Annexes in T13 are constructed by combining Proficiencies together, first two Proficiency Threads are tied together to create a Skill, then as more Proficiencies are tied in the Skill becomes a Talent, or eventually a Power.
Annexes can be thought of like a musical chord, made up of individual notes (Proficiencies), but that all work together to create a unique and more powerful and complex sound.
Proficiencies are like a unit of knowledge and experience. Imagine an early human, who has a Burden Proficiency in “Earth” and a Quiet Proficiency in “Plants” because they are both things they have knowledge of. By combining this knowledge of Earth and Plants they could create a new Quiet-Burden Annex that is called “Herbal Supplies” or another called “Planting”, which will now let them roll a bigger die than either their Burden or Quiet Facet Dice, when they are producing stores of seeds, dry leaves and other herbs, or trying to grow plants.
Crisis Annexes
Crisis Annexes are created during play, when a Character rolls a Proficiency Crisis (or plays a Crisis card) they may fuse the rolled Proficiencies together and create a Skill or Talent (depending on how many were rolled), or increase either into being a Power.
For example, if a Character is trying to pick a lock, and has Proficiencies in “Locks” (a Key Prof) and “Tools” (a Craft Prof) they would roll 1d6 as a Proficiency die. If this die rolls a 1 or a 6 that creates a Crisis, “Locks” and “Tools” can be combined to create “Lock-picking” (C-K) or “Lock-smithing” (K-C). If they also had a “Silent” (Quiet Prof) that they also used, they would roll 2d6, a crisis would only occur on a 2 or a 12 but could create either as a Talent with a Quiet Umbral, or perhaps a new Talent, such as “Sensory-Trance” (QCK), “Flow-State” (QKC) “Woodcraft” (QKC) or “Writing”(CKQ).
The created Annex should be useful to the Action that was being attempted at the time. In the case above, that could mean the Lock-picking or Lock-smithing are the most probable, but Sensory-Trance is possible as is Flow-state as they were just in the flow… but the Woodcraft and Writing annexes would not be.
It is best if the Channelling Facet of the Annex reflects the Facet Test that was called for (if known), this prioritizes Lock-picking (or Sensory-Trance) over Lock-smithing or Flow-State as the created Annex.
A kind Referee might allow the new Annex to be rolled and replace the Facet from the original roll, or even add it to the Action Roll as an additional die.
Anatomy of an Annex
Annexes are, like Hitches, a type of what we call a Knot in T13. Knots are built from the smaller components, usually Threads (although Pact Annexes use Characters instead of Threads). For most Character Annexes, the most important of the Threads are Proficiencies, and it is these Proficiencies and the Characters become tied together forming an Annex.
Annexes always have a Root Proficiency and a Channel Proficiency. The Facets of these Proficiencies govern what the Annex can do and achieve.
Facet | Annex Channel | Annex Root |
---|---|---|
Awe ⚊ ♦ Suit: Diamonds ♦ Ordeal Trump: Preparation (Research / Work / Patience) / Movement (Sneaking / Sprinting) / Listening Description: Diamonds represent the finer things of life, they are bright and sparkling. Representing the creative even spiritual aspects of materialism such as beauty and art, that transcend base materialism like wealth. Despite this the Diamonds are recognised as being the Coins suit of the Tarot, with a strong tie to Elemental Earth. Tarot Meaning: Travel, Money, Business, Contracts, Deals, Voyages. Ordeal Text: Ordeal Types: Travel (e.g. Chase, Race) / Creativity (e.g. Smithing, Painting). Diamonds act as Trump for the following Action Types: Art, Building, Charming, Crafting, Driving, Emoting, Forgiving, Keeping Your Cool, Listening, Meditation, Motion, Prayer, Preparation, Research, Sprinting and Working in general. Any type of action can be prepared with a Diamond. Parry:Seize the initiativeThe cards of the original attack (less the matched card) are immediately added to the Defender’s Ordeal Pool. They may then play as many cards as their Descendant/Annex normally plays including the Parry card (1-4) usually into one of their Style Reserve, and then immediately discard any cards over Pool Limit. Soak: ReadyThe matched Attack card is immediately Prepared by the Defender (as they wish). The Soak card is discarded. | Enhancing — Annexes that channel through Awe use verbs like: Amaze / Attract / Beguile / Behave / Captivate / Charm / Dazzle / Emote / Enchant / Enhance / Entrance / Evoke / Express / Exhilarate / Feel / Glow / Haunt / Horrify / Inspire / Imbue / Impress / Overwhelm / Reveal / Scare / Shine / Surpass / Terrify / Venerate | Awesome — Annexes rooted in Awe, or Descendants or Characters that use them are described as: Aesthetic / Alluring / Attractive / Awful / Awesome / Beautiful / Brave / Courageous / Creative / Divine / Dreadful / Emotional / Empathic / Fearful / Great / Haunting / Horrifying / Majestic / Moodiness / Paranormal / Psychic / Psychological / Regal / Sentimental / Soulful / Spellbinding / Spiritual / Splendid / Terrifying / Valiant / Wonderful |
