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Home List of Moves

Basic Moves

City Moves

For any City Move, if you have a connection to the neighborhood you’re in (or traveling to), you may roll with advantage.

Transit (Environs)

When you travel to another neighborhood:

Then, roll +Environs.


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, you may ask one Question. If you pick a reaction or have a connection to the neighborhood, you may ask a second question. If you use anything you learn you may take +1 to either Transit or Steer Clear.



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.


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 add a belief about the experience. You may also pick 1 Reaction to clear one Heat:


Get Something (Network)

When you work your connections 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.


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 Tie with them, you may roll with advantage.


Meet Someone New (Network)

When you explore a possible connection with someone you don’t know at all or very well, describe how you size them up and roll +Network.

Shared Experiences



Use Belief

When your 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 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, but you may not use it to buff your rolls.

City Connection Moves

Recall Neighborhood Connection

Once per session, you may mark a History to bump a die roll result one tier. By marking a history, you add that neighborhood to the list of neighborhoods your character is connected to.

Hear Demand

Once per session you may mark the next available Demand to bump a die roll result one tier. 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.


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 Histories or City Demands to affect this roll, but you may indicate you want to Use a Secret before you roll.

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 and whether you’re offering peril, value, or logic.

If you demand they act against their self-interest, or reveal something that betrays their interests, they pick a strong reaction.

If you demand they act against or betray another’s interest, roll based on your offer of peril, value, or logic.

NPCs will react to each offer type differently. The Magistrate will indicate whether you should roll with Sway, Heat, or Sway - Heat.

If you must roll with Heat, roll minus the number of marked Heat.

On a hit, you pick a weak reaction. On 7-9, they pick a consequence.

Strong Reactions

If you meet any counter or demand, they comply.

Weak Reactions


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. 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 secret and lose the Tie with them.

Follow the fiction to determine if the secret becomes public knowledge. If it does, erase it.


Risky Moves

Use Power

When you tap into your connection to magic, technology, or other mysterious power, describe what you hope to accomplish. The Magistrate will assign a complexity. If the complexity is equal to or less than your max, roll normally. If it is above your max, roll with disadvantage. You may take +1 if you have a connection to the neighborhood or -2 if you do not.


Backfire (lower is better)

When the power backfires, roll +complexity. Note: Rolling lower is better.


Take a Big Risk

When you do something dangerous, felonious, violent, or imprudent describe the what you fear might happen, 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+.


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. Roll +Network. Subtract 1 for each scheme you already have going.

Run the Scheme

When you check in on your scheme, roll +Productivity. You may do this once per session.


Use Asset

You may spend an asset to:

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 with aspects that help the acquisition, it may include those aspects when rolling.

When a faction works to acquire a rare or expensive resource, roll +aspects.

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.

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.

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.


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.

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 or the neighborhood, so long as it has at least the resource(s) specified by the Magistrate.

Update the map to show the status of the threat.


When a faction receives aid from another faction, the allied faction indicates how it helps using one of its aspects. The receiving faction received +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.