TEXT: NPCS AND DEBTS
  NAMES
  Abby, Akai, Binh, Vadim, Pavel, Yolanda, Brittney, Morgan, Sally, 
  Mary Joe, Helen, Elizabeth, Florence, Galina, Mabel, Rose, 
  Lara, Cora, Josephine, Georgia, Chin, Jane, Anastasia, Ayako, 
  Cameron, Onya, Abby, Emerald, Ginger, Harper, Nala, Sabrina, 
  Elena, Victoria, Julie, Piper, Lana, Ashley, Akhil, Marissa, Bosede, 
  Tara, Ajit, Masika, Marie, Fatima, Lena, Julie, Elise, Chloe, Emma, 
  Emilija, Peter, Oscar, Lawrence, Abioye, Frederick, Aravind, Leroy, 
  Hugh, Alice, Leslie, Percy, Alex, Lakshmana, Morris, Keung, 
  Jitinder, Matthew, Chetana, Amanda, Felix, Jake, Claud, Steve, 
  Simon, Christopher, Dayo, Akua Jerome, Augustus, Conrad, 
  Aran, Hiro, Ichiro, Jing, Ronin, Katya, Faraji, Pierre, Tam, Lukas, 
  Noah, Theo, Jonas, Dominic, Diego, Jack, William, Tanvir, Leon, 
  Neema, Elias, Arthur, Jaoquin, Carter, Samual, Logan, Jacob
  SURNAMES
  Jensen, Nyman, Bayer, O’Sullivan, Ahmed, Dawson, Schneider, 
  Aliyev, Bolkvadze, Jeon, Kozlov, Brown, Davis, Anderson, Harris, 
  Alonso, Thomson, Lovric, Johansen, Garcia, Martinez, Robinson, 
  Niemi, DeBoer, Clark, Rodriguez, Lewis, Costa, Walker, Patel, 
  Moshe, Young, Hernandez, Watanabe, Flores, Romero, Wright, 
  Lopez, Diaz, Mercier, Dey, Scott, Green, Carter, Omer, Perez, 
  Edwards, Stewart, Sanchez, Reed, Leon, Cook, Morgan, 
  Eriksson, Babayev, Brooks, Sanders, Zhōu, Dubois, Bennett, 
  Matsui, Gruber, Berger, Dupont,, Crawford, Gāo, Boyd, Novikov, 
  Ferguson, Mohammed, Long, Yim, Petrov, Petridis, Cohen, 
  Watanabe, Shibata, Nakagawa, Ali, Marino, Han, Yu, Khan, Cruz, 
  De Luca, Vazquez, Rivera, Wong, Vásquez, Silva, Blanchette
  DRIVES
  In addition to selecting a name, Faction, and look for your 
  NPCs, give them drives, core motivations that move the 
  NPCs to simple, self-interested action. When an NPC is 
  presented with a challenge, think about how it impacts 
  their drive. If the challenge opposes it, the NPC moves 
  hard and fast against the opposition, hoping to knock it 
  down and solve the problem. All goon NPCs start with the 
  same drive: serve the powerful. 
  EXAMPLE DRIVES
  secure more power/money/influence, make a name for myself, 
  avenge a sibling/parent/loved one, tear down the machine, 
  protect a neutral location or establishment, get a fix of blood/
  drugs/sex, find a way to end this requiem, revel in meaningless 
  excess, protect my reputation, obtain justice for the wronged, 
  offer forgiveness to the guilty, get the truth about Wantanabe, 
  find the perfect ritual ingredient, build something beautiful in 
  Center City, finish my magnum opus, give to those who don’t 
  have enough, move up the corporate ladder, find a way to stay 
  in this city/dimension/plane, reconnect with my estranged wife/
  husband/lover, share my pain with the world.