Burden ♣ Suit: Clubs ♣ Ordeal Trump: Defence / Trade / Control / Magic (Negative) Description: Clubs represent the power of politics and a stoic, blind materialism. Clubs can be seen as a dark corrupting force on the world, crass materialism, sin, magic and anger, but the club is also symbolic of protection, law and justice. In the Tarot the Clubs are called Staves or Wands, in some traditions they represent Intellectual Air, but in most they are Fire. Tarot Meaning: Power, Fame, Politics, Ability, Money. Ordeal Text: Ordeal Types: Wealth, Politics, Power. Clubs act as Trump for following Actions: Bartering, Controlling, Corrupting, Emotional-intensity, Guarding, Magic, Displaying might, Politics, Self-Defence, Socializing, and Trade Negotiations. Clubs can be used to defend any type of attack. Parry:DisarmAll the cards of the attack are immediately discarded, along with the Parry Card. The remaining cards of the Defender’s Parry can now each be used to cause the Attacker to drop a Descendant (starting with the attacking weapon usually), can also cut armour straps, belts etc, or steal hats. This basically adds RT equal to the card Pips to the Annex that was used to attack. Every 5 Pips also creates a point of GRT for the Character (representing how much time the Character must spend picking up, or readying the weapon again. Court cards additionally may damage the Descendant that was disarmed, as standard for the Stakes. Soak: WardThe matched Attack card, and one other randomly selected Attack card are discarded. | Indebting — Annexes that channel through Burden use verbs like : Accumulate / Afford / Beat / Buy / Consume / Crush / Fatten / Finance / Flatten / Hammer / Hit / Impose / Own / Pound / Provide / Purchase / Squish / Supply / Swell / Thump / Weigh-down | Burdensome — Annexes rooted in Burden, or Descendants or Characters that use them are described as: Battering / Big / Bulk / Crushed / Enormous / Financial / Giant / Greed / Heaviness / Institutional / Massiveness / Materialistic / Ownership / Percussive / Treasure / Wealth |
Craft ⚊ ♦ Suit: Diamonds ♦ Ordeal Trump: Preparation (Research / Work / Patience) / Movement (Sneaking / Sprinting) / Listening Description: Diamonds represent the finer things of life, they are bright and sparkling. Representing the creative even spiritual aspects of materialism such as beauty and art, that transcend base materialism like wealth. Despite this the Diamonds are recognised as being the Coins suit of the Tarot, with a strong tie to Elemental Earth. Tarot Meaning: Travel, Money, Business, Contracts, Deals, Voyages. Ordeal Text: Ordeal Types: Travel (e.g. Chase, Race) / Creativity (e.g. Smithing, Painting). Diamonds act as Trump for the following Action Types: Art, Building, Charming, Crafting, Driving, Emoting, Forgiving, Keeping Your Cool, Listening, Meditation, Motion, Prayer, Preparation, Research, Sprinting and Working in general. Any type of action can be prepared with a Diamond. Parry:Seize the initiativeThe cards of the original attack (less the matched card) are immediately added to the Defender’s Ordeal Pool. They may then play as many cards as their Descendant/Annex normally plays including the Parry card (1-4) usually into one of their Style Reserve, and then immediately discard any cards over Pool Limit. Soak: ReadyThe matched Attack card is immediately Prepared by the Defender (as they wish). The Soak card is discarded. | Crafting — Annexes that channel through Craft use verbs like: Build / Collide / Crash / Create / Devise / Equip / Fix / Maintain / Manufacture / Mend / Practise / Prepare / Repair / Shatter / Tinker / Tool / Train / Work | Crafted — Annexes rooted in Craft, or Descendants or Characters that use them (or were made with them) are described as: Artisanal / Complex / Crashed / Cunning / Delicate / Elaborate / Practised / Precise / Prepare / Professional / Skilled / Specialized / Subtle / Technological / Witchcraft |
