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Explaining the Apocalypse 3: I like the way you Move.

Posted by SystemFor group 0
System
GM, 4 posts
A system must include
everything outside itself
Sun 28 Feb 2021
at 17:08
  • msg #1

Explaining the Apocalypse 3: I like the way you Move

  1. What are Moves?
  2. Basic Moves and Advanced Moves
  3. Faction Moves and Debt Moves
  4. Other Moves

(reference sheet here)
This message was last edited by the GM at 17:12, Wed 14 Apr 2021.
System
GM, 5 posts
A system must include
everything outside itself
Sun 28 Feb 2021
at 17:11
  • msg #2

Explaining the Apocalypse 3 : I like the way you Move

What are Moves?
A move is a small set of mechanics that helps resolve conflicts, answer questions, and/or push the story forward. Moves are like the programming language of the game “When you do x, then y happens” shaping and defining the story as your characters take action.

Most of the time in Urban Shadows, we're 'following the fiction' - which means just resolving things as the story suggests. You drive a car, pick a lock, sneak past a guard, intimidate a punk, whatever cool things your character can do, they just do (plus or minus anything the MC does in response). But some situations require (or invite) more structured resolution.

Every move has a trigger (something that occurs in the fiction that sets off the action), and most moves have a Stat roll (usually stated as 'roll with [Stat]' which means roll 2d6 and add/subtract that Stat), and some idea of what happens on a Hit (10+ or 7-9) or a Miss (6-). If the move doesn't specify what happens on a Miss, it's assumed that the MC makes a move in response.

The rule for moves is: "to do it, you do it." In order to make the move, you have to perform the trigger. And, conversely, any time you do the trigger, the move happens whether you were ready for it or not.

(reference sheet here)
This message was last edited by the GM at 15:30, Sun 16 May 2021.
System
GM, 6 posts
A system must include
everything outside itself
Sun 28 Feb 2021
at 17:22
  • msg #3

Explaining the Apocalypse 3: I like the way you Move

BASIC MOVES
Follows are the moves that everyone has access to, and that form the foundation of things that players are expected to be doing in a game of Urban Shadows. You'll note that they're quite a bit more abstract and free-flowing than dice rolls in traditional RPG's. For example, there's no complex set of combat resolution mechanics, no strikes or dodges or actions or tactics. There's only Unleash an Attack and everything not explicitly stated by the Move is up to the players and the MC to work out.

Unleash an Attack
When you unleash an attack on someone, roll with Blood. On a hit, you inflict harm as established and choose 1:
  • Inflict terrible harm
  • Take something from them

On a 7-9, choose 1 from below as well:
  • They inflict harm on you
  • You find yourself in a bad spot

Escape a Situation
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 you’re interacting with them, spend your hold 1-for-1 to ask their player a question:
  • Who’s pulling your character’s strings?
  • What’s your character’s beef with ?
  • What’s 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 you’re 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

Keep your Cool
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+, all’s well. On a 7–9, the MC will tell you what it’s gonna cost you.

Let it out
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.

(reference sheet here)
This message was last edited by the GM at 17:13, Wed 14 Apr 2021.
System
GM, 7 posts
A system must include
everything outside itself
Wed 14 Apr 2021
at 15:26
  • msg #4

Explaining the Apocalypse 3 - "I like the way you Move."

FACTION MOVES
These are moves about relating to the four Factions in Urban Shadows (Mortality, Night, Power, Wild). PC's have a 'Faction Stat' for each Faction, generally rated -3 to +3, that describes how much they know about, or are involved with, each Faction. All Faction moves are rolled +the Applicable Faction Stat (ie to 'Hit the Streets' in search of a Mage, you roll +Power, to do so in search of a Faerie, you roll +Wild).

Hit the Streets
When you hit the streets to find someone and get what you need, name who you’re going looking for and roll with their Faction. On a hit, they’re available and have the stuff. On a  7-9, choose 1:
  • Whoever you’re going to is juggling their own problems
  • Whatever you need is more costly than anticipated

Put a Face to the Name
When you put a face to a name (or vice versa), roll with their Faction. On a miss, you don’t know them OR you owe them (the MC will tell you which). On a hit you know their reputation and the MC tells you what most people know about them.

On a 10+ you've dealt with them personally. Choose one:
  • learn something interesting and useful about them
  • they owe you a Debt

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.

DEBT MOVES
"Debts" are the social currency of Urban Shadows. You can owe debts or have them owed to you. When you roll to persuade an NPC, you may cash in a Debt with them to gain +3 on the roll.

Do Someone a Favour
The basic Debt Move. 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 Honour 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 can’t 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.

Drop Someone's 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.

(reference sheet here here)
This message was last edited by the GM at 17:14, Wed 14 Apr 2021.
System
GM, 8 posts
A system must include
everything outside itself
Wed 14 Apr 2021
at 16:43
  • msg #5

Explaining the Apocalypse 3: I like the way you Move

OTHER MOVES

Advanced Moves
One of the options available when characters Advance is to 'Advance a basic move.' When this option is chose, the player chooses a basic move, which then gains additional effects when 12 or higher is rolled.

Unleash an Attack
On a 12+, your target chooses: surrender completely or you incapacitate them.

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

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

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

Mislead, Distract, or Trick
On a 12+, you get all 4 and choose 1 for double effect.

Keep your Cool
On a 12+, your opposition’s cool is compromised. Tell them what it will cost to maintain their current course of action.

Let it out
On a 12+, your powers or abilities manifest in an unexpectedly useful way. Mark corruption to make that manifestation permanent.


SESSION MOVES
These are performed by the players when a gaming session begins and ends.

Start Session
When a session starts, announce which character your character trusts the least. Their player names a Faction that your character hasn't Marked. Mark that Faction and tell the MC about a rumor or conflict that you’ve heard about involving that Faction (either building in previously established information, or completely new) and roll with that Faction.
On a 10+, you’re prepared for the conflict you laid out: you’ve got a Debt  on someone in that Faction or a useful piece of information or equipment, your choice. On a 7-9, you’re 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,  you’re caught flat-footed, unprepared, or unaware: the MC will tell you who  is coming at you.

Note: If a session starts in the middle of a chaotic situation or there's already plenty going on, the MC might decide to skip this Move

End Session
When a session ends, 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.

Drama Moves
Each Archetype has one each of the following:
  • A Corruption move, which describes how the Archetype earns/marks Corruption (see the Archetype thread for more on this)
  • An Intimacy Move, which described the mechanical effect when they share a moment of intimacy (physical or emotional) with someone
  • An End Move, which describes the impact on the story when they die


(reference sheet here here)
This message was last edited by the GM at 18:26, Fri 23 Apr 2021.
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