Basic Moves


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


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

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.

Basic Moves

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