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.