MOVES EVERYONE CAN DO
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
Let it out is the catch-all supernatural and preternatural move. If you’re wondering how to mesmerize a mortal with your vampiric powers or tear off a car door with your werewolf strength, look no further: let it out allows your character to access whatever strange powers and abilities you don’t find elsewhere on your Archetype.
On occasion, you might find that there’s some overlap between letting it out and using an Archetype move. A faerie, for example, might decide to get in touch with their connection to Arcadia rather than casting faerie magic.
Remember that triggering let it out isn’t just activating magic powers; you’re actively letting out the power within you, giving it control to get what you want. The risks and rewards of such an opening are greater, and you might decide you want these options rather than the ones tied to an Archetype move.
Mortals might be hesitant to use this move, but the lack of supernatural abilities isn’t an impediment to triggering let it out. Mortals have power supernatural beings don’t have: human instinct, adaptability, untapped potential, etc. Find a way to tap into the power within you, no matter how overt or subtle it may be. You might surprise yourself.
»Options for Let It Out
Taking a +1 forward to your next roll means that you’re using your abilities to gain an immediate advantage on the next move you make. You might tap your inner wolf before you unleash on an enemy or open up your third eye to see clearly before you figure someone out. Work with your GM to describe what it looks like when you choose this option.
Extending your senses, supernatural or otherwise gives you direct information about the situation at hand. The GM tells you what you find, depending on the fiction. An Oracle investigating a murder scene might get glimpses of what happened, while a Hunter might notice an overlooked clue that points toward the supernatural. Note that there’s no guarantee you’ll find anything when you open up your senses; sometimes there’s nothing there for you to find.
Frightening, intimidating, or impressing your opposition causes them to rethink their current course of action or sets you up to make them vulnerable or exposed. This effect can be subtle—a vampire’s hypnotic gaze—but it generally gets the attention of those around you. Work with your GM to describe what it looks like when you choose this option.
Taking definite hold of something vulnerable or exposed allows you to seize what others have, including their possessions, their position, or their life. It’s similar to choosing “take something from them” from unleash, but it allows for more nuance. You can use this to rip off a car door or to banish an elemental back to the elemental plane it came from with an arcane ritual. Note that the target must be vulnerable or exposed; you can’t affect secure targets. What’s vulnerable or exposed depends on the situation and your character’s native talents and abilities.
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 also expose yourself to danger, entanglement, or cost.
Each move is a moment in the fiction, an event that needs to resolve before you can move on to the next event. Only one character can have that kind of spotlight at a time, so you resolve one move at a time. If you try to escape a situation, we need to see how that resolves before you can let it out or unleash on the opposition. One move at a time. After a player rolls, however, other players can jump in to help or interfere with their plans, provided they are fictionally available to do so. (You can’t help someone beat up an elemental while you’re watching through a crystal ball-- unless you’ve got some secret knowledge about elementals of that type that you could shout to the other character!) Some of these actions might normally trigger a basic move-- like trying to trick another character or beat them up—but since you’re acting while another player has the spotlight, you roll with their Faction instead of rolling the basic move.
The bonuses and penalties for these rolls tell you when they’re useful-- you can’t help when someone has rolled a 4, and you can’t interfere when someone has rolled a 12. Your character can obviously undertake whatever fictional action they deem appropriate, like providing cover fire or intimidating an NPC, but these two moves only trigger when they make sense for the situation and have mechanical meaning. If you can’t help or interfere, it’s likely that your assistance can trigger a new move after the current one is resolved, lashing
out with violence or attempting to persuade the NPC yourself.
When you roll a 10+ while lending a hand or getting in the way, things go smoothly and you can apply your bonus or penalty to the other player’s roll without cost. On a 7-9, you still get the bonus, but you find yourself in a tough spot as a result of your interference in the situation. On a miss, the GM tells you what happens, just like with any other basic move. You roll with Faction because your character is trying to evaluate the best way to help or
interfere with a person from this particular community; misses here may indicate misperceptions about other communities (or your own).
This move is crucial when the players oppose each other. Since unleash isn’t an opposed roll, whoever unleashes first might do a lot of damage before the other player’s character can react. Getting in the way allows players targeted by other players to weaken attacks and resist trickery without everyone rolling dice all at once. It’s not uncommon for the GM to turn a move back on someone who misses when they’re targeting another player, effectively giving them a 10+ on the same move in reverse.
Only one character can successfully lend a hand, and only one character can successfully interfere, on any given roll. All the characters can try, but you can’t keep racking up the +1s as every other PC lends a hand (or -2s if everyone jumps in to get in the way). If a player misses while lending a hand or getting in the way, however, other characters can jump in and try, exposing themselves to the potential costs and complications that result from these kinds of rolls.
Note that lending a hand or getting in the way has to make sense within the fiction. You can’t interfere by silently thinking evil thoughts (unless you’ve got mind magic or telepathy!) when someone unleashes an attack with a machete, and you can’t help someone escape a situation by whispering encouragement across a room. You also can’t lend a hand or get in the way with Faction moves as those moves center around a character’s relationship with an entire faction.
