DO SOMETHING UNDER FIRE READ A SITCH
When you do something under �re, or dig in to endure �re, roll+cool. On a 10+, When you read a charged situation, roll+sharp. On a hit, you can ask the MC
you do it. On a 7–9, you �inch, hesitate, or stall: the MC can offer you a worse questions. Whenever you act on one of the MC’s answers, take +1. On a 10+, ask
outcome, a hard bargain, or an ugly choice. On a miss, be prepared for the worst. 3. On a 7–9, ask 1:
• where’s my best escape route / way in / way past?
ATTACK SOMEONE • which enemy is most vulnerable to me?
When you attack someone unprepared, unsuspecting, or helpless, roll+hard. • which enemy is the biggest threat?
On a 10+, in�ict full harm as established. On a 7–9, they’re able somehow to • what should I be on the lookout for?
• what’s my enemy’s true position?
dodge, block, or duck, or else you just don’t quite strike home; in�ict little harm.
• who’s in control here?
In either case, if they can and do choose to �ght back, now you’re doing battle
On a miss, ask 1 anyway, but be prepared for the worst.
with them. On a miss, be prepared for the worst.
DO BATTLE READ A PERSON
When you read a person in a charged interaction, roll+sharp. On a 10+, hold
When you do battle with someone, choose the appropriate extended battle
3. On a 7–9, hold 1. While you’re interacting with them, spend your hold to ask
moves with the MC, and see them through.
their player questions, 1 for 1:
• is your character telling the truth?
GO AGGRO • what’s your character really feeling?
When you go aggro on someone, say what you want them to do, and say what • what does your character intend to do?
you’ll do if they don’t. Roll+hard. On a 10+, they have to choose: force your • what does your character wish I’d do?
hand, or cave and do what you want. If they force your hand, you can do what • how could I get your character to __?
you threatened, including in�icting harm as established. On a 7–9, they can On a miss, ask 1 anyway, but be prepared for the worst.
choose to force your hand or to cave, but they can also choose instead to �ght
back or make a break for it, and now you’re doing battle with them. On a miss, be OPEN YOUR BRAIN
prepared for the worst.
When you open your brain to the world’s psychic maelstrom, roll+weird. On
SEDUCE OR MANIPULATE a hit, the MC will tell you something new and interesting about the current
situation, and might ask you a question or two; answer them. On a 10+, the
When you try to seduce or manipulate someone, tell them what you want and
MC will give you good detail. On a 7–9, the MC will give you an impression. If
roll+hot. For NPCs: on a hit, they ask you to promise something �rst, and do it if
you already know all there is to know, the MC will tell you that. On a miss, be
you promise. On a 10+, whether you keep your promise is up to you, later. On a
prepared for the worst.
7–9, they need some concrete assurance right now. For PCs: on a 10+, both. On a
7–9, choose 1:
• if they do it, they mark experience
SESSION END
• if they refuse, erase one of their stat highlights for the remainder of the session At the end of every session, choose a character who knows you better than they
What they do then is up to them. used to. If there’s more than one, choose one at your whim. Tell that player to add
On a miss, for either NPCs or PCs, be prepared for the worst. +1 to their Hx with you on their sheet. If this brings them to Hx+4, they reset
to Hx+1 (and therefore mark experience). If no one knows you better, choose a
HELP OR INTERFERE character who doesn’t know you as well as they thought, or choose any character
at your whim. Tell that player to take -1 to their Hx with you on their sheet. If
When you help or interfere with someone who’s making a roll, roll+Hx. On
this brings them to Hx -3, they reset to Hx=0 (and therefore mark experience).
a 10+, they take +2 (help) or -2 (interfere) to their roll. On a 7–9, they take +1
(help) or -1 (interfere) to their roll. On a miss, be prepared for the worst.
BASIC MOVES
OVERVIEW ASSAULTING OR DEFENDING A HELD POSITION
Battles play out in several stages. When you assault a held position or hold a position against assault, both
sides in�ict and suffer harm as established. Roll+hard. On 10+, spend 3. On 7-9,
FIRST DRAFT - SUBJECT TO CHANGE - DO NOT DISTRIBUTE
First, choose which kind of �ght best �ts your circumstances: spend 2. On a miss, spend 1. Spend them blind, on the following:
• an assault on a held position (and which side is which) • Provide supporting �re. Add +1harm to the harm your side in�icts.
• single combat, hand to hand, gladiator pit optional • Provide covering �re. Add +1armor to your side.
• a chaotic free-for-all • Lead an advance (attackers) or hold strong (defenders). Whichever side spends more
• a running gun�ght on this, wins the round.
• a hunter’s chase (and which side is which) • Take a single, short, personal action.
• a road war
• a massacre, a �eld massed with noncombatants For any side with NPC combatants, the MC gets to spend 2 for that side as well.
