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UrbanShadows Basic Moves

This document outlines rules for various gameplay moves in a roleplaying game session, including: - At the start of each session, a player marks a new faction for their character and establishes a rumor or conflict involving that faction through a dice roll. - At the end of each session, a player increases their score in a faction they learned about and decreases the score in a different faction, explaining how their relationships have changed. - Rules are provided for tracking character harm, healing, and scarring from attacks or mishaps. - Additional rules cover using a character's workspace or sanctum to accomplish goals, various character moves involving factions, debts, escaping, persuading others, and more.

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100% found this document useful (1 vote)
588 views

UrbanShadows Basic Moves

This document outlines rules for various gameplay moves in a roleplaying game session, including: - At the start of each session, a player marks a new faction for their character and establishes a rumor or conflict involving that faction through a dice roll. - At the end of each session, a player increases their score in a faction they learned about and decreases the score in a different faction, explaining how their relationships have changed. - Rules are provided for tracking character harm, healing, and scarring from attacks or mishaps. - Additional rules cover using a character's workspace or sanctum to accomplish goals, various character moves involving factions, debts, escaping, persuading others, and more.

Uploaded by

Josh9009
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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SESSION MOVES

SESSION INTRO
At the beginning of every session, choose the player of the character you trust
the least to spotlight a Faction for your character (that isnt already marked)
and mark that Faction. Tell the MC about a rumor or conflict that youve heard
about that Faction, building on previous established information if youd like,
and roll with the Faction:
On a 10+, youre prepared for the conflict you laid out: youve got a Debt
on someone in that Faction or a useful piece of information or equipment,
your choice. On a 7-9, youre neck deep in it: you owe someone in that
Faction a Debt, and someone in that Faction owes a Debt to you. On a miss,
youre caught flat-footed, unprepared, or unaware: the MC will tell you who
is coming at you.
If you start a session in the middle of a chaotic situation or with plenty going
on already, the MC might decide to skip this move.

SESSION END
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 your relationships to those communities have changed.
If someone did you a favor at a cost, tell the group; you owe them a Debt.
If you did someone a favor without redress, tell the group; they owe you
a Debt.

HARM AND HEALING

When you suffer an attack or mishap, consult the harm rating of the source
and mark off that many boxes on your harm track, following the track downward. As each tier is checked off, record the type of injury or injuries youve
sustained to help you remember how your character has been wounded.
When your harm track reaches Grievous, you need medical assistance before
you can recuperate from your wounds. When your harm track reaches
Critical, you are in serious trouble and need immediate aid or you will soon
face death. If you receive the right help, you begin healing naturally over time.
Further harm inflicted on you will kill you unless you mark a Scar.
Once healing begins, erase one harm per day, provided you take things easy
for a while. The MC might tell you to erase two per day if youre recovering in
a real medical facility. Healing starts at the beginning of the track and follows
downward until you have erased all your harm. If you suffer further harm
during that time, it is marked off at the beginning of the track as usual.

ADVANCED MOVES
UNLEASH

bb On a 12+, your target chooses: surrender completely or you incapacitate

WORKSPACE/SANCTUM RULES

When someone goes into their Workspace or Sanctum to accomplish


something, the MC uses these rules to decide how they accomplish the goal.
The MC tells the player, Sure, no problem, but and then 1 to 4 of the following:
Its going to take you hours/days/weeks/months of work or recovery
time
First youll have to summon/build/construct
Youll require the services of
to complete it
You require a rare and expensive ingredient or material
It will only work for a short time, and may be unreliable
Its going to mean exposing anyone nearby to serious fallout
Your Workspace lacks
; add this and youll be able to complete it
It will require a part of yourself to complete
You must journey to
in order to complete it
The MC can combine any set of requirements or offer two sets of costs to the
same task. Once the requirements are completed, what was set out is completed. The MC will stat it up, reveal some info, or whatever is called for now.

them.

ESCAPE

bb On a 12+, you get away and make an important discovery.

PERSUADE AN NPC

bb On a 12+, they do what you ask and help you see it through to its end.

FIGURE SOMEONE OUT

bb On a 12+, you can ask any questions you like, not limited to the list.

MISLEAD, DISTRACT, OR TRICK

bb On a 12+, you get all 4 and choose 1 for double effect.

KEEP YOUR COOL

bb On a 12+, your oppositions cool is compromised. Tell them what it will

cost to maintain their current course of action.

LET IT OUT

bb On a 12+, your powers or abilities manifest in an unexpectedly useful

way. Mark corruption to make that manifestation permanent.

