts.
  • On a 7-9, The Authority gives you a 
  vague hint about what’s to come.
  • On a 10+, The Authority reveals a 
  possible future obstacle.
   
  ☐ Migrant: Either by choice or necessity, 
  you’re here for a new start. Luckily, you 
  have people to back you. Pick a specific 
  group (cultural or social) that will 
  look out for you. They will reliably 
  help you out when they can, but they 
  expect your loyalty, too.
   
  ☐ Political Dissenter: You spoke up a 
  little too often or a little too loud, 
  and pissed off just the right (or wrong) 
  person, and now you’re here. Once per 
  session, you can whip up a fervor about 
  a just cause and get people to rally on 
  the streets. Roll +Presence. 
  • On a 7-9, people are fired up, but need 
  an extra push to get them to protest.
  • On a 10+, you can start up a sizable 
  public demonstration.
   
  ☐ Convict: You were declared guilty and your 
  punishment was exile. Your “partner in 
  crime” is here, too. They’ll act as an 
  Ally for you and your crew. Problem is, 
  they’re a scumbag. Choose their specialty 
  and describe them to the table. Then, 
  the table will choose a shitty ethos for 
  them.
  Pick two 
  to start
  new mooner 
  moves
   
  ☐ Helpful Idiot: When you Help Out, your 
  ally receives a +2 to their roll instead 
  of the normal +1.
  Pick one of
  the following
  Stats
   
  ☐ +1 Presence, +1 Cool, -1 Smarts, +2 Bones
   
  ☐ +2 Presence, -1 Cool, -1 Smarts, +2 Bones
   
  ☐ +1 Presence, +0 Cool, +0 Smarts, +2 Bones
   
  ☐ +1 Presence, -1 Cool, +1 Smarts, +2 Bones
   
  ☐ Greenhorn: When you play dumb trying to 
  avoid trouble, roll +Presence instead of 
  +Cool to Act Casual. This doesn’t work 
  twice on the same person or in the same 
  location.
   
  ☐ No Bullshit: If you feel like you’re being 
  taken advantage of by someone, you can 
  take +1 ongoing against that person if 
  you start to Throw Down.
   
  ☐ No Credit: TANSTAAFL debts do not incur 
  EXP negatives.
   
  ☐ First Impressions: When you meet a new 
  person, you can choose to roll +Presence.
  • On a 7-9, you make a good impression, 
  but there’s a catch. Describe what 
  goes wrong.
  • On a 10+ you make a good impression 
  and the person may become a contact or 
  friend to you.
   
  ☐ High Gravity: Before you roll to Throw 
  Down, you can decide to take up to +3 
  forward, but you will take up to -3 
  forward on a roll of The Authority’s 
  choice in the same scene.
   
  ☐ Dense: Growing up with Earth grav means 
  your body is stronger. Gain +1 bones.   
  New Mooner
  “Now that I am categorized, officer 
  gets me naturalized. Immigrant punk, 
  immigrant, immigrant, immigrant punk! 
  Now that I’m living up in God knows 
  where, sometimes it gets hard without 
  a friend.” 
  -Immigrant Punk, Gogol Bordello
  Fresh off the shuttle, a New Mooner has just 
  arrived on Luna. Getting used to low grav and 
  high stakes, things are different up here. 
  Young, old, skilled, inexperienced only one 
  thing; the only thing for sure is you’re off 
  to a fresh start.
  new mooner pg. 1
  
  permanent
  needs attention
  temporary
  EXP
  Harm
  Bones
  Cool
  Smarts
  Presence
  • Throw Down
  • Protect Someone
  • Think Fast
  • Act Casual
  • Use Tech
  • Read the Room
  • TANSTAAFL
  • Influence Someone
  Owed
  Owe
  TANSTAAFL
  Tags
  Gear
  Ethos
  Name
  Pronouns
  dying
  minor
  major
  moderate
  Moves/Notes
  Pick one for each 
  other Punk
  links
  • You’re distant relatives, but you hope a 
  bit of blood is enough to get a favor. 
  Tell them how you’re related.
  • They helped you get to The Moon. Ask them 
  how they helped, and tell them what you 
  gave them in return.
  • You were told they would be a good 
  connection. Tell them who gave you this 
  information.
  • You were longtime penpals when you were 
  back on Earth. Swap one secret.
  • Your first job on the Moon is working for 
  them.
  • Your arrival on the Moon has caused them 
  some problems. Ask them what.
  • You owe them a small favor. Tell them 
  what they did for you that has put you in 
  their debt.
  • You admire their aesthetic and want to be 
  just like them.
   