• cat and mouse, trying to get the drop on each other e MC may choose to spend 1 or 3 instead for either side, but must declare that
she’s doing so. 1 is for a gang weak, afraid, or lacking leadership or will; 3 is for a
Once you’ve chosen, take a minute to �gure out harm as established. Remember gang fearless, devoted, or mindless.
that you in�ict harm equal to your weapons’ harm minus your enemies’ armor,
and you suffer harm equal to your enemies’ weapons’ harm minus your own If the attackers win the �ght, the defenders choose:
• We �ee.
armor. While you’re at it, remember that gangs of different sizes get harm and
• We surrender.
armor modi�ers too.
• We hold out and keep �ghting, but suffer +1 harm for it. e battle continues to
If there are gangs involved, pull out the rules for when gangs take harm. If there another round.
are vehicles involved, pull out the rules for when vehicles take harm. If the defenders win the �ght, the attackers choose:
If you don’t know how much harm you’ll be in�icting and suffering, you’ll make • We cede your position and withdraw.
poor decisions during the battle, so hold your dice off the table and don’t proceed • We dig in to wait you out.
until the MC tells you what’s what. • We rally and press the attack, but suffer +1 harm for it. e battle continues to
another round.
Now go ahead to the extended battle moves you’ve chosen. ey share three core
If it’s a tie, then the attackers choose whether to withdraw or press the attack, in
features: rolling to spend blind, an exchange of harm as established, and then a
which case the battle continues to another round.
decision point, whether the battle ends or continues into a next round.
If the battle continues to another round, be sure to in�ict harm �rst.
Some of the moves give you the opportunity to spend 1 to take a single, short,
personal action. Examples include attacking a single named enemy within your
reach, slipping yourself or someone else out of the battle, stealing something
while the battle’s occupying everyone’s attention, or making some other move of
your own.
You can go ahead and choose this option when you want to, especially if it’s
obvious that the opportunity’s there. If it seems iffy to you, you can still try it,
just be prepared for the MC to have you back up and do something else instead.
Always work with the MC to integrate your personal business into the unfolding
action. e MC’s in charge of timing and resolving it, so don’t push back.
EXTENDED BATTLE MOVES (i)
SINGLE COMBAT, HAND TO HAND, GLADIATOR PIT OPTIONAL A RUNNING GUNFIGHT
When you do single combat with someone, both you and your enemy in�ict and When you engage in a running gun�ght, play it out in 2-stage rounds.
suffer harm as established. Roll+hard. On a 10+, spend 3. On a 7–9, spend 2. On Stage 1: the MC tells you about the terrain you’re navigating.
FIRST DRAFT - SUBJECT TO CHANGE - DO NOT DISTRIBUTE
a miss, spend 1. Spend them blind, on the following: Stage 2: make your move and exchange harm.
• Strike hard. In�ict +1harm. If the battle isn’t over, go back to stage 1 and do it all again.
• Defend yourself. Gain +1armor.
• Seize the victory. Whichever of you spends more on this, wins the round. THE TERRAIN
If your enemy is an NPC, the MC gets to spend 2 for her as well. e MC may ere’s no safe and solid ground, not really. MC, choose at least 1 and describe it:
choose to spend 1 or 3 instead, but must declare that she’s doing so. 1 is for an • a precipice • a wall • shifting ground
NPC weak, afraid, or lacking will; 3 is for an NPC distinguished by her bloodlust. • an exposed place • an overhang • broken ground
Whichever of you wins, if the loser is still alive, the loser chooses: During the rest of the round, if anyone manages to take real tactical advantage
• You have me at your mercy. What do you do to me? of the terrain, you can choose to give them a bonus. Judge the advantage they’ve
• You drive me into terri�ed �ight. Do you pursue me? taken and give them the bonus you think best:
• is is a �ght to the death. We continue to another round. • +1 to a roll • +1armor • a shot where they had none
If it’s a tie, then if both of you want to end the �ght, it ends, but if either of you • -1 to an enemy’s roll • +1harm • a move where they had none
want to �ght on, it continues to another round.
THE MOVE
A CHAOTIC FREE- FOR -ALL Both sides in�ict and suffer harm as established. Roll+hard. On 10+, spend 3. On
When you’re involved in a chaotic free-for-all, the mass of combatants as 7-9, spend 2. On a miss, spend 1. Spend them blind, on the following:
a whole takes harm as established, as a single gang in�icting harm on itself. • Provide supporting �re. Add +1harm to the harm your side in�icts.
Roll+hard. On 10+, spend 3. On 7-9, spend 2. On a miss, spend 1. Spend them • Provide covering �re. Add +1armor to your side.
blind, on the following: • Cover ground. Whichever side spends more on this, wins the round.
• Add to the chaos. e combatants as a whole suffer +1harm. • Take a single, short, personal action.
• Defend yourself. Gain +1armor. For any side with NPC combatants, the MC gets to spend 2 for that side as well.
