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Basic Moves
- City Moves
- City Connection Moves
- Social Interaction Moves
- Secrets Moves
- Risky Moves
- Scheme Moves
- Faction 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:
- If it is new to you, 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.
- 12+ You arrive uneventfully, or pick 1 Consequence and clear 1 Heat.
- 10+ Pick 1 Consequence.
- 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
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.
- 12+ You may either clear 1 Heat or avoid a dangerous situation
- 10+ The situation passes, but it costs you. The Magistrate will tell you what.
- 7 - 9 Mark Heat to let the situation pass uneventfully, or get swept up and take +1 forward to 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.
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?
Reactions
- You had to ask someone for directions; ask the Magistrate what they expect in return
- You took extra time to evaluate the situation; ask the Magistrate what happens since you’re running late
- You had to retrace your steps; ask the Magistrate whose attention you attracted
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.
- 12+ The Magistrate will tell you a rumor related to the named subject. Mark Heat to get a second rumor of the Magistrate’s choice.
- 10+ You may mark Heat to hear a rumor related to the named subject, or the Magistrate will tell you an interesting but unrelated rumor.
- 7 - 9 You hear a rumor unrelated to the named subject, but pick 1 Setback.
Setbacks
- Someone notices you snooping around
- Something about the rumor is incorrect
- You’re stuck in this location for a while
Appraise Circumstances (Lore)
When you take time to study the situation to see what’s really going on, roll +Lore.
- 12+ Ask two questions; then ask another or clear one Heat.
- 10+ Ask two questions.
- 7 - 9 Ask one question. Or mark Heat to ask two.
Questions
- What here is useful or valuable to me?
- What is the biggest threat to me?
- What changed here recently?
- What here is not as it seems?
- What happened here 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 add a belief 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 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.
- 12+ Get exactly what you want, or clear 1 Heat and pick 1 Compromise.
- 10+ Mark 1 heat to get exactly what you want. Otherwise pick 1 Compromise.
- 7 - 9 Pick 2 or mark Heat to pick 1 Compromise.
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 owe someone a favor. Ask the Magistrate who.
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.
- 12+ Ask two questions, add them as a Tie. The Magistrate will tell you what Insight you know about them. If you already have a Tie with them, you may ask a third question.
- 10+ Ask two questions. Mark Heat to add them as a Tie. If you do, the Magistrate will tell you what Insight you know about them. If you already have a Tie with them, you may mark Heat to ask another question.
- 7 - 9 Ask one question. Mark Heat to ask another question.
Questions
- Where were they immediately before this?
- What are they planning?
- What are they afraid might happen?
- What do they have that’s valuable to me?
- What is their weakness?
- How can I get them to
____________
? - What are they really feeling right now?
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.
- 12+ Pick two Shared Experiences. You may take +1 forward to any Social Interaction move.
- 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.
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 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.
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 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
- 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?)
- Comply, but partially or maliciously
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 or betrayal
- Disappear
- Spread a rumor about you
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.
- 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
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.
- 12+ You achieve your goal flawlessly.
- 10+ Pick 1 Consequence.
- 7-9 Pick 2 Consequences OR the power backfires.
- 6- The power backfires.
Consequences
- Lesser effect (in area, duration, scale, or intensity)
- The power affects targets beyond the one intended
- The power has an unexpected temporary side effect
- The power has an unexpected cost
- The power has the opposite effect (if you pick this, you do not need to roll Backfire)
Backfire (lower is better)
When the power backfires, roll +complexity. Note: Rolling lower is better.
- 10+ Pick 1 Outcome and mark two Heat.
- 7 - 9 Pick 2 Outcomes.
- 6- The power dissipates harmlessly.
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?
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+.
- 12+ You succeed in what you set out to do, and you may pick a second outcome from the consequences list below or clear 1 Heat.
- 10+ You succeed in what you set out to do. You may mark Heat to pick another outcome from the consequences list below.
- 7 - 9 You succeed but the Magistrate will tell you the cost; Or the magistrate will offer you a hard choice.
Consequences
- Learn something about someone or something
- Escape the scene or remain hidden
- Avoid attracting attention
- Cause an opponent temporary harm or force them to hesitate
- Change a detail about the scene
- Create an opportunity for an ally
- Impress one or more people
- Take 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. Roll +Network. Subtract 1 for each scheme you already have going.
- On a hit, the scheme’s Productivity starts at -1.
- 7-9 Mark Heat or start Productivity at -2.
- 6- You fail to get the scheme off the ground or mark Heat to start the scheme’s Productivity at -3; either way, someone catches wind of your little operation.
Run the Scheme
When you check in on your scheme, roll +Productivity. You may do this once per session.
- 12+ Collect two assets, pick 1 Success. You may have a maximum of two assets.
- 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.
Success
- Your business is noticed by a local crime lord who demands protection
- Competition enters the market
- An investor wants to buy you out
- The law takes notice of the operation and attempts to neutralize the criminal aspects
- An employee is embezzling funds
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
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.
- 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 of the specified resources before it can roll again.
- 7- The faction completes the project in part, but must acquire two more of the specified resources before it can roll 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 or the neighborhood, so long as it has at least the resource(s) specified by the Magistrate.
- 11+ The complication is eliminated, and 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 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.