Basic Moves

BLOOD

UNLEASH

When you unleash an attack at someone, roll+blood. On a hit, you inflict harm on them (as determined by your weapon). On a 10+, choose 1:

  • Increase the harm you’re inflicting by 1
  • Take something from them
  • Create an opportunity

On a 7-9, choose one:

  • They inflict harm on you
  • You find yourself in a bad spot

Advanced: On a 12+, choose all three from the 10+ list, plus 1 move for double-effect.

THREATEN AN NPC

When you threaten an NPC with violence, roll+blood. On a hit, they do what you want but take a Debt on you. On a 7-9, you also lower your score in their faction by 1.
If you cash in a Debt you have with them, you may add +3 to your roll.

Advanced: On a 12+, they do what you want and lose a Debt on you.

RETREAT

When you have an opening and retreat from a dangerous situation, roll+blood. On a hit, you get away. On a 10+, choose 1. On a 7-9, choose 2:

  • You end up in another dangerous situation
  • You suffer harm during your escape
  • You leave something important behind
  • You owe someone for your escape, give them a Debt
  • Your fear controls you for a time, mark corruption

Advanced: On a 12+, choose none and you make an important discovery.

HEART

TAKE A CHANCE

When you take a chance and do something risky, dangerous or downright stupid, roll+heart. On a 10+, you do it. On a 7-9, you do it, but it’s going to cost you. The MC can offer you a worse outcome, a hard bargain, or an ugly choice.

Advanced: On a 12+, you accomplish your goal and then some. Whatever you were trying to do, you master it.

PERSUADE

When you persuade someone with seduction, bribery or promises, roll+heart. For NPC’s: On a hit, they do what you ask. On a 7-9, they demand a price up front or take a Debt on you.
For PC’s: On a 10+, choose 2. On a 7-9, choose 1:

  • If they do it, they increase their score in your faction by 1 or take a Debt on you
  • If they refuse, they must erase a Debt they have one you or lower their score in your faction and their own faction by 1 (or 2, if the same)

If you cash in a Debt you have with them, you may add +3 to your roll.

Advanced: On a 12+, For NPC’s, they become an Ally and will help you in the future without needing to roll.

MIND

STUDY SOMEONE

When you study someone carefully, roll+mind. On a 10+, hold 3. On a 7-9, hold 2 and they will hold 1 on you on the same terms. While you’re interacting with them, spend your hold to ask the MC questions:

  • Are you telling me the truth?
  • What are you really feeling?
  • What are your intentions regarding ____?
  • What do you want from me?
  • How could I get you to ____?
  • Who is pulling your strings?

Advanced: On a 12+, ask any 3 questions, not limited to the list.

KEEP AN EYE OUT

When you keep an eye out for trouble, roll+mind. On a 10+, hold 3. On a 7-9, hold 2, but you expose yourself to danger. While you’re there, spend your hold to ask the MC questions, 1 for 1:

  • What’s my best way in/out?
  • Who or what here is not what they seem?
  • What happened here recently?
  • What here is the greatest danger to me?
  • What will happen here if I leave/stay?
  • What faction is in control here?

Advanced: On a 12+, ask any 3 questions, not limited to the list.

SPIRIT

LET THE DARKNESS IN

When you let the darkness in by tapping into something primal and powerful, roll+spirit. On a hit, the MC will answer a question for you. On a 10+, you can mark corruption to ask a follow-up question. On a 7-9, mark corruption or there will be strings attached. The MC may ask you some follow-up questions, answer them honestly.

STAND STRONG

When you stand strong in the face of danger, fear or pain, roll+spirit. On a 10+, you master your fear and take +1 Forward in the scene. On a 7-9, you panic, flee, or freeze up unless you mark corruption.

Advanced: On a 12+, you master your fear, take +1 Ongoing in the scene and the MC will tell you something important going on beneath the surface.

Basic Moves

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