Please note: This is simply me (Chuck) compiling the uses of Moxie that I am allowing in my games. Your mileage may vary.
Moxie has many uses, including the following:
* The character may ignore all modifiers that apply to a test. The Moxie point must be spent before dice are rolled.
* The character may flip-flop a d100 roll result. For example, an 83 would become a 38.
* The character may upgrade a success, making it a critical success, as if they rolled doubles. The character must succeed in the test before they spend the Moxie point.
* The character may ignore a critical failure, treating it as a regular failure instead.
* The character may go first in an Action Phase
* You may give a point of Moxie to another player character to spend as they wish.
* You may spend a Moxie point to introduce an NPC to a scene. This NPC may be new or may be an existing NPC (as long as the NPC’s presence is plausible). For new NPCs, the player may deﬁne one aspect of the character: their morph, factional allegiance, a noteworthy skill (skill rating 50), a notable rep score (rep 50), a speciﬁc ego or morph trait, a piece of equipped gear or augmentation, the NPC’s attitude toward the player characters, and so on. The gamemaster determines the other details.
* You may spend a Moxie point to introduce an item to a scene. The presence of this item should be plausible or at least explainable in the context of the setting as described thus far. The item cannot have a Cost higher than Moderate and should not have major offensive capabilities. The item could, of course, be something the character desperately needs, such as the tool to get past a blocked doorway or the widget they needed to put in place some emergency repairs. This item could also be a clue regarding the current situation, plot, or goals, such as an incriminating piece of evidence or an email on a hacked system that points the characters towards a new location in their investigation. The gamemaster determines the placement of this item within the scene and the content of any clues.
* You may spend a Moxie point to introduce an environmental element to a scene. This element should plausibly ﬁt within the current setting as previously described. It should provide a new detail without drastically affecting the scene. For example, it could be a balcony exit to the aerostat living quarters the character is hiding in, a natural sheltering formation to escape the extreme weather on an exoplanet, or a disabled sensor leaving an unguarded opening into the TITAN Quarantine Zone on Mars. The environmental element could also be an event, such as a car crash that distracts the character’s pursuers at just the right moment.
* You may spend a Moxie point to establish a relationship between your character and an NPC. You may have worked together on one of Luna’s early colonies, may have grown up in the same city on Earth, or may both have the same friend in the local triad. The relationship should not be intense and close, instead being more in the realm of loose friendships and acquaintances—or even minor rivals or enemies. The relationship should be plausible within the context already established for the NPC and setting. It may include shared histories and connections to other NPCs.
&gt; The player may deﬁne the rough basics of the relationship, but the gamemaster settles the ﬁner points and the NPC’s current attitude toward the player character.
Only 1 point of Moxie may be spent on a single roll.

===Luck Tests===
Additionally, in situations where luck is a factor, you may be asked to roll a MOX x 10 roll, using your current number of unspent Moxie points. Success indicates that luck is in your favor, failure indicates against you.