Changed the name to something a bit more fitting. Some rough n' ready moves follow.
The Stats
All characters operate on the following stats: Wrathful, Cold, Sly, Spirited and Eerie. Certain playbooks focus on particular stats, others can be built around a variety of them.
The Moves
All characters have access to the following basic moves:
Wrathful: Menace, Traumatise
Cold: Remain Composed, Feel Nothing
Sly: Read A Face, Read A Scene
Spirited: Charm, Influence
Eerie: Pierce The Veil, Connect
Menace
A Booming Threat, A Bestial Roar, A Chilling Message
When using threat of violence or exploiting the repercussions of a situation in your favour, roll +Wrath. On a 10+ pick 2. On a 7-9 pick 1, but it's going to require a show of force or some other way of backing up the threat.
o They do what you say, no ifs ands or buts.
o They drop everything and get out your way.
o They're provoked and irrational.
o They get into cover or barricade themselves in.
o They give you what you want, or something they think you'd want.
On a miss, you either follow through on your threat, or leave yourself compromised, disgraced or looking like a fool.
Traumatise
Ragged Claws, Cold Steel, Splintered Bone
When accomplishing a goal through direct action or violence, roll +Wrath. On a 10+ pick 2. On a 7-9 pick 1.
o You inflict gruesome harm (+1 Harm).
o You inflict superficial harm (Deal S-Harm).
o You decidedly achieve your goal.
o They are disrupted, turned around or driven back.
o They are impressed, stunned or transfixed.
On a miss, if inflicting Trauma on a player, the one on the receiving end can pick one to inflict on the aggressor, or drain 1 Creep from them. On an NPC, the MC cracks the whip.
Remain Composed
A Crossed Wire, A Loose Nail, An Open Book
When a situation requires a steady hand or a firm grip on your emotions, roll +Cold. On a 10+ you do what you want to do. On a 7-9 you're inelegant, hasty or erratic. On a miss, the MC cracks the whip.
Feel Nothing
Ignoring The Helpless, Aiding The Unworthy, Butchering The Innocent
When you need to do something against your better nature, your history, or your beliefs, roll +Cold. On a 10+ you get it done, whatever it is. On a 7-9 pick 1.
o You make a mess of it, or leave it half done.
o It's slow, tedious or wasteful.
o You make a scene, or leave a trail.
o This will haunt you.
On a miss, the MC picks 2.
Read A Face
A Mortal's Ego, A Spirit's Reflection, A Building's Design
When sizing up someone, or at least the image someone is projecting, roll +Sly. On a 10+ hold 2. On a 7-9 hold 1. Spend your hold during the encounter, 1 for 1.
o What do you really want right now?
o What are you holding back?
o Who or what is pulling your strings?
o What's your next move?
o Where are you most vulnerable?
Read A Scene
A Moment Of Passion, A Glimpse Of Horror, A Night Of Terror
When assessing a charged or changing situation, roll +Sly. On a 10+ ask 2. On a 7-9 ask 1.
o What emotion is most prevalent here?
o Who holds the most sway here?
o Where's my fastest route to what I want?
o What's the safest route to what I want?
o Where's the pressure point in this situation?
Charm
Razorblades In The Candyfloss, Just A Few Small Animals, A Whispered Offering
When attempting to beguile, manipulate or otherwise use your wiles to get someone to do what you want, roll +Spirited. If it's an NPC, on a 10+ they'll do it, as long as that's what you really want. On a 7-9 they're unsure, they need guidance, assurace or a helping hand. On a miss, they're shocked, revolted or insulted at your attempted con.
On a player, on a 10+ if they do it, they mark XP. You can also offer something on top of that, but you're not obliged to honor the deal. If they don't, they have to Remain Composed.
On a 7-9, make them an offer to do it. If they accept, you have to hold up your end of the bargain, or Feel Nothing to wriggle out of it.
On a miss, they set the terms, if you agree, you must keep up your end, or Feel Nothing to wriggle out of it.
Influence
Stacked Chairs, Scratched Words, Shattered Glass
When manipulating the world around you in a dramatic or meaningful way, beyond your usual means, declare your intenion and roll +Spirited. On a 10+ pick 2. On a 7-9, pick 1, the MC will offer you a hard bargain or an ugly choice to get it.
o It happens exactly like you said.
o It happens quickly.
o It leaves a lasting impression.
o It causes no harm or disturbance.
o It doesn't drain you.
On a miss, you over-exert yourself, lose sight of your goal or get a little carried away...
Pierce The Veil
Leylines, Mortail Coils, The Hand Of Fate
When going beyond the limits of what even your unnatural powers allow, seeing into the very fabric between this world and beyond, roll +Eerie. On a 10+ the MC will tell you something interesting or revelant to your current siuation. On a 7-9, you get a glimpse, but it's vague. On a miss, you've attracted some unwanted attention - the MC cracks the whip.
Connect
Dark Desires, Folorn Hope, Desperate Wishes
When trying to comprehend the wishes, experiences or impulses of another, roll +Eerie. On a 10+, ask them a question about themselves which they must answer truthfully, then take +1 forward on your next roll concerning them. On a 7-9 you can ask them a question, but whether they lie or not is up to them. On a miss, they ask a question about you - answer truthfully. If you've asked a player, they gain +1 on their next roll concerning you. If you've asked an NPC, they feel they know you, and they have something over you now.