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
Escape is how you get out of a situation that you would prefer to avoid. It doesn’t matter how dangerous the circumstance is, so long as your leaving could be considered risky. It’s obvious that you’re escaping if you’re running
from bullets, but attempting to flee from a tense family gathering or a difficult emotional situation also triggers this move.
In order to trigger escape a situation you need to either create or take advantage of an opening—a difficult task when you’re cornered and have no clear avenue of escape. Unleash an attack; mislead, distract, or trick; and let it out are all excellent ways to create the opening you need to trigger escape.
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.