  LOCATIONS
  an abandoned construction site, a skeezy lawyer’s office, 
  a city square with a majestic fountain, a bridge in seri-
  ous need of repair, a dark intersection lit by a buzzing 
  streetlight, a silent sports stadium, an alleyway between 
  two closed shops, a quiet subway platform, the top floor 
  of a shining skyscraper, a city cemetery long forgotten, 
  the parking lot of a small-time auto dealer, a thrumming 
  dance club, a farmer’s market, a dirty rock and roll bar, a 
  crummy restaurant on the edge of town, a running path 
  in a public park, a warehouse packed with international 
  shipments, a busy downtown street on a Friday night, an 
  alley full of garbage and filth, the rooftop of a bricked-up 
  brownstone, the broad steps of a city courthouse, the 
  downtown library at dawn, a bustling train station, the 
  pipe-filled basement of an industrial complex, an under-
  funded emergency room, an inner city basketball court, a 
  community center in a sea of despair.
  GROUPS
  If your character is leading a group against another group, a special battle move comes into play. Your group trades harm 
  with the opposition as established when you lead a group into battle: in an all-out brawl, both groups suffer the harm 
  the other group is capable of inflicting. There’s little chance that your side (or their side) is going to walk away unharmed.
  When a group suffers harm, you can use the following 
  guidelines to translate the damage.
   » 1-2 harm: some injuries, a few 
  minor to moderate, no fatalities 
   » 3-4 harm: many injuries, sev-
  eral serious, possibly a couple 
  of fatalities
   » 5-6 harm: widespread serious 
  injuries, many fatalities
  When you lead a group into battle against another 
  group, roll with Blood. On a hit, trade harm as established. 
  On a 10+, choose 3. On a 7-9, choose 2.
   » Your group suffers little harm
   » Your group inflicts terrible harm
   » Your group seizes a vital position
   » Your group avoids collateral damage
  MORTALITY
  NIGHT
  WILD
  POWER
  
  WHEN YOU MC
  AGENDA
   » Make the city feel political and dark
   » Keep the characters’ lives out of control and evolving
   » Play to find out what happens
  PRINCIPLES
   » Display the city from skyscrapers to slums
   » Address yourself to the characters, not the players
   » Push the characters together, even across boundaries
   » Put the characters at the center of conflicts, politi-
  cal and personal
   » Cloak your moves in darkness
   » Name everyone, give them all Drives
   » Treat everyone according to their station
   » Ask loads of questions and build on the answers
   » Be a fan of the protagonists
   » Give them the chance to weigh in (time to think)
   » Dirty the hands of all involved
   » Give everything a price, even friendship
  MC MOVES
   » Surface a conflict, ancient or modern
   » Put someone in danger
   » Inflict (or trade) harm
   » Offer an opportunity with a cost
   » Reveal a deal done in their absence
   » Turn a move back on them
   » Offer or claim a Debt owed
   » Mobilize resources to shift the odds
   » Warn someone of impending danger
   » Lock down, exploit, or claim a place of power
   » Tell the consequences and ask
   » Activate their stuff’s downside
   » Make a Faction move
   » After every move: “What do you do?”
  CITY MOVES
   »
   »
   »
   »
  FACTION MOVES
  MORTALITY MOVES
   » Adapt to the changing circumstances
   » Gather in numbers to confront a threat
   » Discover information that puts someone in danger
   » Remind someone of their mundane obligations
  NIGHT MOVES
   » Display an aggressive show of force
   » Threaten someone’s interests or holdings
   » Claim territory from the weak or foolish
   » Make the best of a difficult situation 
  POWER MOVES
   » Prioritize the long-term consequences
   » Mystically foreshadow a coming Storm
   » Act in opposition to change or chaos
   » Snap up resources, vulnerable or exposed
  WILD MOVES
   » Reveal the diversity of cultures alien and unique
   » Offer power for a promise or a pledge
   » Pull something from one realm into another
   » Escalate conflict for reasons mysterious or opaque
  COUNTDOWNS ON THE GO
  PROTAGONISTS AND NOTES
  
SOURCE: textdata/thevault/Urban Shadows (PbtA)/Sheets/US_MC Sheet.pdf