Basic Moves Debt Moves: Threats, Roll With Heart. On A Hit, They Do What You Ask. On A 7-9

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Basic moves Debt moves

Unleash Keep your cool Do someone a favor


When you unleash an attack on someone, roll with Blood. On a When things get real and you keep your cool, tell the MC what When you do someone a favor, they owe you a Debt.
hit, you inflict harm as established and choose 1: situation you want to avoid and roll with Spirit. On a 10+, all’s
 Inflict terrible harm well. On a 7–9, the MC will tell you what it’s gonna cost you. Cash In a Debt
 Take something from them When you cash in a debt, remind your debtor why they owe you
On a 7-9, choose 1 from below as well: Let It Out in order to...
 They inflict harm on you When you let out the power within, roll with Spirit. On a hit,
 You find yourself in a bad spot choose 1 from below and mark corruption. On a 10+, ignore the ...make a PC:
corruption or choose another from the list.  Do you a favor at moderate cost
escape  Take +1 forward on your next roll  Lend a hand to your efforts
When you take advantage of an opening to escape a situation,  Learn something interesting and useful about your situation  Get in the way of someone else
roll with Blood. On a hit, you get away. On a 10+, choose 1. On  Frighten, intimidate or impress your opposition  Answer a question honestly
a 7-9, choose 2:  Take definite hold of something vulnerable or exposed  Erase a Debt they hold on someone
 You suffer harm during your escape  Give you a Debt they hold on someone else
 You end up in another dangerous situation Lend a Hand or Get In The Way
 You leave something important behind When you lend a hand or get in the way after a PC has rolled, ...make an NPC:
 You owe someone a Debt for your escape roll with their Faction. On a hit, give them a +1 or -2 to their roll.  Answer a question (honestly) about their Faction
 You give into your base nature and mark corruption On a 7-9, you expose yourself to danger, entanglement, or cost.  Introduce you to a powerful member of their Faction
 Give you a worthy and useful gift without cost
Persuade an npc  Erase a Debt they hold on someone
When you persuade an NPC through seduction, promises, or  Give you a Debt they have on someone else
threats, roll with Heart. On a hit, they do what you ask. On a 7-9, faction Moves  Give you +3 to Persuade them (choose before rolling)
they modify the terms or demand a Debt.
Hit the streets Refuse to honor a Debt
If you cash in a Debt you have with them before rolling, you may When you hit the streets to get what you need, name who you’re When you refuse to honor a debt, roll with Heart. On a hit, you
add +3 to your roll. going to and roll with their Faction. On a hit, they’re available weasel out of the current deal, but still owe the Debt. On a 7-9,
and have the stuff. On a 7-9, choose 1: you choose 1:
Figure someone out  They’re tied up in their own affairs  You owe them an additional Debt
When you try to figure someone out, roll with Mind. On a hit,  There will be wicked strings attached  You lose face with their Faction
hold 2. On a 7-9, they hold 1 on you as well. While you’re  You mark corruption
interacting with them, spend your hold 1-for-1 to ask their player Put a face to a name On a miss, you can’t avoid the noose. You either honor your
a question: When you put a face to a name or vice versa, roll with their Debt or face the consequences: they pick two from the list above
 Who’s pulling your character’s strings? Faction. On a 10+, you’ve dealt with them before; learn or you lose all the Debts owed to you.
 What’s your character’s beef with ______? something interesting and useful about them or they owe you a
 What’s your character hoping to get from ____? Debt. On a 7-9, you know them only by reputation; the GM will The MC can cash in Debts owed to NPCs on PCs (and other
 How could I get your character to ____? tell you what most people know. On a miss, you don’t know NPCs) using these same moves.
 What does your character worry might happen? them or you owe them, the MC will tell you which.
 How could I put your character in my Debt?
If you’re in their Faction, ask an additional question, even on a investigate a Place of Power
miss. When you investigate a place of power, roll with the Faction that
owns it. On a hit, you see below the surface to the reality
mislead, distract or trick underneath. On a 10+, you can ask the MC one question about
When you try to mislead, distract, or trick someone, roll with the schemes and politics of the Faction in question.
Mind. On a hit, they are fooled, at least for a moment. On a 10+,
pick 3. On a 7-9, pick 2: Advance
 You create an opportunity When you make a Faction move or settle a Debt, mark the
 You expose a weakness or flaw Faction involved. When you've marked all four Factions, erase
 You confuse them for some time the marks and advance.
 You avoid further entanglement
Session moves Advanced moves
Session Intro Unleash
At the beginning of every session, choose the player of the On a 12+, your target chooses: surrender completely or you
character you trust the least to spotlight a Faction for your incapacitate them.
character. Mark that faction. Advance, if appropriate.
ESCAPE
At the start of play, roll with that Faction. On a hit, you learn of a On a 12+, you get away and make an important discovery.
rumor or get wind of an opportunity within that Faction. 10+,
hold 1. Spend your hold 1-for-1 to:
Persuade an NPC
 Inject yourself into a scene involving that Faction
On a 12+, they do what you ask and help you see it through to its
 Claim a Debt on an NPC of that Faction
end.
On a miss the MC holds 1 for that Faction, and can spend it to
put you in a tough spot or claim a Debt for an appropriate NPC.
Figure Someone Out
On a 12+, you can ask any question you like, not limited to the
Session End list.
At the end of every session, if you learned something meaningful
about a faction, increase your score in that Faction by 1 and
decrease your score in a different Faction by 1. Tell the MC how Mislead, Distract or Trick
your relationships to those communities has changed. On a 12+, you get all 4 and choose 1 for double effect.

At the end of the session, settle your accounts: Keep Your Cool
 Tell the group about a character that did you a favor at a cost; On a 12+, your opposition’s cool is compromised, tell them what
you owe them a Debt. it will cost to maintain their current course of action.
 Tell the group about a character that you helped without
redress; they owe you a Debt. Let It Out
On a 12+, your powers or abilities manifest in an unexpectedly
Workspace Rules useful way. Mark corruption to make that manifestation
permanent.
When someone goes into their Workspace to accomplish
something, the MC will use these rules to decide how they harm and Healing
accomplish the goal.
When you suffer an attack or mishap, consult the harm rating of
The MC will tell the player, “sure, no problem, but…” and then 1 the source and mark off that many boxes on your harm track,
to 4 of the following: following the track downward. As each tier is checked off, record
 It’s going to you take hours/days/weeks/months of work or the type of injury or injuries you’ve sustained to help you
recovery time remember how your character has been wounded.
 First you’ll have to get your hands on ___
 You’ll require the services of ___ to complete it When harm reaches Grievous, you will require help before you
 You require a rare and expensive ingredient or material recuperate from your wounds. When your harm reaches Critical,
 It will only work for a short time, and may be unreliable you are in serious trouble and will need immediate help or face
 It’s going to mean exposing anyone nearby to serious fallout death soon. If you can receive the right help, you will be stable
 Your Workspace lacks ___, add this and you’ll be able to and begin healing naturally over time. Further harm inflicted on
complete it you may kill you unless you mark a Scar (see Scars below).
 It will require a part of yourself to complete
 You must journey to ___ in order to complete it Once healing begins, you remove 1 harm per day or two from
your harm track, provided you take things easy for a while.
The MC might connect them all with “and,” or might throw in a Healing starts at the beginning of the track and follows
merciful “or.” Once they’ve fulfilled the requirements, they can downward until you have erased all your harm. If you suffer
go ahead and accomplish the thing itself. The MC’s job will be to further harm during that time, it is marked off at the beginning of
stat it up, reveal some info, whatever is called for now. the track as usual.

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