UrbanShadows Basic Moves
UrbanShadows Basic 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.
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
WORKSPACE/SANCTUM RULES
them.
ESCAPE
PERSUADE AN NPC
bb On a 12+, they do what you ask and help you see it through to its end.
bb On a 12+, you can ask any questions you like, not limited to the list.
LET IT OUT
BASIC MOVES
BASIC MOVES
DEBT MOVES
UNLEASH
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.
LET IT OUT
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:
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.
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.
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
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)