  
  Sentimental Earth item [__________] (choose a [tag])
  Basic Advancements
   
  ☐ +1 Bones 
   
  ☐ +1 Presence
   
  ☐ +1 Cool
   
  ☐ +1 Smarts
   
  ☐ Take another move [repeatable]
   
  ☐ Take a move from another playbook
   
  ☐ Take a move from another playbook
  Advanced Advancements
   
  ☐ Change class
   
  ☐ Add +1 to any Stat [Max at +3]
   
  ☐ Take an Advanced Move
   
  ☐ Take an Advanced Move
   
  ☐ Recruit Allies
   
  ☐ Hang up your jacket
  Pick one when you 
  mark 5 EXP
  leveling up
  new mooner pg. 2
  
  Pick two 
  to start
  old timer 
  moves
   
  ☐ Experienced Loonie: You Think Fast with 
  +Smarts instead of +Cool.
   
  ☐ Pioneer: The call to adventure hit you 
  hard, and you were one of the first to 
  go to The Moon. Once per session, you 
  can roll +Smarts and ask The Authority 
  one simple question about Lunar history, 
  politics, or survival.
  • On a 7-9, The Authority will answer, 
  but it might not be the whole picture.
  • On a 10+, The Authority will answer 
  your question truthfully.
   
  ☐ Migrant: You came to The Moon for the 
  chance at a better life. It wasn’t easy, 
  but now you have a place you can call 
  home. Pick a Dome to call home. Give 
  this Dome a [tag] and name and give an 
  ethos to an NPC there who you trust 
  completely.   
   
  ☐ Political Dissenter: You never liked how 
  they ran things earthside, and they 
  didn’t like you all that much either. 
  Once per session, you can try to get the 
  people to take subversive action. Roll 
  +Presence.
  • On a 7-9, they do what you wanted but 
  with a complication. Choose something 
  that definitely goes according to plan.
  • On a 10+, everything goes according 
  to plan.
   
  ☐ Convict: The Moon is the Earth’s largest 
  prison colony, and that’s how you ended 
  up here. It doesn’t matter if you did it 
  or not anymore-when you’re treated like 
  a criminal, you learn to think like a 
  criminal. When you want to get a witness 
  to look the other way, you can roll 
  +Smarts before you ask. 
  • On a 7-9, they’ll want something in 
  exchange for silence.
  • On a 10+, you know what to say to 
  get them to keep quiet, or you know 
  they’ll blab.
  You get one of
  the following
  specialty
  Pick one of
  the following
  Stats
   
  ☐ +1 Presence, -1 Cool, +2 Smarts, +1 Bones 
   
  ☐ +2 Presence, -1 Cool, +2 Smarts, -1 Bones
   
  ☐ +1 Presence, +0 Cool, +2 Smarts, +0 Bones  
   
  ☐ +1 Presence, +1 Cool, +2 Smarts, -1 Bones
  Old Timer
  “The men at the factory are old and 
  cunning You don’t owe nothing, boy, 
  get runnin’ It’s the best years of 
  your life they want to steal.” 
  —Clampdown, the Clash
  The Old Timer helped build these domes and 
  sculpt the culture. They’ve forgotten more 
  about The Moon than most people know. Whether 
  still in the game or long retired, The Old 
  Timer is here to guide the revolution once 
  again.
   
  ☐ Scarred: You were in a few scraps when 
  you were young, and it made you tough. 
  You get +1 Armor when not wearing other 
  armor. You also take +1 to Throw Down 
  if you can reminisce about how this fight 
  reminds you of that one glorious fight...  
   
  ☐ Spin a Yarn: When you want to distract an 
  NPC, start telling a story about your 
  past. For as long as you can tell it 
  believably, they’ll be distracted and 
  won’t leave your side. However, anything 
  plainly 
  suspicious 
  will 
  get 
  their 
  attention.   
   
  ☐ Ol’ Stomping Grounds: You can remember 
  the environmental [tag] of a location. 
  Roll +Smarts.
  • On a 7-9, The Authority reveals a 
  [tag] of their choosing.
  • On a 10+, you choose a [tag] the 
  location has.
   
  ☐ You Know, I Used to Know Someone Around 
  Here: Once per location, you can roll 
  +Presence to find an old acquaintance.
  • On a 7-9, you find them, but they have 
  some unsettled business with you.
  • On a 10+, you can ask around and find 
  them and they’re happy to see you.
   
  ☐ Social Call: You know a lot of people in 
  a lot of places. When you drop in to see 
  how they are, you can get the latest 
  rumors. Roll +Presence.
  • On a 7-9, they’re hesitant to talk but 
  will drop a vague hint.
  • On a 10+, they tell you something 
  interesting and valuable.
   
