CARDS Basic Hand: 5 Cards Per Scene Drawn With Action: 1 or More Cards +
CLARITY Starts At Each Scene At Six; It Rises And Falls As Traits Are Called In. Clarity Will Limit Which Cards You Can Play Normally, And Gives A “Face-Down” Value. 5 6 7 8 9 10 F-D 2 F-D 3 F-D 3 F-D 4 F-D 4 F-D 5
TRAITS Values 1(+): I must take VENGEANCE if slighted. 1(+) : HONESTY is the best policy. 2(n): I don't want the GLORY . Identities 3(-): I was brought up to be an ATHELETE . 2(+): The military trained me as a SOLDIER . 3(n): I've seen enough action to be a VETERAN .
TRAIT RATINGS Draw Rating 1: Doesn't energize you notably. 2 : Gives you a bit of a boost. 3 or more: Gives you a 'second wind'. Clarity Adjustment (+): Focusing, calming, simplifying. (n): Usual, no change. (-): Troublesome, complicated, or emotional.
ACTION & RESPONSE ACTION ♦ Describe Action ♦ State Intent ♦ Name Trait ♦ Adjust & Draw ♦ Play 2 Cards TARGET GIVES ♦ Intent Occurs TARGET RESISTS ♦ Describe Response ♦ Name Trait ♦ Adjust & Draw ♦ Play Cards That Match Or Beat Action Total. REVERSAL ♦ One-Card Response. BLOCK ♦ Two-Card Response. DAMAGED ♦ Three Or More Cards In Response. DAMAGE DRAW ♦ As Many Cards As Used To Resist. ♦ Has 'Clarity' Based On Action.
THE ACTION ♦ Describe Action What is the character doing? ♦ State Intent What do you want to see as a result? Tempting intents can be good! ♦ Name Trait What trait, if any, will help you here? All traits are once per scene. ♦ Adjust & Draw Draw cards and adjust clarity according to the trait you named. If you named no trait, draw one card and leave clarity alone. ♦ Play 2 Cards These give your action “oomph”. Higher values are better. You can play cards face-down; cards above Clarity must play face down.
♦ Intent Occurs Whatever the intent of the action was, that happens. Describe a little bit of how, but you can't change it if you give. You don't get cards, name traits, or do any of the other stuff if you give in. But you don't spend cards either. GIVING IN
♦ Describe Response What is the character doing? ♦ Name Trait What trait, if any, will help here? ♦ Adjust & Draw Adjust clarity and draw cards for the trait. If no trait is named, draw one card, leave clarity alone. ♦ Play Cards That Match Or Beat The Action Total. Whatever the two cards played for the action were, you must play cards that match or beat that total. Less cards means a stronger response. Clarity limits what can be played face-up, as usual. RESISTING
♦ Happens If An Action Is Resisted With One Card The action is stopped, and the clarity of the character doing the acting is reduced by one. REVERSAL ♦ Happens If An Action Is Resisted With Two Cards The action is stopped; there are no further effects. BLOCK
♦ This Happens If Three Or More Cards Are Used To Resist. If you take damage, you still block the original intent of the action, but will have some kind of penalty, change, or loss imposed on your character. This depends largely on the damage draw... DAMAGE
♦ Draw As Many Cards As Were Used To Resist. If you played three cards resisting, draw three for damage. Like that. ♦ Has 'Clarity' Based On Action. Cards above effective Clarity are turned facedown, and count as 3. Social: If action was social, effective clarity is 5. Physical: Wrestling, grappling, and the like are effective clarity 7. Deadly: Use of deadly force has an effective clarity of 9. Feeding: Monstrous feeding attacks are effective clarity 10. ♦ Keep Highest Two Damage Cards In The Scene, And Aces. The two highest-value cards drawn (treating face-downs as 3) are kept for the scene; keep these from your first damage draw, and replace any that are overmatched in later draws. The total of these is your damage total. DAMAGE DRAWS
♦ 7 Or Less: Off-Balance: After this scene, you need a few hours to clear your head. Until you get it, start scenes at Clarity 5 rather than 6. ♦ 8 To 15: Affected: You are heavily impacted by the action. If the scene ends with you at this level, pick an option from the “affected” list. ♦ 16 To 17: Injured: You are seriously hurt. You will need to “fight your injuries” (possibly with skilled help), or will permanently lose one point from a trait. When your damage total first hits this level in a scene, reduce your clarity by one. ♦ 18 To 19: Out Of Action: Upon hitting this total, you are immediately down and out; unless a fight against your injuries is won, you will die. ♦ 20: Hunger Awakened: You are out of action. If you survive, you gain a supernatural Hunger (if you do not already have one), turning you into a monster; one of your existing archetypes will be lost. DAMAGE TOTAL
When You Are Affected, Pick One Of The Following. You Can Only Pick Each Of These Once Per Session; If You Go Through The Whole List, Start Over. ♦ Alter the name of one of your traits to reflect the changes to you. ♦ Move a point from one of your traits to another with the same clarity adjustment; (+) to (+), (-) to (-), or (n) to (n). ♦ Move a point from one of your traits to another with a better clarity adjustment; (-) to (+), (-) to (n), or (n) to (+). ♦ Move a point from one of your traits to another with a worse clarity adjustment; (+) to (n), (+) to (-), or (n) to (-). ♦ Become Off-Balance for the rest of the session. ♦ Reduce a trait by 1. ♦ Increase your Hunger by 1. ♦ Gain a new trait at 1(n) or 2(-). ♦ Increase a (-) trait by 1. BEING AFFECTED
The First Ace You Draw On A Damage Draw In Any Given Scene Allows You To Pick Again On The “Being Affected” List. This Pick Can Be Something Already Picked In The Scene, And Doesn't Count For “Once Per Session”. ACES IN DAMAGE
REVIEWING ACTION ACTION ♦ Describe Action ♦ State Intent ♦ Name Trait ♦ Adjust & Draw ♦ Play 2 Cards TARGET GIVES ♦ Intent Occurs TARGET RESISTS ♦ Describe Response ♦ Name Trait ♦ Adjust & Draw ♦ Play Cards That Match Or Beat Action Total. REVERSAL ♦ One-Card Response. BLOCK ♦ Two-Card Response. DAMAGED ♦ Three Or More Cards In Response. DAMAGE DRAW ♦ As Many Cards As Used To Resist. ♦ Has 'Clarity' Based On Action.
THAT'S BASIC ACTION! FOR MORE, SEE: ADVANCED ACTION. THE SETTING CHARACTER CREATION