Basic Moves
City Moves
Transit (Environs)
When you travel to another neighborhood:
- If it is new to you or you rarely go, describe how you determine the best way to get there
- If you need to get there unnoticed, describe how you keep a low profile
- If you need to get there fast, describe how you avoid the hustle and bustle of the city
Then, roll +Environs.
- 10+ You arrive uneventfully, or pick 1 Consequence to add the neighborhood as a connection.
- 7 - 9 Pick 2 Consequences, or ask the Magistrate how you were diverted temporarily from your destination.
Consequences
- You end up on the wrong side of the neighborhood
- Your arrival or departure is noticed by someone
- It took you longer to get there than expected
- You needed to call in a favor to your faction
Steer Clear (Environs)
When you lay low or maneuver to avoid getting into a dangerous situation, describe how you take advantage of the surroundings and roll +Environs.
If you’re already in a dangerous situation, or have been noticed by a threat, instead Take a Big Risk.
Get Your Bearings
When you take a moment to determine where you are or the right direction to go in, the Magistrate will answer one Question you ask, then roll +Environs. If have a connection to the neighborhood, you may ask a second question.
- 10+ Your assessment was correct. Take +1 forward on Transit or Steer Clear.
- 7 - 9 Pick one: took you extra time to find your way, or you needed to ask for directions, or your assessment wasn’t exactly right. Ask the Magistrate what the consequences are.
Questions
- Where is the best place to hide?
- Where is [specific person or establishment or landmark] located?
- Where is the best source of ___?
- What direction should I avoid?
- What is the best way through this area?
- What does my faction control around here?
Ear to the Ground (Lore)
When you listen out for interesting information, name something you’re especially interested in – a public figure, a faction, a neighborhood, an event, etc. – and roll +Lore.
Appraise Circumstances (Lore)
When you take time to study the situation to see what’s really going on, roll +Lore.
- 10+ Ask one question; then ask another question OR write a connection to the neighborhood.
- 7 - 9 Ask one question.
Questions
- What here is useful or valuable to me or my faction?
- What is the biggest threat to me or my faction?
- What changed here recently?
- What here is not as it seems?
- Who passed through recently?
Sample the Sights & Sounds
When you try something new – for example, tasting food, listening to music, seeing artwork – describe your experience. If someone invited you to try it, take +1 forward to your next Social Interaction with them. If not, you may write a new belief or connection about the experience. You may also pick 1 Reaction to clear one Heat:
Reactions
- Your reaction offends the people around you
- You become obsessed with it
- You have an adverse physiological response to it
- You interrupt someone nearby to urge them to try it
Get Something (Network)
When you work your network to get information, a service, a rare item, or access to a restricted location, say what you need and roll +Network.
If your efforts are focused on an individual, use Direct Someone to Act.
- 10+ Mark 1 heat to get exactly what you want. Otherwise pick 1 Compromise.
- 7 - 9 Pick 2 Compromises or mark Heat to pick 1.
Compromises
- It’s not quite right. Ask the Magistrate how.
- It will lead back to you. Ask the Magistrate who else might be interested.
- It’ll be ready when they say it’s ready. Ask the Magistrate when it will be ready.
- You need to provide collateral or materials. Ask the Magistrate what else they need.
- You had to tap into your faction’s network. Ask the Magistrate how this affects your standing.
- You owe someone a favor. Ask the Magistrate what they expect in return.
Observe Someone (Network)
When you observe a specific person’s behavior, movements, or mannerisms to learn something about them, roll +Network. If you have a connection with them, you may ask a question before you roll.
- 10+ Ask one question, and avoid attracting attention OR write a connection with them.
- 7 - 9 Ask one question and attract attention of them or someone else.
Questions
- Where were they immediately before this?
- What are they planning?
- What is their fear or weakness?
- What do they have that’s valuable to me?
- How can I get them to
____________
?
- What are they really feeling right now?
Meet Someone New (Network)
When you size up someone you don’t know at all or very well, describe how you do it and roll +Network.
- 10+ Pick one Shared Experience and one Doubt. If you answer one of their Questions, you may take +1 forward to any Social Interaction move.