  ☐ Remember the Fundamentals: You always 
  take +2 to Throw Down, but you can only 
  use Stick N Move on a 10+.
  old timer pg. 1
  
  permanent
  needs attention
  temporary
  EXP
  Harm
  Bones
  Cool
  Smarts
  Presence
  • Throw Down
  • Protect Someone
  • Think Fast
  • Act Casual
  • Use Tech
  • Read the Room
  • TANSTAAFL
  • Influence Someone
  Owed
  Owe
  TANSTAAFL
  Tags
  Gear
  Ethos
  Name
  Pronouns
  dying
  minor
  major
  moderate
  Moves/Notes
  Pick one for each 
  other Punk
  links
  • You taught them an important skill. Tell 
  them what it was.
  • You introduced them to the scene.
  • You think of them like a surrogate child.
  • You don’t really understand their ‘thing,’ 
  but you respect it. Ask them what their 
  thing is.
  • They remind you of a younger you. How does 
  that make you feel?
  • You once lent them a hand when they were 
  just getting started. Ask them how you 
  helped them.
  • They taught you something that you didn’t 
  know, and it surprised you. Tell them 
  what.
  • The two of you have a long-standing feud. 
  Tell them what it’s about.
   
  
  Sentimental Moon item _________________ (pick a [tag])
  Basic Advancements
   
  ☐ +1 Bones 
   
  ☐ +1 Presence
   
  ☐ +1 Cool
   
  ☐ +1 Smarts
   
  ☐ Take another move [repeatable]
   
  ☐ Take a move from another playbook
   
  ☐ Take a move from another playbook
  Advanced Advancements
   
  ☐ Change class
   
  ☐ Add +1 to any Stat [Max at +3]
   
  ☐ Take an Advanced Move
   
  ☐ Take an Advanced Move
   
  ☐ Recruit Allies
   
  ☐ Hang up your jacket
  Pick one when you 
  mark 5 EXP
  leveling up
  old timer pg. 2
  
  You get
  the following
  specialty
   
   Callsign: You choose a personal callsign. 
  Share it with The Authority (and your 
  crew, if you’re not embarrassed). This 
  callsign can be invoked like a [tag].
   
   Ship: You can’t be a pilot without a ship. 
  Give it a name and choose two assets 
  and one liability. These assets and 
  liabilities can be invoked like [tags].
  Assets
   
  ☐ Smuggler’s cache
   
  ☐ AI autopilot   
   
  ☐ Thrusters   
   
  ☐ Living quarters   
   
  ☐ Weapons   
   
  ☐ Escape pod
  Liabilities
   
  ☐ Recognizable   
   
  ☐ Company-owned   
   
  ☐ Unreliable   
   
  ☐ Slow   
   
  ☐ Still making 
  payments (start 
  with a Major 
  TANSTAAFL debt—
  this liability 
  goes away when 
  the debt is paid)
  Pick three 
  to start
  pilot moves
   
  ☐ Here’s a Cool Trick!: Even when you don’t 
  know what you’re doing, you still know 
  what you’re doing. You may roll +Cool 
  when rolling to Use Tech.
   
  ☐ Never Tell Me the Odds: When you do 
  something someone told you was a bad 
  idea, take +1 forward.
   
  ☐ Bang: You can get in the way when someone 
  else is about to take Harm without rolling 
  to Protect Someone. However, when you do 
  this, you always take at least 1 Harm. 
  If this knocks you unconscious, you can 
  take one more action before going out.
   
  ☐ Everything’s Fine Here. How are You?: 
  When you fail a +Presence roll, you can 
  dictate one thing that does not happen 
  as a consequence.
  Pick one of
  the following
  Stats
   
  ☐ +1 Presence, +2 Cool, +0 Smarts, -2 Bones
   
  ☐ +1 Presence, +2 Cool, -1 Smarts, -1 Bones
   
  ☐ +1 Presence, +2 Cool, -2 Smarts, +0 Bones
   
  ☐ +0 Presence, +2 Cool, -0 Smarts, +1 Bones
   
  ☐ Professional Smuggler: Take +1 ongoing 
  to all +Cool rolls when you are hiding 
  something or someone. If you’re hiding 
  this thing or person in your ship’s 
  smuggler’s cache (if you have one), you 
  can take a 10.
   
  ☐ The Need: When you roll Think Fast, if 
  your solution to a problem is to go fast, 
  you can take a 10.
   
  ☐ Don’t Get Cocky, Kid: If you brag about 
  your skills before doing something, you 
  get +1 forward. However, if you miss the 
  roll, you do not gain EXP.
   
