Mar 10, 2024 2:37 am
BASIC MOVES
Turn Someone On
When you turn someone on, roll with Hot. On a 10 up, gain a String on them and they choose a reaction from below.
• On a 7-9, they can either give you a String or choose one of the reactions.
I give myself to you,
I promise something I think you want, or
I get embarrassed and act awkward.
Shut Someone Down
When you shut someone down, roll with Cold. On a 10 up, choose one from below.
• On a 7-9, choose one from below, but you come across poorly, and they can give you a Condition in return
( NEW RULE: or they can tell an adult on you or they plant a seed of doubt in one of your friends about you).
They lose a String on you,
If they have no Strings on you, gain one on them,
They gain a Condition, or
You take 1 Forward.
Keep Your Cool
When you keep your cool and act despite fear, name what you’re afraid of and roll with Cold. On a 10 up, you keep your cool and gain insight: ask the MC a question about the situation and take 1 Forward to acting on that information.
• On a 7-9, the MC will tell you how your actions would leave you vulnerable, and you can choose to back down or go through with it
Lash Out Physically
When you lash out physically, roll with Volatile. On a 10 up, you deal them harm, and they choke up momentarily before they can react.
• On a 7-9, you harm them but choose one:
They learn something about your true nature and gain a String on you,
The MC decides how bad the harm turns out,
You become your Darkest Self.
Run Away
When you run away, roll with Volatile. On a 10 up, you get away to a safe place.
• On a 7-9, you get away but choose one:
You run into something worse,
You cause a big scene, or
You leave something behind.
Gaze Into the Abyss
When you gaze into the abyss, name what you’re looking for and roll with Dark. On a 10 up, the abyss shows you lucid visions, and you take 1 Forward to addressing them.
• On a 7-9, the abyss shows you confusing and alarming visions, but you get your answer nonetheless.
Experience
Whenever you fail a roll, mark experience.
Pulling Strings
When you spend a String on someone, choose one:
Tempt them to do what you want (with the reward for doing what you want being 1 XP, taking a +1 Forward on their next action, or removing a condition of the tempter's choice)
Give them a Condition,
Add 1 to your roll against them, or
Add 1 to the harm you deal them.
Healing
When you take time to tend to your wounds, once per session you may heal 1 Harm. If someone else is there with you, tending to your wounds delicately and intimately - and perhaps with erotic subtext - you may heal an additional 1 Harm.
Skirting Death
When you take your fourth harm, die. To avoid death, erase all harm and choose one:
Become your Darkest Self,
Lose all Strings you have on everybody.
Conditions
If you take advantage of someone’s Condition while making a move against them, add 1 to your roll. If one of your own Conditions applies in the situation, take a -1 to the roll before you make it.
A Condition goes away when the character suffering it takes appropriate action to alleviate it.
( NEW RULE: Conditions can be applied more than once, giving you a -2 or more. Luckily, you need only alleviate the Condition once).
Turn Someone On
When you turn someone on, roll with Hot. On a 10 up, gain a String on them and they choose a reaction from below.
• On a 7-9, they can either give you a String or choose one of the reactions.
I give myself to you,
I promise something I think you want, or
I get embarrassed and act awkward.
Shut Someone Down
When you shut someone down, roll with Cold. On a 10 up, choose one from below.
• On a 7-9, choose one from below, but you come across poorly, and they can give you a Condition in return
( NEW RULE: or they can tell an adult on you or they plant a seed of doubt in one of your friends about you).
They lose a String on you,
If they have no Strings on you, gain one on them,
They gain a Condition, or
You take 1 Forward.
Keep Your Cool
When you keep your cool and act despite fear, name what you’re afraid of and roll with Cold. On a 10 up, you keep your cool and gain insight: ask the MC a question about the situation and take 1 Forward to acting on that information.
• On a 7-9, the MC will tell you how your actions would leave you vulnerable, and you can choose to back down or go through with it
Lash Out Physically
When you lash out physically, roll with Volatile. On a 10 up, you deal them harm, and they choke up momentarily before they can react.
• On a 7-9, you harm them but choose one:
They learn something about your true nature and gain a String on you,
The MC decides how bad the harm turns out,
You become your Darkest Self.
Run Away
When you run away, roll with Volatile. On a 10 up, you get away to a safe place.
• On a 7-9, you get away but choose one:
You run into something worse,
You cause a big scene, or
You leave something behind.
Gaze Into the Abyss
When you gaze into the abyss, name what you’re looking for and roll with Dark. On a 10 up, the abyss shows you lucid visions, and you take 1 Forward to addressing them.
• On a 7-9, the abyss shows you confusing and alarming visions, but you get your answer nonetheless.
Experience
Whenever you fail a roll, mark experience.
Pulling Strings
When you spend a String on someone, choose one:
Tempt them to do what you want (with the reward for doing what you want being 1 XP, taking a +1 Forward on their next action, or removing a condition of the tempter's choice)
Give them a Condition,
Add 1 to your roll against them, or
Add 1 to the harm you deal them.
Healing
When you take time to tend to your wounds, once per session you may heal 1 Harm. If someone else is there with you, tending to your wounds delicately and intimately - and perhaps with erotic subtext - you may heal an additional 1 Harm.
Skirting Death
When you take your fourth harm, die. To avoid death, erase all harm and choose one:
Become your Darkest Self,
Lose all Strings you have on everybody.
Conditions
If you take advantage of someone’s Condition while making a move against them, add 1 to your roll. If one of your own Conditions applies in the situation, take a -1 to the roll before you make it.
A Condition goes away when the character suffering it takes appropriate action to alleviate it.
( NEW RULE: Conditions can be applied more than once, giving you a -2 or more. Luckily, you need only alleviate the Condition once).