Interesting answers, I love it!
Let's clarify the scene. The water pit's in the center of the hardhold, the whole town revolves around it like a wheel. The spokes are the dirt roads where the tire yurts are rowed up, and the rim's a wall of shipping containers where the skeletons of criminals past hang like grim charms against the outside world.
It's your turn to fill up from the pit, but as you do Twice of the Dogheads knocks the jug out of your hand. You pick it up. They knock it out again.
"You think you can pull shit like last week cos you're Hangman's bitch?" Twice says, spitting in your face, their putrid breath heady like gasoline fumes. They shove you. You look at Krone, and he gives this shitty little shrug like 'Hey, sort it out among yourselves'.
This might be a good time to introduce moves.
Moves are when you roll two six-sided dice and add a relevant stat (If you're seducing someone, add hot, if you're attacking someone, add hard) to the result. If the result is over 10, it's a total success. If it's 7-9, it's a mixed result: you did what you wanted, but there's consequences. On a miss, you fucked up. Prepare for the worst.
Here's a list of moves, how they work, and how they might apply in this situation. The last is not your only options: come up with your own ideas on how to apply the moves to this situation.
Do Something Under Fire
This is running away, sneaking about, or dodging bullets. Most chases, foot or car, amount to this.
When you do something under fire, or dig in to endure fire, roll+cool. On a 10+, you do it. On a 7-9, you flinch, hesitate, or stall: I can offer you a worse outcome, a hard bargain, or an ugly choice.
In this situation, this could be leading Twice on a highspeed chase through the hardhold to a more advantegous position, or it could be trying to disappear into the crowd.
Go Aggro On Someone
This is intimidation or ambush: any one-sided violence generally falls under going aggro.
When you go aggro on someone, make it clear what you want them to do and what you'll do to them. Roll+hard. On a 0+, they have to choose:
force your hand or do what you want.
On a 7-9, they can choose one of the above, or 1 of the following:
* Get the hell out of your way.
* Barricade themselves securely in.
* Give you something they think you want, or tell you what you want to hear.
* Back off calmly, hands where you can see.
In this situation, this could be asking Twice to back off or you'll kick the shit of him, or telling Krone to step in and discipline his brother or you'll kick the crap out of him.
Seduce or Manipulate Someone
This is talking to someone to make them do what you want.
When you try to seduce, manipulate, bluff, fast-talk, or lie to someone, tell them what you want them to do, give them a reason, and roll+hot. On a 10+, they'll go along with you, unless some fact or action betrays the reason you gave them. On a 7-9, they'll go along with you, but they need concrete assurance, corroboration, or evidence first.
In this situation, this could be seducing Twice by playing off a possible inferiority complex related to Hangman, or it could be manipulating
Read a Sitch & Read A Person
This is taking a moment to scope out the situation and see what's what.
These are separate moves, but achieve the same effect: just with different targets.
When you read a person in a charged situation, or just a charged situation, roll+sharp. On a hit (that is, 7-10+), you can ask me questions. Whenever you act on one of my answers, you take +1 to your next roll. On a 10+, ask 3 questions. On a 7-9, ask 1.
Read A Person
* Is [character] telling the truth?
* What's [character] really feeling?
* What does [character] intend to do?
* What does [character] wish I'd do?
* How could I get [character] to ____?
Read A Situation
* Where's my escape route / way in / way out?
* Which enemy is most vulnerable to me?
* Which enemy is the biggest threat?
* What should I be on the lookout for?
* What's my enemy's true position?
* Who's in control here?
On a miss, you can ask 1 question, but be prepared for the worst.
In this situation, you could read a person on Krone to find out what his deal is (I mean, surely he's got something to do with it), or you cold read the situation to see if you're missing anything.
Remember, what we're in right now is definitely a charged situation, so you can read it. However, if we're just seeing you eating dinner with Mako and Kara, it's not charged. I mean, unless an argument erupts and Kara draws a bread knife on you. Then it's charged.
Seizing by Force
This is a straight-up fight. To seize something by force, exchange harm (Deal damage to your opponent and take damage from them, then subtract your armor from it) then roll+hard. On a 10+, choose 3. On a 7-9, choose 2. On a miss, choose one.
* You inflict terrible harm (+1harm)
* You suffer little harm (-1harm)
* You impress, dismay, or frighten your enemy.
* You take definite and undeniable control of it.
Communing With The Coil
When you commune with the Coil, roll+weird. On a hit, I'll tell you something new and interesting about the current situation, and I might ask you a question or two. Answer them. On a 10+, I'll give you good detail. On a 7-9, I'll give you an impression.
In this situation, I'd recommend communing with the Coil. You're missing a few details. And besides... what is the Coil?
Priority Question (If no-one has answered this yet, do so!)What do you do?
Secondary Question (If this interests you, answer it!)What did you do last week that pissed off Twice?