Basic Moves
Directly Engage a Threat
When you directly engage a threat, Roll +Brawn.
On a hit, you each take harm, then they Escalate. On a 10+, pick two. On a 7-9, pick one:
- Resist or avoid their blows
- Take something from them
- Create an opportunity for your allies
- Impress, exhaust, or frighten someone
Assess the Situation
When you assess the situation, roll +Brains. On a 10+, ask two. On a 7-9, ask one. Take +1 forward when acting on the answers.
- What happened here?
- What is hidden here?
- What shouldn't be here?
- What here can I use to ?
- What is going to do next
Gain an Impression
When you try to gain an impression on someone you're talking to, roll +Cool. On a 10+, ask two. On a 7-9, ask one.:
- What are you planning?
- How can I get you to do ?
- How can I gain a string on you?
- What do you really think about ?
Search Your Memory
When you search your memory for important information about a subject, ask a question and roll +Brains. If the subject is related to your thing, gain +1.
On a hit, the GM answers the question. On a 10+, ask a related followup question and the GM will answer. Get +1 forward when acting on the answer.
Sway
When you try to sway someone into doing what you want, choose an approach:
If you persuade them openly an honestly, they might ask for a promise or payment, or only partly follow through.If you deceive them with false words or a quick tongue, they might twist your words, discover the truth later, or learn a secret about you.If you threaten their safety or interests, they might go back on their word later, escalate the conflict, or look to escape.
Roll +Charm.
On a hit, they do what you want, but the GM or other player might add a complication based on your approach. On a 10+, choose one of the options and discard it. If the they add a complication, it can't be that one.
Make a Request
When you make a request of someone, say what you want them to do and roll +Charm.
Pull Strings
Spend a string on a character to do one of the following:
- Get +1 on a roll affecting them
- Increase the harm you deal to them by 1
- For PCs: say what you want them to do. If they do it, they gain experience. If they don't, they take 1 harm.
- For NPCs: say what you want them to do. The GM will name a price or condition. If you accept, they do what you want.
Jack Out
When you try to exit the inner world before the mission is over, roll +Nothing. If you're in a fight scene, take -1 to your roll. If someone else successfully jacked out this episode, take -1 to your roll.
On a hit, you successfully exit the inner world. On a 7-9, choose one:
- The sudden shift makes you feel uneasy, mark a condition
- Another character feels betrayed or abandoned, lose a string on them
- You leave behind something or someone important
On a miss, you fail to leave the inner world, and are trapped inside until the mission is won. If the mission fails, prepare for trouble.
Help From Beyond
When you are in the outer world and try to help your teammates in the inner world,
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Trigger a Reset
When you enter a node of evil and trigger a reset, answer the following questions, the roll +1 for each "yes":
- Is the primary target of the evil in your social circle?
- Do you have a string on the primary target, or do they have a string on you?
- Do you feel safe right now?
Regardless of your roll, the node collapses and the evil ceases to influence the primary target.
On a 10+, the target only has a vague recollection of the events, as if it were a hazy dream. On a 7-9 they remember one small detail On a miss, they either remember a key detail, or the evil retains a lingering connection to them. The exact details are up to the GM.
Decompress
When you take some time after a mission to perform one of your playbook's decompression activities, roll +Conditions. On a 10+, clear 3 Conditions. On a 7+, clear 1.
You can only try to decompress once after each mission.
Lash Out
When you lash out against yourself, another player character, or the world around you, read out the entry in your playbook. Afterwards, play out the consequences of your actions.
Lashing out typically clears all your conditions, but may cause some collateral damage.