  ☐ I Got Your Six: If you step back and let 
  someone else do something you honestly 
  want to do yourself, give them a +1 
  forward. If you make it painfully obvious 
  that you’re letting them do this, gain 1 
  EXP if they roll a 10+.
  Pilot
  “So, so, so, so listen up, ‘cause you 
  can’t say nothin’. You’ll shut me down 
  with a push of your button. But, yo, 
  I’m out and I’m gone. I’ll tell you 
  now, I keep it on and on.” 
  -Sabotage, Beastie Boys
  From long haul logistics to frenzied dog 
  fights, pilots take their lives in their hands 
  every time they jump in the cockpit. Nerves 
  of steel, a death wish, and predisposition 
  for very cool jackets bring pilots to the 
  front lines.
  pilot pg. 1
  
  permanent
  needs attention
  temporary
  EXP
  Harm
  Bones
  Cool
  Smarts
  Presence
  • Throw Down
  • Protect Someone
  • Think Fast
  • Act Casual
  • Use Tech
  • Read the Room
  • TANSTAAFL
  • Influence Someone
  Owed
  Owe
  TANSTAAFL
  Tags
  Gear
  Ethos
  Name
  Pronouns
  dying
  minor
  major
  moderate
  Moves/Notes
  Pick one for each 
  other Punk
  links
  • You helped them get some illegal goods 
  transported. Ask them what they were.
  • They sold you your ship for a big favor 
  or a big trade. Maybe you still owe them. 
  Ask them what you exchanged.
  • They saw you unload some illegal goods 
  but kept their mouth shut. You’re not 
  sure whether you should thank them or be 
  suspicious.
  • You dated before, but it went sour. Ask 
  them how romantically involved you were 
  and what you did that made them break it 
  off.
  • You have a business connection with them. 
  Define that relationship.
  • You consider this person your co-pilot, 
  even if they’ve never been in your ship 
  before.
  • You constantly feel the need to impress 
  this person.
  • They’re your moral compass and keep you 
  grounded.
   
  
  Flight jacket [flashy], 1 Armor
  Basic Advancements
   
  ☐ +1 Bones 
   
  ☐ +1 Presence
   
  ☐ +1 Cool
   
  ☐ +1 Smarts
   
  ☐ Take another move [repeatable]
   
  ☐ Take a move from another playbook
   
  ☐ Take a move from another playbook
  Advanced Advancements
   
  ☐ Change class
   
  ☐ Add +1 to any Stat [Max at +3]
   
  ☐ Take an Advanced Move
   
  ☐ Take an Advanced Move
   
  ☐ Recruit Allies
   
  ☐ Hang up your jacket
  Pick one when you 
  mark 5 EXP
  leveling up
  pilot pg. 2
  
  You get one of
  the following
  specialty
   
  ☐ Oppo Expert: You’re an expert on digging up 
  dirt. Once per session, pick any target 
  for your research and roll +Presence. 
  • On a 7-9, you get a rumor you can 
  follow up on. 
  • On a 10+, if they have dirt to be 
  found, you find it.   
   
  ☐ Incumbent: You’re a mainstay in Lunar 
  politics. Once per session, take a single 
  “factoid” (be it true or false), and 
  spread it to the people. Roll +Presence. 
  • On a 7-9, the people believe any truth 
  you’ve spread but doubt any lies.
  • On a 10+, many people tend to know 
  and believe this factoid, regardless 
  of truth.
   
  ☐ Volunteer Brigade: You have a cohort of up 
  to 10 unskilled volunteers dedicated to 
  your cause. They will do any reasonable 
  political activism or dissidence. Once 
  per session, set your volunteers on a 
  specific task that will advance the cause. 
  They will work on that task until it 
  is complete—they cannot be used for any 
  other work this session. Roll +Presence.
  • On a 7-9, they find partial success or 
  succeeded in a way you didn’t expect.
  • On a 10+, they succeed in what you 
  asked them to do.
   
  ☐ Pollster: Statistics and data are what 
  make politics run, and you know just the 
  questions to ask. Once per session, you 
  can send out a poll to find the answer to 
  a single question. Roll +Presence. 
  • On a 7-9, the answer is incomplete or 
  insufficient in some way. 
  • On a 10+, you get the answer.
  Pick three 
  to start
  politician 
  moves
   
  ☐ Think of the Cause: If you successfully 
  roll to ask for a minor TANSTAAFL with 
  a person who is already politically 
  aligned with you, you do not need to 
  repay them.
  Pick one of
  the following
  Stats
   
  ☐ +2 Presence, -1 Cool, +1 Smarts, +1 Bones
   
  ☐ +2 Presence, -1 Cool, +2 Smarts, -1 Bones
   
  ☐ +2 Presence, +0 Cool, +1 Smarts, +0 Bones
   
  ☐ +2 Presence, +1 Cool, +1 Smarts, -1 Bones
   
  ☐ Diplomatic 
  Immunity: 
  You 
  may 
  roll 
  +Presence instead of +Cool to Act Casual 
  when dealing with Authority Figures.
   