- 7 - 9 Pick one Shared Experience and one Doubt. If you answer two of their Questions, you may take +1 forward to any Social Interaction move.
Shared Experiences
- You have a mutual friend or enemy.
- You have a common interest or vice.
- You have similar perspectives or prejudices.
- You have a similar background, career, or neighborhood connection.
- You belong to the same faction.
Doubts
- They behave suspiciously or immorally.
- They’re connected with someone you don’t like.
- They say something personally insulting without realizing it.
- They expect more than you’re prepared to give.
- They hold a prejudice.
Questions
- What’s in it for me?
- Why do you want to connect with me?
- When will I see you again?
- Who can vouch for you?
- Tell me something about yourself few people know.
Use Connection or Belief
When your connection or belief is relevant to your action, describe how it makes you more confident. You may roll with advantage. If any of the dice show a 1 or 2 – regardless of the outcome of the move – the belief or connection is challenged. Mark it. Next time you use it, if you roll a 1 or 2, it is proven wrong. You may continue to hold the belief or connection, but you may not use it to buff your rolls.
City Connection Moves
Perceive Demand
Once per session you may mark the next available Demand to get a 10+ result on a move. You may mark it before or after you roll. Write down the demand the city makes of you. You may not take another Demand until you meet this one.
Meet Demand
When you meet a Demand made by the city, take an Advance.
Retire
When you meet the last Demand, describe your epilogue.
Social Interaction Moves
Social Interaction Moves relate to a specific named individual. When characters interact with someone in particular, use Direct Someone to Act. When dealing with the denizens of the city more generally, use Get Something.
You may not mark City Demands to affect this roll, but you may indicate you want to Use a Secret before you roll.
Confront Another
When you express yourself with passion or conviction in the presence of another PC, they may pick one:
- they may write a new belief based on what you said if they mark 1 Heat
- they may clear 1 Heat if they mark a belief, showing that what you said challenged it
Direct Someone to Act
When you demand someone provide information they have access to or take an action they are capable of taking, describe what you’re demanding.
If you demand they act against their self-interest, or reveal something that betrays their interests, they partially comply, OR pick a strong reaction.
Otherwise, the Magistrate will secretly pick the type of offer – peril, value, passion, or logic – that holds the most sway. Then, describe your offer. The Magistrate will reveal the type of offer they selected. Then, roll +Sway. If you do not match types of offer, roll with disadvantage.
On a hit, you pick a weak reaction. On 7-9, they pick a consequence.
Strong Reactions
- They make counter-offer (Do you accept?)
- They demand proof of your offer (Do you follow through?)
- They demand something of greater value (Do you give it to them?)
- They demand a favor (Do you agree?)
If you meet any counter or demand, they comply.
Weak Reactions
- They comply with your request and pick a Consequence
- They request resources or compensation (money, favor, etc.) or credential to comply
- They request ensuring their safety
- They comply but in a diminished, indirect, or malicious way (holding something back)
- They cannot comply with your request but offer something less important
- (If directed to act) They comply with your request until it costs them, hurts them, or they get a better offer
Consequences
- Reveal your intentions or actions to someone else
- Become a loyal follower, perhaps to a fault
- Intend revenge
- Disappear
- Spread a rumor about you
- Diminish your standing in your faction
Secrets Moves
Use a Secret
When you use secret knowledge in your social interactions, describe how you use the secret without revealing it, then roll with advantage (or cancel disadvantage). But if any of the dice show 1 or 2, then you Reveal a Secret.
Example of Use a Secret
Miabella is negotiating with the pirate Donatella for the secret location of the treasure under the city. Miabella offers to split the treasure with Donatella in exchange for the location.
Miabella knows the pirate Donatella has a secret forbidden love named Arvel. The player opts to use this knowledge to influence Donatella, implying that certain members of the elite, including Arvel, would appreciate uncovering this essential part of the city’s history.
The player rolls three dice and gets a 1 + 4 + 5. This gives Miabella a 9 on the Direct Someone to Act move, but the secret is revealed. According to the Reveal a Secret move, Miabella loses the Tie with Donatella.
The Magistrate gets to pick two Reactions for Donatella. From Negotiate, Donatella selects Demand more compensation and from Reveal a Secret, Donatella selects They deny the truth, leaving you in doubt.
