TEXT: HARM AND HEALING
  When your character suffers harm, check off a number of boxes on your 
  harm track equal to the harm suffered. The different levels of harm reflect 
  how badly your character is hurt, moving up from minor injuries to wounds 
  that require immediate medical attention:
   » Faint harm is relatively minor, like getting stabbed in a nonvital area or 
  getting into a fist fight that doesn’t last too long. 
   » Grievous harm is serious stuff, like getting shot in the shoulder or hit by a 
  car. If you suffer grievous harm, you need to get medical attention to keep 
  things from getting worse, but you’ll be back on your feet in a few days.
   » Critical harm means that you’re on the verge of dying, like getting shot in 
  the stomach or beat repeatedly in the head with a metal baseball bat. If 
  you don’t get to a hospital—or find some magic to patch you up—you’re 
  going to die. 
  Begin by marking harm in the faint tier and moving down the track into griev-
  ous and then critical. When you mark a box of harm in a new tier, write a 
  short description of the injury on your sheet in the space beside the boxes 
  to remind yourself what harm your character has suffered (and how best it 
  might be treated later). If you ever need to mark harm and can’t— because 
  all your other boxes are full—you die (and probably trigger your end move).
  ADVANCED MOVES
  UNLEASH AN ATTACK
   
  b On a 12+, your target chooses: surrender completely or you  
  incapacitate them.
  ESCAPE A SITUATION
   
  b On a 12+, you get away and make an important discovery.
  PERSUADE AN NPC
   
  b On a 12+, they do what you ask and help you see it through to its end.
  FIGURE SOMEONE OUT
   
  b On a 12+, you can ask any questions you like, not limited to the list.
  MISLEAD, DISTRACT, OR TRICK
   
  b On a 12+, you get all 4 and choose 1 for double effect.
  KEEP YOUR COOL
   
  b On a 12+, your opposition’s cool is compromised. Tell them what it will 
  cost to maintain their current course of action.
  LET IT OUT
   
  b On a 12+, your powers or abilities manifest in an unexpectedly useful 
  way. Mark corruption to make that manifestation permanent.
  SESSION MOVES
  SESSION INTRO
  At the beginning of every session, announce which character your character 
  trusts the least; their player will spotlight a Faction for your character (that isn’t 
  already marked). Mark that Faction. Tell the MC about a rumor or conflict that 
  you’ve heard about that Faction, building on previous established information 
  if you’d like, and roll with the Faction.
  On a 10+, you’re prepared for the conflict you laid out: you’ve got a Debt 
  on someone in that Faction or a useful piece of information or equipment, 
  your choice. On a 7-9, you’re neck deep in it: you owe someone in that Fac-
  tion a Debt, and someone in that Faction owes a Debt to you. On a miss, 
  you’re caught flat-footed, unprepared, or unaware: the MC will tell you who 
  is coming at you.
  If you start a session in the middle of a chaotic situation or with plenty going 
  on already, the MC might decide to skip this move.
  SESSION END
  At the end of every session, if you learned something meaningful about a 
  Faction, increase your score in that Faction by 1 and decrease your score in a 
  different Faction by 1. Tell the MC how your relationships to those commu-
  nities have changed.
  If someone did you a favor at a cost, tell the group; you owe them a Debt. 
  If you did someone a favor without redress, tell the group; they owe you a 
  Debt.
  WORKSPACE/SANCTUM RULES
  When someone goes into their Workspace or Sanctum to accomplish 
  something, the MC uses these rules to decide how they accomplish the goal.
  The MC tells the player, “Sure, no problem, but…” and then 1 to 4 of the fol-
  lowing:
   » It’s going to take you hours/days/weeks/months of work or recovery 
  time
   » First you’ll have to summon/build/construct            
   » You’ll require the services of             to complete it
   » You require a rare and expensive ingredient or material
   » It will only work for a short time, and may be unreliable
   » It’s going to mean exposing anyone nearby to serious fallout
   » Your Workspace lacks            ; add this and you’ll be able to complete it
   » It will require a part of yourself to complete
   » You must journey to             in order to complete it
  The MC can combine any set of requirements or offer two sets of costs to the 
  same task. Once the requirements are completed, what was set out is com-
  pleted. The MC will stat it up, reveal some info, or whatever is called for now.
  
  BASIC MOVES
  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
  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
  BASIC MOVES (CONT’D)
  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.
  FACTION MOVES
  HIT THE STREETS
  When you hit the streets to get what you need, name who you’re going to 
  and roll with their Faction. On a hit, they’re available and have the stuff. On a 
  7-9, choose 1:
   » Whoever you’re going to is juggling their own problems
   » Whatever you need is more costly than anticipated
  PUT A FACE TO A NAME
  When you put a face to a name or vice versa, roll with their Faction. On a hit, 
  you know their reputation; the GM tells you what most people know about 
  them. On a 10+, you’ve dealt with them before; learn something interesting 
  and useful about them or they owe you a Debt. On a miss, you don’t know 
  them or you owe them; the MC will tell you which.
  INVESTIGATE A PLACE OF POWER
  When you investigate a place of power, roll with the Faction that owns it. 
  On a hit, you see below the surface to the reality underneath. On a 10+, you 
  can ask the MC one question about the schemes and politics of the Faction 
  in question.
  ADVANCEMENT
  When you make a Faction move, trigger an intimacy move, cash in a Debt 
  or honor a Debt, mark the Faction involved. When you’ve marked all four 
  Factions, erase the marks and advance.
  DEBT MOVES
  DO SOMEONE A FAVOR
  When you do someone a favor, they owe you a Debt.
  CASH IN A DEBT
  When you cash in a debt, remind your debtor why they owe you in order to…
       …make a PC:
   » Do you a favor at moderate cost
   » Lend a hand to your efforts
   » Get in the way of someone else
   » Answer a question honestly
   » Erase a Debt they hold on someone
   » Give you a Debt they hold on someone else
       …make an NPC:
   » Answer a question honestly about their Faction
   » Introduce you to a powerful member of their Faction
   » Give you a worthy and useful gift without cost
   » Erase a Debt they hold on someone
   » Give you a Debt they have on someone else
   » Give you +3 to Persuade them (choose before rolling)
  REFUSE TO HONOR A DEBT
  When you refuse to honor a debt, roll with Heart. On a hit, you weasel out of 
  the current deal, but still owe the Debt. On a 7-9, you choose 1:
   » You owe them an additional Debt
   » You lose face with their Faction
   » You mark corruption
  On a miss, you can’t avoid the noose. You either honor your Debt or face the 
  consequences: they pick two from the list above or force you to lose all the 
  Debts owed to you.
  DROP SOMEONE’S NAME
  When you drop the name of someone who owes you a Debt, roll with their 
  Faction. On a hit, their name carries weight and gives you an opening or 
  opportunity.  On a 10+, you keep the Debt and mark their Faction. On 7-9, 
  you have to cash in the Debt. On a miss, erase the Debt and brace yourself.
  
SOURCE: textdata/thevault/Urban Shadows (PbtA)/Sheets/US_Basic Moves.pdf