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Andrew Medeiros and Mark Diaz Truman PDF

298 Pages·2015·7.82 MB·English
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political urban fantasy powered by the apocalypse ANDREW MEDEIROS MARK DIAZ TRUMAN political urban fantasy powered by the apocalypse ANDREW MEDEIROS MARK DIAZ TRUMAN Design, Development, and Writing by Andrew Medeiros and Mark Diaz Truman Rules editing by Brendan Conway Copy editing by Amanda Valentine Proofreading by Shelley Harlan Art direction by Marissa Kelly Illustrations by Juan Ochoa Layout by Thomas Deeny Indexing by Elizabeth Bauman The X-Card was originally developed by John Stavropolous to manage difficult and adult content in tabletop roleplaying games. You can read more about the X-Card at tinyurl.com/x-card-rpg. Intimacy moves were originally developed by Dana Fried in her post titled “Three Small Apocalypse World Hacks” (bit.ly/1ScZQiW). More great design work by Dana can be found at leftoblique.net/wp/games. The section titled “Asking Great Questions” is drawn from Pete Kautz’s work titled “Five Conversational Hypnosis Tools For AW MCs” (bit.ly/1FeF894). Pete—The Black Belt Hypnotist—can be found at alliancemartialarts.com. The Apocalypse Engine is used courtesy of Vincent Baker and Lumpley Games (lumpley.com). Much of the text of this book was inspired by Apocalypse World directly (as well as Monsterhearts by Avery McDaldno). Thank you, Vincent. You’ve given us a new way to see things, and roleplaying will never be the same. Urban Shadows is copyright 2015 by Magpie Games, including all text and art. All rights are reserved. SPECIAL THANKS Special thanks to Rob Wakefield and Tommy Rayburn for their early graphic design work on the playbooks and the Urban Shadows Kickstarter. We couldn’t have made this happen without you two. Thank you! Thanks to Marissa Kelly, Tristan Price, Justin Rogers, Derrick Kapchinsky, Daniel Fernandez, Robenson Chavez-Arnold, Jim Crocker, Kristin Firth, Jenn Lewis, Mick Bradley, Stephen Bloom, Katherine Fackrell, Ryan Leandres, Aaron Friesen, Sean Horwich, Amelia Broverman, Anthony Van Giessen, Ellen Van Giessen, Mikael Andersson, Sean Dalziel, and more for your live playtesting feedback. Your patience and comments were both greatly appreciated. Huge thanks to Brand Robins and Mo Turkington for their tireless playtesting efforts throughout multiple drafts of the game; Travis Scott, Eric Mersmann, and Stras Acimovic for their insightful live playtesting feedback at and around Origins 2014; Whitney “Strix” Beltran, Ajit George, and MadJay Brown for their constant cheerleading and critical eyes through Gaming as Other; and Jenn Martin and Richard Rogers for their interest and support through Indie+. You all are amazing. Thank you to our Kickstarter playtesters! Your feedback was amazing, and the game is so much stronger thanks to your contributions. Please see 294 for a list of our City Champions who went above and beyond in their playtesting support for the game. If we missed you in these thanks, please let us know. We’ll get you in a future printing. From Andrew: I’d like to thank my spouse Sonya for the encouragement, patience, and love throughout every step of the Urban Shadows project (and for its name!). I’d also like to thank my friend Aaron for some of the original ideas for the rules, which ended up being cornerstones of the final product. From Mark: I’d like to thank Marissa for her feedback after dozens of Urban Shadows playtests and one-shots; my mom, Rose, for teach- ing me about urban politics since before I could walk; and Avery McDaldno for pushing me to think about how to engage minority experiences in roleplaying games. Thank you. TABLE OF CONTENTS THE PREFACE 7 What This Is . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8 A City of Monsters . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8 Race, Gender, and Queerness . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9 Playing to Find Out . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 11 Where This Came From . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .11 What You’ll Need . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 12 THE BASICS 15 The Conversation . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 16 Starting a Game . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 23 Why Play? . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 25 THE CHARACTERS 27 Choosing an Archetype . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 28 Name, Look, and Demeanor . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 29 The Stats . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 30 Intro Questions . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 32 Gear . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 33 Picking Moves . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 33 Drama Moves . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 34 Introductions and Debts . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 35 THE MOVES 37 Using Moves in Play . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 38 Basic Moves . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 39 Faction Moves . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 60 Debt Moves . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 64 Drama Moves . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 73 Advancement . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 76 Session Moves . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 77 Custom Moves . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 78 THE ARCHETYPES 79 The List . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 80 The Aware . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 84 The Hunter . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 89 The Veteran . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 95 The Spectre . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1 . 0 . 2 . . . The Vamp . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 107 The Wolf . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 113 The Oracle . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 120 The Wizard . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 126 The Fae . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 133 The Tainted . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 139 THE STREETS 145 Life on the Street . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 146 Harm . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 146 Armor . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 152 Weapons and Tags . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 153 Groups . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 155 THE LONG GAME 159 Advancement . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 160 Corruption . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 174 THE MASTER OF CEREMONIES 177 The MC . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 178 Agendas . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 179 The Principles . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 180 Your Moves . