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CHARACTERISTICS

Substance of Spirit

Soul

Soul

steadfast, intuitiv, affecting

Name:
Concept:

Desire

What do I want to feel?

Motion of Spirit

Mind

precise, immediate, convincing

What do I want to understand?

Mind

Motion of Body

Quest
Kinetics

Kinetics

fast, dexterous, graceful

Purpose

What do I want to become?


Physique

Substance of Body

Wish

Physique

forceful, enduring, intimidating


CHECKS

Anybody may claim a check. On an obstacle the GM sets the Risk (-3 to +4). You may raise it (+1/+2), if
you describe how. Control = a relevant Trait (if any) + a Characteristic (approach). Roll dice: add
lower result if its on the positive die, subtract it if its on the negative one. Doubles count as zero (0).
Reach Risk or surpass your opponents Control to be successful.

Trait

DRIVES

Value Description

What do I want to gain?


If you play a Secure Action related to a Drive,
you gain another +1 on your Control.
If you Trigger a fact related to one of your
Drives you Exchange cards with your opposite.
But if the GM Triggers your behaviour on a drive,
you must deliver or pay her a card.

Cards from last session:

STRESS
Hindrance for Soul

Shattered

-1

-2

-3

-1

-2

-3

Add Physique against being shattered


Hindrance for Mind

Confused

-1

-2

-3

-1

-2

-3

Add Soul against being confused


Hindrance for Kinetics

Numb

-1

-2

-3

-1

-2

-3

Add Mind against being numbed


Hindrance for Physique

Hurt

-1

-2

-3

-1

-2

-3

Add Kinetics against being hurt


Stress is induced by an opponents Special
Action (flip over this column). It reduces the
related Characteristic. Allways subtract
the highest Stress you suffered (-1,-2, or -3).
Each new scene, Stress steps down by one.

FALLOUT

At the end of a scene: For every Stake-Card you


played, roll the according Characteristic
against the cards Control. If you fail, the
card turns into Fallout (treat like Complications, but dont discard until used).

Refill your hand on the start of a session and the


scene after a full contest (someone lost all cards).
Draw cards until youve got five (5). If you
already hold five or more - just keep them.

Drama = obstacle: both dice + Risk / contest: both dice + a relevant Resource
Read the wheel like a clock. For each Shade you reach, choose an option:

Resources & Equipment:

on a success - Trigger a fact. Your opposite Exchanges a card.


Finish it: on a failure - Deliver to a Trigger and Exchange a card.
Otherwise play a Stake-Card to extend the action.

Keep focused: Otherwise your opposite Exchanges a card with you.


Stay in charge: Avoid a problem. Otherwise a Complication-Card will be drawn.
Get more: You may draw an Opportunity-Card.
+Ace - Bonus: Draw an additional card to your hand.

flip over this column for card-reference

The Wheel
of Fortune

On a contest against another character, the GM doesnt set a Risk. Instead, you may add the value of a
relevant Resource (tool, weapon, or relationship) to your Drama.

CARD ACTIONS

CHARACTER BACKGROUND

*Always interpret card actions according to


the ther suit (Characteristic or Drive).

Secure Actions

Play* a card instead of, or in addition to the


dice. The cards Drama overrules any other
Drama, Risk, and Resource.
CARD
CONTROL
Twos to Tens
+1
Pages and Knights
+2
Queens and Kings
+3
Aces
+4

DRAMA
see card
11
12
Ace

Stakes

Play* a card to ignore a check. Describe


another action to stay on the task. Stake
cards cause Fallout (see left).

Special Actions

Play* a card to unlock a Special Action. Your


opposite may take one in turn.Describe the
action and roll the dice without any bonus.
Maneuver - If successful, you may draw two
cards to your hand.
Corner sb. - If successful, you may draw a
card from your opponents hand.
Get nasty - If successful, inflict DramaShade (1-4) as Stress (type of the cards suit).

Exchanges

Draw a card and discard* one of your choice.


To exchan ge cards with someone, draw a card
from them and return one of your choice.

Opportunities & Complications

Draw* a card face up on the table. Use it until


the end of the subsequent scene. Tread
Opportunities as Secure Actions (you/allies).
Complications reduce your Control.

a playtest (beta 0.1)


character-document for

TRIGGER FACTS

To Trigger a fact, ask for a specific kind of


thing not for a specific thing. If your
opposite doesnt deliver, she pays a Stake.
The GM may offer you a card from the deck
to Trigger a kind of behaviour, but youre free
to disagree.

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