FACTION MOVES
Faction moves complement the basic moves, allowing your character to interact more broadly with the Factions that vie for power within the city. Instead of rolling with a main stat when you trigger one of these moves, you roll with a Faction stat that describes your relationship with the community with which you’re engaging.
The three core Faction moves are hit the streets, put a face to a name, and investigate a place of power. Other moves might also make use of the Faction stats on your Archetype, but only these count as Faction moves.
HIT THE STREETS
When you hit the streets to get what you need, name who you’re going to, 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
Hit the streets lets you seek out contacts and connections within the city to help you get what you need: info, magical items, information, your nightly fix, whatever. Any time your character goes out looking for resources, roll hit the streets.
You must say who you’re making contact with before you roll; it should be reasonable that they can provide you with whatever you need. Whenever possible, try to circle back to already-mentioned characters with this move: the city gets a little crowded if there’s a knowledgeable monster hunter on every corner. Better to go to the person everyone already knows.
Notice that you actually have to get out into the city to trigger this move. It’s not enough to make a few calls with a crystal ball and hope that the goods come directly to you. Supernatural beings-- and the mortals who deal with them on a daily basis-- are always skeptical of impersonal communication. Magical calls are too easily monitored by their enemies. Best to see someone in the flesh. Safer.
»Options for Hit the Streets
If whoever you go to is juggling their own problems, it doesn’t mean they can’t or won’t help you. In fact, they might be more open to bargaining because they’ve got a ticking time bomb on their hands, some situation that they can’t resolve on their own because they lack the resources or skills needed to get out from under the rock. Your request for help is certainly messier when their business gets dragged into it, but they definitely have whatever you’re looking to get from them.
If whatever you need is more costly than anticipated, then either your contact is suffering some sort of shortage or scarcity, or you don’t know the real value of what you’re requesting. Maybe whatever you’re looking for is more dangerous than you realize, or you overlooked something obvious about the costs of the thing in question. Your contact may need you to pay with more than just Debts or money, like immediate favors or valuable items, magical or mundane. They have it, but it’s going to cost you.
PUT A FACE TO A NAME
When you put a face to a name or vice-versa, roll with their Faction (the GM will tell you their Faction, and then you have to roll). On a hit, you know their reputation; the GM tells you what most people know about them. On a 10+, you’ve dealt with them before; the GM will tell you something interesting and useful about them, or they owe you a Debt. On a miss, you don’t know them or you owe them; the GM will tell you which.
The city is filled with more people than anyone can possibly know, but your character is bound to have met—or at least heard of—most of the movers and shakers in the city. This move lets you establish history or learn someone’s reputation upon seeing them or hearing about them for the first time.
The question “What do I know about them?” or “Have I heard of this person?” is going to come up often while playing; this move lets you answer the question and build on the answer quickly.
You only roll this move the first time you meet someone new or hear a new name. It’s not something that you can trigger later when you sit down to really think about the person that you met earlier. Either the name (or face) hits you and you remember something, or you proceed in the fiction to build a new relationship with that character. It’s always an option to just say, “I don’t know this person,” and skip the roll.
If you get a hit on this move, you’re familiar with the person in question, but they might not know who you are at all. They’ve got a reputation, but information isn’t always a two-way street. On a strong hit, you get their reputation and a little bit more: choose a Debt for services previously rendered or dig a bit deeper into their story. On a miss, the GM tells you if they’re a stranger or someone you owe.
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 GM one question about the schemes and politics of the Faction in question.
Investigating a place of power comes in many forms: you might literally go through the files in someone’s study or subtly observe the dance floor in a mortal nightclub. In order to trigger the move, you’ve got to be looking for answers beyond what you can see with a quick glance. Walking through a crowded room doesn’t trigger the move; you’ve got to slow down and really look around at the place.
Sometimes other moves might offer you unique opportunities to investigate places of power, triggering the move when it would otherwise be difficult to trigger. For example, a vampire might let it out to supercharge their senses and listen closely to what individuals are whispering to each other. These other moves don’t do the investigating all on their own, but they set you up to trigger investigate a place of power in a difficult situation.
A place of power is one that others in that Faction would consider important: a werewolf bar, the law office owned by an ifrit, the fae’s tattoo parlor, a city guard post, you get the idea. The question you can ask on a 10+ should fit within the context of the place and situation, but your GM might allow you to ask broader questions if the location might offer clues to the Faction’s larger political machinations.
DEBT MOVES
There’s no way to make another player character dance to your tune besides Debt. You can’t persuade them with logic or intimidate them with violence; you might get them to go along with you, but only because it’s easier than fighting with you. There’s no way to roll the dice to make folks make tough choices.
Unless you’ve got a Debt. Once people owe you, you can ask them for all kinds of things. And when you put the weight of a Debt behind something, it carries all new meaning. If they want to be taken seriously in the city, then they need to pay what they owe. Only someone who can’t be trusted-- who isn’t worth saving when the chips are down-- goes back on their accounts.