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 187 Moves upon Moves . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 202 Using NPCs in Play . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 207 Behind the Archetypes . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 214 Dangerous Content . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 219 When You’re Not Busy… . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2 . 2 . 1 . . THE FIRST SESSION 223 Before the First Session . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 224 Starting the First Session . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 225 During the First Session . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 229 After the First Session . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 234 The Long Example . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .2 .3 .5 . . THE STORM 245 A City Full of Storms . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 246 Creating Threats . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 247 Creating Storms . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 258 More Storms, More Threats . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 268 THE SHADOWS 269 Calling the Shadows . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 270 Building Custom Moves . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 270 Shadows Everywhere . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 281 Breaking the Mold . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 287 The End of Shadows . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 288 APPENDIX: STAFF AND THANKS 289 Credits . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 290 City Champions . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 291 the preface THE PREFACE 7 URBAN SHADOWS WHAT THIS IS Urban Shadows is an urban fantasy story game. When you play it, you and your friends (or acquaintances) tell a story together, a tale of supernatural drama and political intrigue set in a modern-day city. Some of the charac- ters in this story are mortal, but they might also be touched by otherworldly forces, transformed into ghosts, vampires, werewolves, and wizards and locked into a world of supernatural debts and obligations. Each of you takes on the role of one of these characters in your tale, speaking as they speak and deciding what actions they take, a conversation that will push you to interesting emotional places. Your characters might be lovers, friends, enemies, or allies, but they are inextricably involved with each other, like the cast of a TV show. You sometimes get to feel what your characters feel—if you’re lucky—but other times you point the characters toward disaster and delight in the fallout from a safe emotional distance. The rules of this story involve some negotiation and chance. The conversa- tion will often require that you roll dice to find out what happens, a way of keeping things unpredictable so that the story doesn’t stagnate or deflate. The tale you’re telling doesn’t belong to any one person, anymore than a dinner conversation or a talk over a cup of coffee belongs to the host. Every- one gets to contribute a bit, even the dice. Especially the dice. The story you’re telling isn’t random, though. Above all else, Urban Shadows is a game about cities, the people who live in them, and the machines that make them run. It’s a political game, one that challenges our preconceptions about conflicts between communities, and asks us to navigate complex iden- tities in a demanding social structure. It is personal and political for mortals and monsters alike. It drives hard toward these ideas. But Urban Shadows isn’t just a game about race relations at City Hall or tax code regulations on the docket with the city council—although maybe those things will come up in your story. It’s a game about monsters—creatures of legends, folklore, and modern-day myths—and the cities they inhabit. Your characters all come from extremely different communities, and you have to manage the politics within and between those communities no matter where the rules of the game take you. A CITY OF MONSTERS The city isn’t safe. The streets are filled with horrors that will hollow you out for their own plea- sure, killers and sadists waiting for a taste of your flesh and your fear, and dark things that linger in the shadows, reflecting back your own hideous wants and desires. The streets are veins of corruption, bubbling up into skyscrapers 8 the preface that watch over the urban landscape like the towers of ancient kings, home to the tyrants of the city who want nothing more than to consume all that you have to offer, leaving nothing behind. And that’s just the mortals. The city is also filled with “real” monsters: vampires and werewolves, fae and wizards, ghosts and immortals. They are living among us and apart from us, infiltrating our corporate boards and gala fundraisers while holding their own secret gatherings and dark rituals to decide our fate. They’re everywhere, but you might not notice them if you’re not looking closely. Like the city itself, they are more than they appear to be, dangerous and unkind to those who overstep their bounds. But the city is not without pleasures. Where else can you hear a century-old vampire play steel string guitar in a riverwalk blues cafe? Where else can you feel the pulse of demonic bodies grinding against each other in the heat of a downtown club? Where else can you learn to call upon the power of blood—yours? someone else’s?—under the watchful eyes of a trained coven? Nowhere. That’s where. Nowhere. The city has you now. Whether you were born here or made here or moved here or trapped here as the result of some terrible deal with the wrong people… this is where you belong. We know it. You know it. The city knows it. And as you reach for the power to make this city yours, to own a piece of it the way it owns a piece of you, we hope you remember that all those monsters—mortal and supernatural alike—were once just… like… you. RACE, GENDER, AND QUEERNESS These types of stories—tales of cities and the monsters who inhabit them— have been told before, in blockbuster movies and serial television and trashy paperback novels available at your local supermarket. They shock and delight audiences by promising something dark and edgy, a glimpse into the deviant fangs of monstrous desire. Yet for all their purported subversion, they are shockingly normative. A girl who hunts vampires convinces herself that a boy vampire isn’t so bad. A wizard who lives on the edge of society realizes that his friends are a kind of family. A werewolf finally masters his beast by falling in love with the right woman. Demons are slain by the just; the innocent escape a terrible fate. The usual. Almost all of these stories—plastered on billboards and sold in bulk—are about white people. 9

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John Stavropolous to manage difficult and adult content in tabletop roleplaying games. You can read more Race, Gender, and Queerness . locked into a world of supernatural debts and obligations. Each of you takes on the
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