Basic Moves


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 


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


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 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. 



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. 


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 


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. 

Basic Moves

Urban Shadows kristycutsforth