  ☐ Rousing Speech: Once per session, when 
  your team needs a boost of inspiration, 
  give a rousing motivational speech. The 
  entire crew (including you) receives a 
  +1 forward.
   
  ☐ Mudslinging: You can apply [tags] to 
  opponents and knock them off balance. 
  Provoke them with insults or lies and 
  roll +Presence.
  • On a 7-9, The Authority will give the 
  target an appropriate [tag].
  • On a 10+, you may give the target an 
  appropriate [tag] of your choice.
   
  ☐ We Need YOU: When an ally receives an 
  injury effect [tag], remind them of why 
  they’re important and roll +Presence.
  • On a 7-9, they can ignore the effects 
  of the [tag] until the end of their 
  next action. 
  • On a 10+, they ignore the effects of 
  the [tag] until the end of the scene. 
   
  ☐ Silver-Tongued 
  Devil: 
  When 
  you 
  look 
  someone in the eyes and lie to them, 
  take a +1 to your next +Presence roll 
  with them.
   
  ☐ Campaign Promise: When someone tries to 
  cash in a TANSTAAFL debt with you or an 
  ally, you can roll +Presence to hold off 
  repayment.
  • On a 7-9, they will agree to wait if 
  you either sweeten the pot or make a 
  persuasive political argument.
  • On a 10+, they agree to wait until a 
  condition you both agree to is met.
  Politician
  “They want us to allege and pledge 
  and bow down to their God. Lost the 
  culture, the culture lost. Spun our 
  minds and through time. Ignorance has 
  taken over. Yo, we gotta take the 
  power back!” 
  —Take the Power Back,
  Rage Against the Machine
  There are a thousand ways to fight injustice, 
  and in a world filled with sellouts and 
  posers, you decided to buy in. It’s not 
  easy being a public figure, and it’s not easy 
  fighting the government at their own game. 
  But be careful. Power corrupts.
  politician pg. 1
  
  permanent
  needs attention
  temporary
  EXP
  Harm
  Bones
  Cool
  Smarts
  Presence
  • Throw Down
  • Protect Someone
  • Think Fast
  • Act Casual
  • Use Tech
  • Read the Room
  • TANSTAAFL
  • Influence Someone
  Owed
  Owe
  TANSTAAFL
  Tags
  Gear
  Ethos
  Name
  Pronouns
  dying
  minor
  major
  moderate
  Moves/Notes
  Pick one for each 
  other Punk
  links
  • You helped them out of a jam before. Ask 
  them what you did.
  • You used to be close. What came between 
  you?
  • Despite your best efforts, you could not 
  convince them to back you in a recent 
  campaign.
  • You screwed this person over. Ask them 
  how.
  • They have volunteered for you before and 
  might still be a regular volunteer.
  • You have intertwined interests. What are 
  they?
  • They have some dirt on you. Tell them what 
  it is.
  • They protected you from a political 
  attack. What happened?
  Basic Advancements
   
  ☐ +1 Bones 
   
  ☐ +1 Presence
   
  ☐ +1 Cool
   
  ☐ +1 Smarts
   
  ☐ Take another move [repeatable]
   
  ☐ Take a move from another playbook
   
  ☐ Take a move from another playbook
  Advanced Advancements
   
  ☐ Change class
   
  ☐ Add +1 to any Stat [Max at +3]
   
  ☐ Take an Advanced Move
   
  ☐ Take an Advanced Move
   
  ☐ Recruit Allies
   
  ☐ Hang up your jacket
  Pick one when you 
  mark 5 EXP
  leveling up
  politician pg. 2
  
  You get
  the following
  specialty
   
   What’s My Name!: You have a specific 
  aesthetic you can use. Pick one:
   
  ☐
  You 
  have 
  a 
  completely 
  different 
  persona that will effectively hide you 
  from the public eye when you are not 
  embracing it.
   
  ☐
  Give yourself a permanent aesthetic 
  [tag] of your choice.
   
   The Underground: You can spread the 
  revolution subversively through your 
  art. Once per session, pick a succinct 
  political message you’re trying to share 
  and describe how you want to spread it (a 
  song, art, poetry, etc.) Roll +Presence.
  • On a 7-9, you spread the message, but 
  you may need to do something extra to 
  get people to really listen.
  • On a 10+, your message spreads to 
  like-minded folks and will lead to 
  trustworthy contacts.
  Pick three 
  to start
  rocker Moves
   
  ☐ Grab the Mic: You can make a big scene 
  to force the attention on yourself for 
  a short while. Roll +Presence out of 
  combat, but +Bones if people have already 
  started to Throw Down.
  • On a 7-9, you only get a little 
  attention or you get too much. You 
  choose.
  • On a 10+, all eyes are on you.
   