Says Donatella, “You think you know so much. My love for Arvel is long buried. I will tell you the location, but for your impudence, we will split the treasure 70-30.”
Reveal a Secret
When you reveal a secret to someone, mark Heat. If the secret is about the person you’re talking to, **mark the connection.
- With a Social Interaction Move, resolve the original move, but they may pick one additional Reaction from the list below.
- In other circumstances, they may pick one Reaction from the list below.
Follow the fiction to determine if the secret becomes public knowledge. If it does, erase it.
Reactions
- They flee
- They sincerely deny the truth of the secret, leaving you in doubt
- They make you an offer or threat for your discretion
- They start a rumor about you
- Your standing in your faction is diminished
Risky Moves
Use Power
When you tap into your connection to magic, technology, or other mysterious power, describe what you hope to accomplish or how it enhances your Move. Mark a use, then follow the direction. Use either the attribute of the Move you’re enhancing OR if you’re not enhancing a Move, whichever attribute is most appropriate.
- Roll with Advantage
- Roll with your highest attribute instead of the one specified
- Cancel any disadvantage from Heat
- Mark Heat
- Mark another Use (without following direction)
If you roll a 1 or 2 on any die, the Power has an unexpected side effect.
If you roll a 1 on any die, the Power also backfires.
Side Effects
- Lasts longer or shorter than desirable
- Affects more than the desired target
- Attracts unwanted attention
- Larger or smaller effect than desirable
- Leaves visible evidence on you
Backfire
When the power backfires, roll.
- 10+ It took extra effort to contain it, requiring some rest. Ask the Magistrate what you missed.
- 7 - 9 Pick 2 Outcomes.
- 6- Pick 1 Outcome and mark two Heat.
Outcomes
- Take yourself out of the scene: How do you become incapacitated?
- Harm allies: What happens to them?
- Cause collateral damage: What happens to buildings and property around you?
- Trigger permanent side effect: How are you different?
- Implicate your faction: How does this connect to them?
Take a Big Risk
When you risk physical harm, break the law, challenge social norms, or make a scene describe your objective and what you’re prepared to give up to succeed, mark Heat and roll + most relevant attribute. Outcomes should align with the fiction. You probably can’t defeat a trained warrior in one-on-one combat even if you roll a 10+.
- 10+ You succeed in what you set out to do. You may mark Heat to pick an additional outcome from the list below.
- 7 - 9 You succeed but the Magistrate will tell you the cost; Or the magistrate will offer you a hard choice.
PCs who are present must also pick one:
- Challenge beliefs: Mark a belief
- Suffer blowback: Mark Heat
- Open eyes: Add a belief based on your actions
- Incur cost: Lose 1 asset
Additional Outcomes
- Knowledge: Learn something about someone or something, or someone learns something about you
- Attention: Attract attention or remain hidden
- Harm: Avoid harm or cause an opponent temporary harm
- Reputation: Word gets around about you
- Acquisition: Gain something from someone
Scheme Moves
Set Up a Scheme (Network)
When you set up a scheme to regularly bring in cash or resources, describe the montage for setting it up and what you expect it to produce. The scheme starts with a Productivity equal to your Network attribute. Subtract 1 for each scheme you already have going.
Run the Scheme
When you check in on your scheme, answer one of the questions and roll +Productivity. You may do this once per session.
- 10+ Collect 1 asset and increase productivity (Max +3). You may have a maximum of two assets.
- 7-9 Reduce productivity to collect an asset, or do nothing. You may have a maximum of two assets.
Questions
- Who is your most trusted employee, worker, or collaborator?
- Who is your most difficult employee, worker, or collaborator?
- How do you collect the revenue or value generated by the scheme?
- What aspect of the scheme do you check on first?
- What aspect of the scheme is riskiest?
- What aspect of the scheme produces the best results?
Success
- A local crime lord demands protection
- Competition enters the market
- An investor wants to buy you out
- Authorities threaten to neutralize the (real or concocted) criminal aspects
- An employee is embezzling funds
- The employees organize
- Your faction takes an interest
Use Asset
You may spend an asset to:
- Avoid marking Heat
- Roll Social Interaction moves with advantage
- Take +1 to a Network move for each asset spent
- Repair an item
- Improve your standing in your faction
Faction Moves
Secure Resource
To acquire resources, including materials, expertise, and personnel, a faction may make use of its existing aspects so long as they’re relevant to the acquisition. If the faction is operating in a neighborhood it controls, it may include the neighborhood as an aspect when rolling.