BASIC MOVES

BASIC MOVES

DEBT MOVES

UNLEASH

KEEP YOUR COOL

When you unleash an attack on someone, roll with Blood. On a hit, you
inflict harm as established and choose 1:

When things get real and you keep your cool, tell the MC what situation you
want to avoid and roll with Spirit. On a 10+, alls well. On a 79, the MC will
tell you what its gonna cost you.

Inflict terrible harm


Take something from them

LET IT OUT

On a 7-9, choose 1 from below as well:


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

ESCAPE
When you take advantage of an opening to escape a situation, roll with
Blood. On a hit, you get away. On a 10+, choose 1. On a 7-9, choose 2:

You suffer harm during your escape


You end up in another dangerous situation
You leave something important behind
You owe someone a Debt for your escape
You give in to your base nature and mark corruption

PERSUADE AN NPC
When you persuade an NPC through seduction, promises, or threats, roll
with Heart. On a hit, they do what you ask. On a 7-9, they modify the terms
or demand a Debt.
If you cash in a Debt you have with them before rolling, you may add +3 to
your roll.

FIGURE SOMEONE OUT


When you try to figure someone out, roll with Mind. On a hit, hold 2. On a
7-9, they hold 1 on you as well. While youre interacting with them, spend
your hold 1-for-1 to ask their player a question:

Whos pulling your characters strings?


Whats your characters beef with
?
Whats your character hoping to get from
?
How could I get your character to
?
What does your character worry might happen?
How could I put your character in my Debt?

If youre in their Faction, ask an additional question, even on a miss.

MISLEAD, DISTRACT, OR TRICK


When you try to mislead, distract, or trick someone, roll with Mind. On a
hit, they are fooled, at least for a moment. On a 10+, pick 3. On a 7-9, pick 2:

You create an opportunity


You expose a weakness or flaw
You confuse them for some time
You avoid further entanglement

When you let out the power within you, roll with Spirit. On a hit, choose
1 and mark corruption. On a 10+, ignore the corruption or choose another
from the list.

Take +1 forward on your next roll


Extend your senses, supernatural or otherwise
Frighten, intimidate, or impress your opposition
Take definite hold of something vulnerable or exposed

LEND A HAND OR GET IN THE WAY


When you lend a hand or get in the way after a PC has rolled, roll with their
Faction. On a hit, give them a +1 or -2 to their roll. On a 7-9, you expose
yourself to danger, entanglement, or cost.

FACTION MOVES
HIT THE STREETS
When you hit the streets to get what you need, name who youre going to
and roll with their Faction. On a hit, theyre available and have the stuff. On a
7-9, choose 1:
Whoever youre going to is juggling their own problems
Whatever you need is more costly than anticipated

PUT A FACE TO A NAME


When you put a face to a name or vice versa, roll with their Faction. On a hit,
you know their reputation; the GM will tell you what most people know about
them. On a 10+, youve dealt with them before; learn something interesting
and useful about them or they owe you a Debt. On a miss, you dont know
them or you owe them, the MC will tell you which.

INVESTIGATE A PLACE OF POWER


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 underneath. On a 10+, you
can ask the MC one question about the schemes and politics of the Faction
in question.

ADVANCEMENT
When you make a Faction move, trigger an intimacy move, cash in a Debt
or honor a Debt, mark the Faction involved. When youve marked all four
Factions, erase the marks and advance.

DO SOMEONE A FAVOR
When you do someone a favor, they owe you a Debt.

CASH IN A DEBT
When you cash in a debt, remind your debtor why they owe you in order to
make a PC:
Do you a favor at moderate cost
Lend a hand to your efforts
Get in the way of someone else
Answer a question honestly
Erase a Debt they hold on someone
Give you a Debt they hold on someone else
make an NPC:
Answer a question (honestly) about their Faction
Introduce you to a powerful member of their Faction
Give you a worthy and useful gift without cost
Erase a Debt they hold on someone
Give you a Debt they have on someone else
Give you +3 to Persuade them (choose before rolling)

REFUSE TO HONOR A DEBT


When you refuse to honor a debt, roll with Heart. On a hit, you weasel out of
the current deal, but still owe the Debt. On a 7-9, you choose 1:
You owe them an additional Debt
You lose face with their Faction
You mark corruption
On a miss, you cant avoid the noose. You either honor your Debt or face the
consequences: they pick two from the list above or force you to lose all the
Debts owed to you.
The MC can cash in Debts owed to NPCs on PCs (and other NPCs) using
these same moves.

DROP SOMEONES NAME


When you drop the name of someone who owes you a Debt, roll with
their Faction. On a hit, their name carries weight and gives you an opening
or opportunity. On a 10+, you keep the Debt and mark their Faction. On 7-9,
you have to cash in the Debt. On a miss, erase the Debt and brace yourself.

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