  ☐ The Rawk Show: When you’re making plans with 
  your team, praise an ally’s abilities to 
  give them +1 ongoing when executing the 
  plan, as long as they keep succeeding. 
  The effect ends on their first miss.
   
  ☐ Stay Close to Me: You do better when you’re 
  surrounded by a lot of people. Take +1 
  ongoing when you’re in a crowd.  
   
  ☐ Redemption Song: When an ally receives 
  Harm, you can try to raise your team’s 
  spirits. Shout out a cry of support and 
  roll +Presence.
  • On a 7-9 one member of the party gains 
  a +1 forward.
  • On a 10+ the whole crew has +1 forward.
   
  ☐ Strange Things Happening Every Day: Read 
  the room using +Presence instead of 
  +Smarts.   
   
  ☐ Vibe Check: Once per session, you can 
  get a good sense of the type of person 
  someone is. You have to be in their 
  presence, actively listen to them, and 
  try to figure out their values. Then, 
  The Authority will tell you what your 
  target’s ethos is.  
   
  ☐ Doesn’t Make it Alright: Once a session 
  you can attempt to bandage and stitch up 
  your own wounds with whatever you have 
  on hand. Roll +Bones. 
  • On a miss, you’ll have to heal normally 
  and can’t use this move again until 
  you’ve done so.
  • On a 7-9 heal 1 Harm.
  • On a 10+ heal 2 Harm.
  Pick one of
  the following
  Stats
   
  ☐ +2 Presence, -1 Cool, +1 Smarts, +1 Bones
   
  ☐ +2 Presence, -1 Cool, -1 Smarts, +2 Bones
   
  ☐ +2 Presence, +0 Cool, +0 Smarts, +1 Bones
   
  ☐ +2 Presence, +1 Cool, -1 Smarts, +1 Bones
  rocker
  “If you’re gonna scream, scream with 
  me. Moments like this never last.” 
  —Hybrid Moments, Misfits
  Art is a political statement. From songs 
  of resistance to political cartoons, art 
  is always at the center of a revolution. 
  Rockers are artists of all types that are 
  talented in both spreading messages and 
  raising spirits.
  rocker pg. 1
  
  permanent
  needs attention
  temporary
  EXP
  Harm
  Bones
  Cool
  Smarts
  Presence
  • Throw Down
  • Protect Someone
  • Think Fast
  • Act Casual
  • Use Tech
  • Read the Room
  • TANSTAAFL
  • Influence Someone
  Owed
  Owe
  TANSTAAFL
  Tags
  Gear
  Ethos
  Name
  Pronouns
  dying
  minor
  major
  moderate
  Moves/Notes
  Pick one for each 
  other Punk
  links
  • They’re your muse.
  • They’re your secret rival. You haven’t 
  told them, but maybe they know. Or don’t.
  • You know them from “the scene.” Ask them 
  how they feel about your performances.
  • You’ve collaborated on a project before. 
  Ask them how they helped.
  • You took them under your wing and you 
  consider yourself their mentor. Do they 
  feel the same way?
  • They supported you early on.
  • You got into a pretty public fight with 
  them, but you’ve worked things out. What 
  was the fight over?
  Basic Advancements
   
  ☐ +1 Bones 
   
  ☐ +1 Presence
   
  ☐ +1 Cool
   
  ☐ +1 Smarts
   
  ☐ Take another move [repeatable]
   
  ☐ Take a move from another playbook
   
  ☐ Take a move from another playbook
  Advanced Advancements
   
  ☐ Change class
   
  ☐ Add +1 to any Stat [Max at +3]
   
  ☐ Take an Advanced Move
   
  ☐ Take an Advanced Move
   
  ☐ Recruit Allies
   
  ☐ Hang up your jacket
  Pick one when you 
  mark 5 EXP
  leveling up
  rocker pg. 2
  
  You get
  the following
  specialty
   
   Magnum Opus: You start with a major piece 
  of Hi Tech, which you do not need to 
  roll for. Give it 2 positive [tags] and 
  1 negative [tag]. If it’s stolen or 
  destroyed, you can make a new one at the 
  beginning of the next session and skip 
  the Research Phase for Hi Tech.
   
   Workshop: You have a small space with 
  basic tools and materials that you are 
  able to work in. This allows you to use 
  Hi Tech without penalty.
  Pick two 
  to start
  techie moves
   
  ☐ Mouse Trap: If your team goes along with a 
  wild, complicated plan you came up with, 
  everyone gains +1 ongoing while the plan 
  works. If it goes wrong, you gain 1 EXP.  
   
