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== Mechanics == It's PbtA again, with the typical -3/+3 point spread, but this time the character stats are broken up into two separate groups: Main, and Faction. The Main Stats are your typical physical and emotional attributes; '''Blood''' for any physical challenge, '''Mind''' for mental stuff, '''Heart''' for Charisma, and '''Spirit''' for supernatural shit and willpower stuff. About as bog-standard as it gets. Where it gets interesting is in the Faction Stats, unique to this game since all of the PCs will be getting dragged into gang warfare, corporate espionage, and all sorts of crazy shit, and they need to know who's who. It's notable that these stats are more mutable than the main ones thanks to their inherent nature as a measure of relationships. The Factions are: * '''[[Grand Alliance: Order|Mortality]]''' - Your bog standard, normie human faction. A vast majority of characters will probably start in here some place. While it's probably the most dull faction, dropping too far in the red in this particular stat will make you look either completely schizo or give the game away that you're not quite human. * '''[[Grand Alliance: Death|Night]]''' - Noted domain of any turned human who's gone from normal to something else. Such examples include Vampires, Werewolves, Ghosts, and Lovers. * '''[[Grand Alliance: Chaos|Power]]''' - Anybody who's picked up some fancy powers due to study, training, winning the genetic lottery, or getting cursed. * '''[[Grand Alliance: Destruction|Wild]]''' - Wild is the "Etc." category for Urban Shadows. Demons, Fairies, Extraplanar creatures, Old Ones, Changelings, and other such critters congregate. You're unquestionably weird, but that also means you stand out more. These factions can be interacted with using special Faction Moves that allow you to gather exceptionally valuable intel, and in a city as big as the one you're in, that can be vital to accomplishing the task ahead of you, and if you do it well enough, you might end up picking up a few Debts along the way. Debts are any number of things you've done for other people in the city that've created a wide array of favors for you to take advantage of, and can be cashed in or used in any number of ways. They're not as normal as say, fighting or looking around places or the like, but it comes up enough that you wanna keep tabs of who owes you what and why. Of course...you're not free of being in Debt to people either, so it can be something quite terrifying to take on yourself if you happen to need something from a powerful character. There are also Drama Moves, which are used in moments where you could find yourself changing forever. Corruption Moves are when you start to get into the really shady shit; beyond simple fistfights and investigations and actually start to begin considering doing some actually terrible stuff to get ahead in this crazy world, which fills up your Corruption meter. Get too much of it, take a corruption advancement; which has it's benefits, but a mighty steep cost. End Moves are the rarest; they are your way of writing your character off; a death, a retirement, moving away from the city, getting locked in a cellar...however it is you plan on going out, End Moves are your way to do it. Intimacy moves are...well...just that. You wanna bond over drinks and talk about how much the city's changed since you moved back with a buddy? Feed on a willing, living creature? Finally ask that Necromancer Goth gf out? Get in her panties? Well that's the Intimacy Move. Intimacy moves are often defined by their Archetype, so some can be quite obviously more "bitey" than others.
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