Debt moves deal with interactions fueled by Debt. There are four Debt moves: do someone a favor, cash in a Debt, refuse to honor a Debt, and drop someone’s name.
DO SOMEONE A FAVOR
When you do someone a favor, they owe you a Debt. Gaining Debts means going out of your way to do a favor for other characters. Anytime you help someone out without recompense, you get to claim a Debt from them that can be cashed in at a later time. You can claim Debts from both PCs and NPCs, provided you do something useful for them.
A favor has to be acknowledged by the other party or it isn’t a Debt; you can’t do something for someone and claim a Debt if they don’t really care about your efforts. It’s cool to work this out in the fiction in advance-- “Yeah, I can totally help you out, but you’re going to owe me” --or to step out of character and draw attention to something that happens in the moment-- “I just saved your character's life. I think she owes me a Debt.” If you forget to call out a Debt in the moment, don’t fret. You have a chance at the end of each chapter to collect Debts you think you’re owed if you miss them in the moment.
If you do someone a favor because you’re already getting something from them, it doesn’t count. No need to keep the books when everybody’s breaking even. That said, one-sided deals-- “Rat out your friends, and I’ll give you a ride across town” --don’t count as even exchanges. You can’t avoid a Debt by offering something paltry.
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 toward persuading them (choose before rolling)
Cashing in a Debt is easy. Whenever you want something from someone who owes you a Debt, remind them why they owe you and tell them what you want. Anything from the list is legit at all times, including making them answer questions honestly or giving you a Debt they’re holding on someone else. Provided they follow through on your request, the Debt is used up and erased.
You don’t need to quote the reason for the Debt exactly when you cash in a Debt; alluding to the favor owed is plenty reason enough to trigger the move. What matters is that both parties recall the Debt and acknowledge it, and that they both know that it’s been spent if the debtor honors the Debt. Of course, PC debtors can always refuse to honor a Debt with all the cost and consequences that come with going back on their word.
»Options for Cash In a Debt with PCs
Getting a favor at moderate cost is a broad option, encompassing all sorts of favors that aren’t already on the list. You might ask someone to hide something sensitive for you, steal something valuable, or back you up in a tough situation. It’s all dependent on the skills and talents of the character who owes you the Debt. For some characters, killing someone is a favor they can perform at moderate cost. As always, the GM arbitrates any disputes on what’s "moderate," but look to the fiction to get a sense of what might be moderate for any given character.
Lending a hand or getting in the way both involve engaging with another PC’s roll. If you want to make another character to help you in the moment, this is the option to choose. Note that this means that you might resolve cashing in a Debt in the middle of another move to determine if someone will lend you a hand or get in the way of someone else.
Demanding that a PC answer a question honestly is the only way to get the absolute truth from another PC. None of the options on figure someone out tell you if a character is lying about any particular statement-- figure someone out focuses on the political situation a character is in, not the truth-- but you can force another PC to be honest by cashing in Debts. If the PC honors the Debt, their answer to the question must be full and complete: no misleading or tricks!
Erasing Debts means that you’re spending a Debt to erase a Debt, effectively clearing the books. You lose a bit of your control over the person who owes you the Debt, but you can get out-- or get someone else out-- from under their thumb, assuming they don’t hold other Debts over you or the person you’re trying to save.
Transferring Debts requires that you know about the Debts in question. Most people are pretty open with who owes them, but you’ve got to get the information before you start asking people to hand over their Debts to you.
»Options for Cash In a Debt with NPCs
Demanding that an NPC answer a question honestly is a bit narrower than demanding an answer from the PC. The question must be about their Faction, either broadly about the politics of the Faction or confirmation of gossip or rumors about individual members. If you want NPCs to answer questions about themselves honestly, you’ll have to persuade them.
Getting an NPC to introduce you to a powerful member of their Faction allows you to bypass the obstacles such NPCs usually put up to avoid dealing with riffraff. Your debtor may not like you, but they must give you a friendly introduction and guarantee safe passage to the powerful NPC. If you screw things up while you’re surrounded by the NPC’s goons, though, that’s on you. Try to play nice.
Demanding they give you a worthy or useful gift without cost means that you’re offering the NPC a chance to pay off their Debt by giving you material goods. NPCs don’t have to honor specific requests, but they do have to give you something that you actually want. If they make an offer and you reject it, however, you can’t go back and demand it after you see a few more things.
Erasing and transferring Debts with NPCs works exactly the same as it does with PCs. Remember that you have to know a Debt exists in the fiction before you can cancel it or get the NPC to give it to you.
Adding a +3 to your persuade roll before rolling is essentially asking for a moderate favor from the NPC. Since NPCs can’t roll to refuse to honor a Debt, persuading them with a +3 is effectively calling in a moderate favor with the Debt. A miss on a persuade roll can sometimes mean that the NPC weasels out of the Debt, returning the Debt to you as if they had successfully refused it. You always have leverage if you’re willing to cash in the Debt and take the +3 before you roll.
This message was last edited by the GM at 19:40, Thu 09 June 2022.