  ☐ MacGyver: If you can explain how it works, 
  you can use the objects around you to 
  create a tool or weapon. This new item 
  only works once.
   
  ☐ Instructions Not Included: You have a 
  creative take on “instructions” and 
  “blueprints.” During the Research Phase 
  of a Hi Tech roll, you can reroll the 
  result if you are not satisfied with it, 
  but you have to keep the new result.
   
  ☐ Turn It Up to 11: If you fail a roll to 
  use a piece of tech you created or own, 
  you can take 11 on the roll instead. 
  However, this permanently breaks the 
  tech.
   
  ☐ Grease Monkey: Once per session, when 
  you have downtime, you can tinker with 
  an item, exchanging a [tag] with a 
  comparable one.
   
  ☐ Private Line: You have access to an 
  encrypted, private mode of communication 
  you can share with anyone. Decide if it 
  is text or voice when you choose this 
  move.   
  Pick one of
  the following
  Stats
   
  ☐ -1 Presence, +1 Cool, +2 Smarts, +1 Bones  
   
  ☐ -1 Presence, -1 Cool, +2 Smarts, +2 Bones  
   
  ☐ +0 Presence, +0 Cool, +2 Smarts, +1 Bones 
   
  ☐ +1 Presence, -1 Cool, +2 Smarts, +1 Bones
   
  ☐ Transhumanist: When an ally has suffered a 
  major wound, you can attempt to treat the 
  wound using technological enhancements, 
  such as a prosthetic or artificial body 
  part. Roll +Smarts. 
  • On a 7-9, you are not able to remove 
  the permanent injury effect [tag], 
  but you can add another [tag] of your 
  choice to the enhancement. They are 
  also stabilized if they were dying.
  • On a 10+, you both remove the permanent 
  injury effect [tag] and add a [tag] 
  of your choice to the enhancement. 
  They are also stabilized if they were 
  dying.
  Techie
  “Look out honey, ‘cause I’m using 
  technology. Ain’t got time to make no 
  apology.” 
  —Search and Destroy,
  Iggy and the Stooges
  A lot of people talk about a great show, but 
  few talk about the amps that brought the 
  noise. Oft forgotten but always necessary, 
  the Techie is all about dialing up the noise, 
  hacking together what they got, and making 
  sure the show will go on.
  techie pg. 1
  
  permanent
  needs attention
  temporary
  EXP
  Harm
  Bones
  Cool
  Smarts
  Presence
  • Throw Down
  • Protect Someone
  • Think Fast
  • Act Casual
  • Use Tech
  • Read the Room
  • TANSTAAFL
  • Influence Someone
  Owed
  Owe
  TANSTAAFL
  Tags
  Gear
  Ethos
  Name
  Pronouns
  dying
  minor
  major
  moderate
  Moves/Notes
  Pick one for each 
  other Punk
  links
  • You sometimes fix their things.
  • This person helped get your workshop off 
  the ground.
  • You’ve done some shady work for this 
  person. Ask them what invention or skill 
  of yours helped them out.
  • You constantly try to one up this person.
  • They’re your neighbor, and they hate it. 
  Ask them why.
  • They hang around your workshop. How do 
  you feel about this?
  • They help you get hard-to-find items. Ask 
  them how they help you out.
  • You’re convinced that they love your tech. 
  Ask them how they really feel.
   
  
   Wrench [small], [innocuous], [1 harm]
  Basic Advancements
   
  ☐ +1 Bones 
   
  ☐ +1 Presence
   
  ☐ +1 Cool
   
  ☐ +1 Smarts
   
  ☐ Take another move [repeatable]
   
  ☐ Take a move from another playbook
   
  ☐ Take a move from another playbook
  Advanced Advancements
   
  ☐ Change class
   
  ☐ Add +1 to any Stat [Max at +3]
   
  ☐ Take an Advanced Move
   
  ☐ Take an Advanced Move
   
  ☐ Recruit Allies
   
  ☐ Hang up your jacket
  Pick one when you 
  mark 5 EXP
  leveling up
  techie pg. 2
  
  You get
  the following
  specialty
   
   Shop: You have a shop and a specialty, 
  such as a bar or a furniture depot. You 
  have access to your product, and you can 
  pick 2 [tags] that help identify your 
  store.
   
