TEXT: CORE MOVES
  core moves
  CITY OF MIST
  © 2017 Son of Oak Game Studio
  INVESTIGATE
  When you use your abilities to seek answers to burning questions, roll+power. On a 
  hit, you uncover as many Clues as your Power. Spend your Clues 1-to-1 to ask the MC 
  a question about the subject of your investigation or ask another player a relevant 
  question about their character. They must give you either a straight answer or a solid 
  lead. On a 7-9, they can also choose 1:
  Your investigation exposes you to danger. 
  The Clues you get are fuzzy, incomplete, or part-true part-false 
  Whoever or whatever you are asking the question(s) can ask you one question as 
  well. You answer on the same terms. 
  CONVINCE
  When you use your abilities to talk, threaten, or seduce someone into doing 
  something, roll+power. On a hit, they choose either to take a relevant status of 
  your choice with tier=power or:
  On a 7-9, to give in a little, but protect their own agenda. 
  On a 10+, to update their agenda to include yours, at least for the time being. 
  FACE DANGER
  When you use your abilities to to avoid an incoming hit, endure harm, resist a 
  malign influence, or hold it together, the MC will name a status with its tag and 
  tier. Roll+power. On a 10+, you fend off the effect and take no status at all. On a 7-9, 
  you take the status, but with -1 tier. On a miss, you take the full status. 
  HIT WITH ALL YOU’VE GOT
  When you have a clear shot and you use your abilities to hit someone or 
  something with all you’ve got, roll+power. On a hit, you hit, inflicting a status 
  upon your target with tier=power and a tag relevant to the abilities you used. 
  On a 7-9, choose 1, on a 10+, choose 2:
  You take cover or secure a superior position so that they can’t hit you back. 
  You get them good or get many of them (+1 tier). 
  There’s no collateral damage, or there’s loads of collateral damage. 
  You hold the target’s attention, if possible.
  On a 10+, you can also choose from the following options:
  If it’s in your ability to move them, they are out of the way. 
  You gain an advantage on the battlefield. You get 1 Juice 
  (see Change the Game move). 
  GO TOE TO TOE
  When you use your abilities to overcome someone or something in a struggle 
  for control, state what your goal is. Your opponent can describe how they 
  respond, at their option. Roll+power. On a 7-9, choose 1, on a 10+, choose 2:
  You manage to reach your goal, e.g., take something they hold 
  You get them good, inflicting a status with tier=power 
  You block, dodge, or counter their best attempts. If you don’t choose this, 
  they can inflict a status on you. If they are a PC, its tier=their power (based on 
  their relevant tags and statuses, as usual).
  CHANGE THE GAME
  When you use your abilities to give you or your allies an advantage, roll+power.  
  On a hit, you get Juice=power. Spend your Juice, 1 for 1, to gain the following 
  effects, but they must be related to the tags you used:
  Inflict a status with tier-1 (can be chosen multiple times, the tier increases by 
  1 each time) 
  Create/summon new objects or beings with 1 tag of your choice 
  Add a new temporary tag to one character, object, or location 
  Remove 1-tier from a status 
  Scratch out a player’s power tag (as if it was burnt)
  By default, your effect is topical (affects one target), temporary (only affects the 
  next relevant action), and discernible. On a 10+, you get a minimum of Juice-2, 
  and you can also use your Juice to choose:
  Scale up the effect (greater area or more targets) 
  Prolong the effect (make the statuses and tags you create ongoing) 
  Hide the effect 
  Any other improvement you and the MC agree on 
  SNEAK AROUND
  When you use your abilities to do something secretly or deceptively,roll+power. 
  On a 10+, everyone that should fall for it falls for it. On a 7-9, the MC chooses one:
  Someone unimportant noticed you, but that just made them important, right? 
  You are perceived only by a secondary sense (someone picks up your scent 
  while you’re sneaking; you’re seen whispering a message but the message is 
  not heard). 
  You're stuck in an uneasy and stressful position in the middle of your action. 
  To finish it secretly or get out of there without being seen, you must Take the 
  Risk or Face Danger, MC's call. 
  TAKE THE RISK
  When you use your abilities to perform a daring, risky, dangerous, or outright 
  stupid feat, roll+power. On a 10+, you do it, somehow. On a 7-9, things get 
  messy. The MC will offer you a hard bargain or an ugly choice.
  
  other moves
  © 2017 Son of Oak Game Studio
  CORE MOVES
  CITY OF MIST
  PHOTOMONTAGE  [ DOWNTIME ]
  Whenever you have some downtime, choose one way to spend it:
  Give attention to one of your Logos themes. Tell everyone at the table how 
  you do it and mark Attention on that theme. 
  Investigate a case. Tell everyone at the table how you do it. You gain three 
  Clues to use as in the Investigate move, based on your investigation. 
  Explore your Mythos. Tell everyone at the table which Mystery you explore 
  and how you do it. You gain one Clue to use as in the Investigate move, 
  based on your investigation. Mark Attention on that Mystery’s theme. 
  Prepare for your next activity. Tell everyone at the table how you prepare 
  and choose one: recover all your burnt tags OR gain 3 Juice to use as in the 
  Change the Game move (you can choose from all options). 
  Recover from your last activity. For each ongoing status still affecting 
  you, the MC will tell you if and how it can be removed during your downtime. 
  The MC can also rule that you partially recover from a status or allow you to 
  reduce it by 1 tier for each relevant tag you have.
  The MC can cue into any of the photomontage events and continue them as scenes.
  GO YOUR OWN WAY
  When you act against the Identity of your crew, the MC will scratch out a crew 
  power tag or, if none remain, remove one crew Attention. 
  LOOK BEYOND THE MYST
  When you reach inside to get in touch with your Mythos, you can feel the truth 
  behind things without even knowing how. Play it out like the Investigate move, 
  but roll+mythos instead. On a hit, you get Clues=mythos. 
  MAKE A HARD CHOICE
  When you act against one of your Identities or Mysteries, mark Crack/Fade on 
  its theme. If you acted for the sake of one of your other Identities/Mysteries, mark 
  Attention on its theme. 
  STOP. HOLDING. BACK
  When you use your abilities in a way or scale you've never attempted before, 
  the MC will choose one stake and write it on a piece of paper, out of sight:
  You’re resisting. 
  What you are trying to do comes into conflict with your  
  Identity/Mystery  
   
  . Mark Crack/Fade on its theme. 
  It will burn you out. 
  If you do it, mark the burn icon next to all the tags in the  
  theme  
   
  . They're burnt. 
  It will leave a mark. 
  If you do it, take a status  
   
   
  . You cannot  
  avoid it with Face Danger. 
  It will change you forever. 
  If you do it, you will lose your theme  
   
   
  . 
  Then, roll+logos. On a 7-9, you do it and pay the price. On a 10+, you can take a 
  look at the stakes the MC wrote and then choose—do it and pay the price or hold 
  back. On a miss, you lose control over your powers—the MC will say how.
  
SOURCE: textdata/thevault/City of Mist (PbtA)/Extras/City of Mist - Player Moves - Printer-friedly.pdf