The Basic Moves:
When you bargain, threaten, seduce or cajole another character, roll + Charm:
Tell them what you want, and offer them something (or offer them not doing something). For NPCs, on a hit, they'll ask you for something (maybe what you offered, maybe not), and do it if you promise. On a 10+, you're pretty much free to do whatever you want. On a 7-9, you need to take some action right now.
For PCs, on a 7-9 choose one of the following. On a 10+, it's both of them:
*The earn experience if they do it.
*They take -1 forward if they don't do it.
When you do something physically risky, roll + Solid:
On a 10+, you do it, no problem.
On a 7-9, choose 2:
*You do it.
*You don't hurt yourself.
*You don't get in trouble.
When you listen for rumors, roll + Cool:
On a hit, the MC will tell you something new and interesting. On a 10+, the MC will tell you something specific and useful.
When you read a person, roll + Savvy:
On a 10+, hold 3. On a 7-9, hold 1. Spend them during the conversation to ask questions:
*Are you telling the truth?
*What are you really feeling?
*What do you want from me?
*What do you want to do?
*What will it take to get you to ____?
When you read a difficult situation, roll + Savvy:
On a hit, you can ask the MC questions. If you act on the MC's answer, take +1 forward. On a 7-9, ask 1, on a 10+, ask 3.
*What is the biggest threat to me?
*What is most vulnerable to me?
*What should I be on the lookout for?
*Where are my threat's really located?
*Who is in control here?
*What is my best way in/out of this situation?
When you try to get another character in trouble, roll + Status:
On a hit, they get in trouble. On a 7-9, pick one, on a 10+, pick three.
*They suffer great trouble.
*They don't know it was you.
*They know it was you, but blame someone else (MC's call who.)
*You don't catch any trouble yourself.
When you help or interfere with another character, roll + Hx:
On a hit, they take +1 (help) or -2 (interference.)
On a 7-9, you expose yourself to one of the following: Trouble, Drama, Cost, Harm, or Exertion
Special Moves
At the end of each session, choose a character who knows you better than they used to.
That character adds +1 Hx with you. (And if it resets, earns experience.)
When you suffer harm, you take -1 ongoing until the harm heals.
When you suffer trouble, roll + Trouble taken:
On a 10+, the MC chooses 2. On a 7-9, the MC chooses 1. On a miss, the MC may choose 1, but you take 1 fewer trouble.
*You're flustered, confused, and irritated.
*You lose track of something important.
*You take -1 ongoing for the rest of the day.
*You take -2 forward.
*You miss noticing something important.
*The next person to roll to interfere with you marks experience.
Trouble:
For NPC employees:
1 trouble means a verbal warning with management.
2 trouble means a written warning with management. We're watching you.
3 trouble means you're fired.
For NPC customers:
1 trouble means no one likes you.
2 trouble means we're kicking you out of the store.
3 trouble means you're banned from the store forever.
For PCs employees:
1 trouble is no big deal.
2 trouble is a meeting with your supervisor to discuss what's going on, and how can we help you improve your behavior?
3 trouble is a verbal warning with management.
4 trouble is a written warning with management. We're watching you.
5 trouble is your final warning before termination.
6 trouble is immediate termination.
For PC customers:
1 trouble is no big deal.
2 trouble is a refusal to provide service.
3 trouble is please leave the store, sir.
4 trouble is I'm calling the cops, right now.
5 trouble is you're banned from the store.
6 trouble is you're banned from the store, forever, and if I ever see you again, we're calling the cops to take you out of here in handcuffs, mister.
Trouble goes away over time- at the start of each session, everyone loses a point of trouble.