   Dirty Laundry: You can launder money or 
  fence stolen or illegal goods through 
  your shop. If you do so, roll +Cool.
  • On a miss, The Authority takes notice.
  • On a 7-9, someone realizes what you’re 
  doing and might ask something of you 
  to stay quiet.
  • On a 10+, you pull off the transaction 
  successfully.
  Pick three 
  to start
  vendor moves
   
  ☐ I Got Just the Thing: When looking for an 
  item (within reason), roll +Presence.
  • On a 7-9 you know who would have it. 
  • On a 10+ you just happen to have it.
   
  ☐ High 
  Pressure 
  Sales 
  Tactics: 
  When 
  attempting sleight of hand on someone 
  while they are aware of you roll 
  +Presence.
  • On a 7-9 you don’t get the item and 
  get away clean, or get the item and 
  The Authority takes a hard move.
  • On a 10+ You get away clean.
   
  ☐ Reliable Front: Your establishment is 
  known and reliable, as such meetings at 
  this area are never seen as suspicious.
   
  ☐ Always Holding: You have a single substance 
  that can be used to temporarily negate a 
  [tag]. It can also be used to temporarily  
  imbue a [tag]. The imbiber must roll 
  +Cool to see how they react.
  • On a 7-9, the [tag] change is 
  successful, but with a side effect.
  • On a 10+, there are no (unintended) 
  side effects.
   
  ☐ Trade Secret: Once per session, you can 
  ask The Authority, “Who would benefit 
  from this situation?” Roll +Presence.
  • On a 7-9, you get a general answer.
  • On a 10+, you get a specific answer.
   
  ☐ Case the Joint: Spend some time watching 
  a potential mark. Roll +Cool. On a 7-9, 
  ask one question. On a 10+, ask three.
  • Who will be there?
  • How are they defended?
  • What’s valuable there?
  • Is there an opening?
  • Will we need anything?
  • Where could we flee?
   
  ☐ Size ‘em Up: When you meet someone new, 
  you can ask The Authority, “What does 
  this person value?” They must give a 
  truthful, one-word answer.
   
  ☐ Fake Smile: Gain +1 Presence when you’re 
  lying, deceiving, or trying to sell 
  something.
  Pick one of
  the following
  Stats
   
  ☐ +1 Presence, +2 Cool, +1 Smarts, -1 Bones
   
  ☐ +2 Presence, +2 Cool, -1 Smarts, -1 Bones
   
  ☐ +1 Presence, +2 Cool, +0 Smarts, +0 Bones
   
  ☐ +1 Presence, +2 Cool, -1 Smarts, +1 Bones
  Vendor
  “Drugs are neat And you can buy them 
  relatively cheap. And when you do them 
  people think that you’re cool.” 
  —Drugs Are Good,” NOFX
  Capitalism. A dirty word, yet the Vendor 
  makes their living that way. So how do 
  you keep your soul intact while being in 
  the midst of it all? Well you bleed The 
  Authority a little bit at a time. You can 
  bribe, embezzle, fraud, defraud, traffick, 
  distribute, 
  infringe, 
  forge, 
  smuggle, 
  launder, or just plain steal from them. It’s 
  a buyer’s market!
  vendor pg. 1
  
  permanent
  needs attention
  temporary
  EXP
  Harm
  Bones
  Cool
  Smarts
  Presence
  • Throw Down
  • Protect Someone
  • Think Fast
  • Act Casual
  • Use Tech
  • Read the Room
  • TANSTAAFL
  • Influence Someone
  Owed
  Owe
  TANSTAAFL
  Tags
  Gear
  Ethos
  Name
  Pronouns
  dying
  minor
  major
  moderate
  Moves/Notes
  Pick one for each 
  other Punk
  links
  • They’re a regular of yours.
  • You’ve caught them stealing from you 
  before. Ask them what happened.
  • You make money off of them. Ask them how.
  • Your business is named after them. Ask 
  them how they feel about that.
  • You want them to partner with you.
  • The two of you go way back. They get the 
  friends and family discount.
  • They gave you some good advice early on. 
  Ask them what they told you.
  • They claim you ripped them off. Ask them 
  how.
  Basic Advancements
   
  ☐ +1 Bones 
   
  ☐ +1 Presence
   
  ☐ +1 Cool
   
  ☐ +1 Smarts
   
  ☐ Take another move [repeatable]
   
  ☐ Take a move from another playbook
   
  ☐ Take a move from another playbook
  Advanced Advancements
   
  ☐ Change class
   
  ☐ Add +1 to any Stat [Max at +3]
   
  ☐ Take an Advanced Move
   
  ☐ Take an Advanced Move
   
  ☐ Recruit Allies
   
  ☐ Hang up your jacket
  Pick one when you 
  mark 5 EXP
  leveling up
  vendor pg. 2
  
SOURCE: textdata/thevault/MoonPunk (PbtA)/MoonPunk - Horizontal Playbooks 422.pdf