• Defend someone else. ey gain +1armor. e MC may choose to spend 1 or 3 instead for either side, but must declare that
• Take a single, short, personal action. she’s doing so. 1 is for a gang weak, afraid, or lacking leadership or will; 3 is for a
For each named NPC in the �ght, the MC gets to spend 1 as well. e MC can gang fearless, devoted, or mindless.
choose to spend 0 or 2 instead, but must declare that she’s doing so. 0 is for Whichever side wins, they choose:
unarmed or otherwise semi-incapacitated NPCs; 3 is for NPCs distinguished by • We outdistance you and get away.
their violent competence and calm in chaos. If the number of named NPCs is • We go to ground in a place of our choice.
large, be patient while the MC lists her spends. • We corner you in a place of our choice.
After the exchange of harm, the �ght ends, unless or until someone reignites it. However, if they won by only 1 spend, the losers can defy their choice; the battle
continues to the next round, with terrain, above. However, the winners keep
their advantage, in the form of 1 free additional spend to cover ground.
If it’s a tie, then the battle continues to the next round, with terrain, above.
EXTENDED BATTLE MOVES (ii)
A ROAD WAR V-harm: when you shoulder another car, it takes v-harm equal to what you spent
to shoulder it, minus what its driver spent to drive defensively.
When you �ght a road war, play it out in three-stage rounds.
Stage 1: the MC tells you about the terrain you’re tearing through. When you suffer v-harm, roll+v-harm suffered. On a 10+, you lose control, and
FIRST DRAFT - SUBJECT TO CHANGE - DO NOT DISTRIBUTE
Stage 2: the drivers make their move. is tells you where the cars and other your attacker chooses 1:
vehicles are, relative to each other. • You crash.
Stage 3: everybody else makes their move and you all exchange harm. • You spin out.
• Choose 2 from the 7–9 list below.
If the battle isn’t over, go back to stage 1 and do it all again. On a 7–9, you’re forced to swerve. Your attacker chooses 1:
• You give ground (-2 to your position).
THE TERRAIN • You’re driven off course, or forced onto a new course.
ere’s no safe and solid ground, not really. MC, choose at least 1 and describe it: • Your car takes 1-harm ap.
• a precipice • a wall • shifting ground On a miss, you swerve but recover without disadvantage.
• an exposed place • an overhang • broken ground When an NPC’s car takes v-harm, the MC can ask you to roll it, or can choose to
Before the drivers make their move, they each have to choose and tell you roll it herself.
whether they’ll drive cautiously to protect themselves from the terrain. If they Position: reorder the cars in cumulative position order, from least to greatest.
do, they spend 1 less than their roll gives them. If they don’t, have them act Cars with the same position are in direct contact. Cars within 1position of one
under �re or take other penalties for the danger the terrain represents. another are within hand weapon range. Cars within 3position of one another are
ereafter, during the rest of the round, if anyone manages to take real tactical within close weapon range. Cars beyond 3position of one another are within far
advantage of the terrain, you can choose to give them a bonus. Judge the weapon range.
advantage they’ve taken and give them the bonus you think best:
• +1 to a roll • +1armor • a shot where they had none EVERYBODY ELSE’S MOVE
• -1 to an enemy’s roll • +1harm • a move where they had none Both sides in�ict and suffer harm as established. Roll+hard. On 10+, spend 3. On
7-9, spend 2. On a miss, spend 1. Spend them blind, on the following:
THE DRIVERS’ MOVE • Provide supporting �re. Add +1harm to the harm your side in�icts.
Roll+cool. On a 10+, spend 3. On a 7–9, spend 2. On a miss, spend 1. Spend them • Provide covering �re. Add +1armor to your side.
blind, on the following: • Take a single, short, personal action.
• Shoulder another car. Spend more than 1 to more decisively shoulder the same car, or For any side with NPC combatants, the MC gets to spend 2 for that side as well.
to shoulder another car too.
e MC may choose to spend 1 or 3 instead for either side, but must declare that
• Drive defensively.
she’s doing so. 1 is for a gang weak, afraid, or lacking leadership or will; 3 is for
• Pull ahead. Each 1 that you spend, you get +1position against the other cars.
a gang fearless, devoted, or mindless. It shouldn’t take her long, but be patient
Spend for your car’s battle tags, too: while the MC lists her spends.
• Each +1massive lets you spend 1 more to shoulder another car, if you choose.
After the exchange of harm, if the trailing side wants to break off, they can, and
• Each +1handling lets you spend 1 more to drive defensively.
• Each +1speed lets you spend 1 more to pull ahead. the battle ends. Otherwise it continues to the next round, with terrain, above.
For NPC drivers, the MC gets to spend 2. e MC may choose to spend 1, 3, or 4 BOARDING A MOVING CAR
instead, but must declare that she’s doing so. 1 is for a poor or impaired driver;
To board a moving car, roll+cool, minus the difference in position. On a 10+,
3 is for a terror behind the wheel or an exceptionally powerful vehicle; and 4 is
you’re on and you made it look easy. Take +1forward. On a 7-9, you’re on, but
for both. If the number of NPC drivers is large, be patient while the MC lists her
jesus. On a miss, the MC chooses: you’re hanging on for dear life, or else you’re
spends.
down and good luck to you.
EXTENDED BATTLE MOVES (iii)