When a faction works to acquire a rare, expensive, or illicit resource, roll +aspects.
- 11+ The faction acquires the resource, adding that resource to its aspects.
- 8 - 10 The faction acquires the resource, but must rewrite one of its aspects.
- 7- The faction doesn’t acquire the resource OR acquires the resource, but also a complicating aspect. Ask the Magistrate what it is.
Complete Project
When the faction starts a new project, ask the Magistrate what expertise, resources, or materials it needs. The Magistrate must specify at least three resources required for the project to succeed. The faction will need to Secure Resource to have at least one available.
When the faction dedicates effort to completing a project (and has at least one required resource) roll +aspects.
- 11+ The faction completes the project and adds the project to its list of aspects.
- 8 - 10 The faction completes the project in part, but must acquire another resource. One previously named or one now named by the Magistrate. It will be complete upon acquiring the resource.
- 7- The faction completes the project in part, but must acquire another resource and roll Complete Project again.
Update the map to show the new project.
Overtake Neighborhood
When a faction attempts to seize control of a neighborhood, check to see whether another faction already dominates. If the dominant faction is represented by the Magistrate, the encroaching faction must either do a project or eliminate threat.
If there is no dominant faction when another faction moves in to take control, the encroaching faction becomes dominant.
If there is a dominant faction, that faction may use aspects appropriate for defending and repelling the encroaching faction. Other factions may come to its aid, adding +1 to the roll. The defending faction rolls +aspects.
- 11+ The defending faction repels the encroaching faction.
- 8 - 10 The defending faction repels the encroaching faction, but it is no longer dominant.
- 7- The defending faction may offer the neighborhood to the encroaching faction in exchange for adding a complicating aspect to the faction. If the encroaching faction refuses, the defending faction may give up the neighborhood and take a beneficial aspect OR may sacrifice an aspect to repel the encroaching faction.
Update the map to show the new political divisions.
Mind the Whispers
When a faction sends out agents and spies to a neighborhood to gather information, roll +aspects.
- 11+ The faction may ask two questions.
- 8 - 10 The faction may ask one question or two questions if they sacrifice an aspect.
- 7- The faction may ask one question if they take a complicating aspect.
Questions
- Where can we find [resource]?
- Who is the real power in [neighborhood]?
- What is happening in [neighborhood]?
- What should we be on the look out for in [neighborhood]?
Update the map to show what was learned.
Spread a Rumor
When a faction’s network spreads a rumor, say what it is and roll +aspects. The faction may make use of aspects that help perpetuate or reinforce the rumor.
- 11+ The rumor spreads.
- 8 - 10 The rumor spreads. Rewrite an aspect to make sure no important details change.
- 7- The rumor gets mangled. The Magistrate will rewrite the rumor.
Eliminate Threat
When a faction attempts to remove a complicating aspect from itself or a neighborhood it owns, the Magistrate will tell you what resources you need to deal with it. If you have them, roll +aspects. The faction may use any beneficial aspects of itself, so long as it has at least the resource(s) specified by the Magistrate.
- 11+ The complication is eliminated, and the faction may add a new aspect of its choice.
- 8 - 10 The complication is eliminated and the faction uses up the resource.
- 7- The complication remains but is reduced. The Magistrate rewrites the complication to reduce its scope, scale, or power.
Update the map to show the status of the threat.
Alliance
When a faction receives aid from another faction, the allied faction indicates how it helps using one of its aspects. The receiving faction receives +1 on its roll for every faction helping. But must take the complicating aspect “indebted” regardless of the outcome. The allied faction shares in the consequences of the move.
Lose Cohesion
When a faction succumbs to a threat erase one of its aspects. If a faction has more complications than aspects, it disperses. Any player characters that belong to the faction may join a new faction, with any remaining aspect as the starting aspect of the new faction.
If the faction has more aspects than complications, roll +aspects.