Dominion ⚊ ♣ Suit: Clubs ♣ Ordeal Trump: Defence / Trade / Control / Magic (Negative) Description: Clubs represent the power of politics and a stoic, blind materialism. Clubs can be seen as a dark corrupting force on the world, crass materialism, sin, magic and anger, but the club is also symbolic of protection, law and justice. In the Tarot the Clubs are called Staves or Wands, in some traditions they represent Intellectual Air, but in most they are Fire. Tarot Meaning: Power, Fame, Politics, Ability, Money. Ordeal Text: Ordeal Types: Wealth, Politics, Power. Clubs act as Trump for following Actions: Bartering, Controlling, Corrupting, Emotional-intensity, Guarding, Magic, Displaying might, Politics, Self-Defence, Socializing, and Trade Negotiations. Clubs can be used to defend any type of attack. Parry:DisarmAll the cards of the attack are immediately discarded, along with the Parry Card. The remaining cards of the Defender’s Parry can now each be used to cause the Attacker to drop a Descendant (starting with the attacking weapon usually), can also cut armour straps, belts etc, or steal hats. This basically adds RT equal to the card Pips to the Annex that was used to attack. Every 5 Pips also creates a point of GRT for the Character (representing how much time the Character must spend picking up, or readying the weapon again. Court cards additionally may damage the Descendant that was disarmed, as standard for the Stakes. Soak: WardThe matched Attack card, and one other randomly selected Attack card are discarded. | Dominating — Annexes that channel through Dominion use verbs like: Accord / Administrate / Agree / Command / Control / Conquer / Destroy / Detonate / Direct / Dominate / Engage / Enslave / Erupt / Exploit / Govern / Influence / Involve / Join / Lead / Manage / Monopolise / Network / Organise / Reign / Socialise / Steer / Supervise / Treaty | Collective — Annexes rooted in Dominion, or Descendants or Characters that use them are described as: Communal / Connected / Decisive / Dominant / Explosive / Managerial / Moderation / Mutual / Political / Pyrotechnical / Regional / Social / Spatial / Territorial / Unexploded / Volatile |
Enigma ♥ Suit: Hearts ♥ Ordeal Trump: Healing (Survival / Magic) / Deception (Hide / Feint) / Magic (Positive) Description: Hearts represent Love, Family and the comforts of home. Hearts are the warmth of a cosy fireplace, and social wealth rather than material. In the Tarot the suit is called Cups, and represents the feminine and elemental Water. Tarot Meaning: Love, Relationships, Affections, Family, Sympathy, Peace. Ordeal Text: Ordeal Types: Nurturing, Farming, Relationships, Medical. Hearts act as Trumps for the following Actions: Blending in, Cooking, Escaping, Healing, Hiding, Hunting, Insulting, Joke-telling, Lying, Magic, Mimicry, Riddling, Spinning a tale, Surgery, and Survival. Any type of Wound can be healed with a Heart. Parry:Locked RespiteAll unmatched Cards from the original attack are Discarded by the Defender, however with each card they Discard they may either use the card to Heal/Stabilise one of their own wounds (or damage to the Parrying Descendant), or they may use the card to slow their attacker with additional RT (Pips) or GRT (Pips/5). Soak: DisengageThe Soak Card acts as a Heal card, and is discarded along with the Attack card. This immediately Heals all Wounds in play that have less Pips, including the remaining Wounds in the Attack, by one Wound Level (discards Distracts). | Obscuring — Annexes that channel through Enigma use verbs like: Ambush / Baffle / Bewilder / Bushwhack / Cloak / Conceal / Confuse / Disorientate / Distort / Hide / Lure / Lurk / Misdirect / Mislead / Obfuscate / Obscure / Prepared / Set / Smuggle / Spring / Stage / Vanish / Waylay | Enigmatic — Annexes rooted in Enigma, or Descendants or Characters that use them are described as: Ambiguous / Dark / Deceptive / Disconcerting / Diversionary / Enigmatic / Garbled / Mysterious / Obscure / Occult / Perplexing / Puzzling / Secret / Secretive / Treacherous / Uncanny / Unexpected |
Fury ⚊ ♣ Suit: Clubs ♣ Ordeal Trump: Defence / Trade / Control / Magic (Negative) Description: Clubs represent the power of politics and a stoic, blind materialism. Clubs can be seen as a dark corrupting force on the world, crass materialism, sin, magic and anger, but the club is also symbolic of protection, law and justice. In the Tarot the Clubs are called Staves or Wands, in some traditions they represent Intellectual Air, but in most they are Fire. Tarot Meaning: Power, Fame, Politics, Ability, Money. Ordeal Text: Ordeal Types: Wealth, Politics, Power. Clubs act as Trump for following Actions: Bartering, Controlling, Corrupting, Emotional-intensity, Guarding, Magic, Displaying might, Politics, Self-Defence, Socializing, and Trade Negotiations. Clubs can be used to defend any type of attack. Parry:DisarmAll the cards of the attack are immediately discarded, along with the Parry Card. The remaining cards of the Defender’s Parry can now each be used to cause the Attacker to drop a Descendant (starting with the attacking weapon usually), can also cut armour straps, belts etc, or steal hats. This basically adds RT equal to the card Pips to the Annex that was used to attack. Every 5 Pips also creates a point of GRT for the Character (representing how much time the Character must spend picking up, or readying the weapon again. Court cards additionally may damage the Descendant that was disarmed, as standard for the Stakes. Soak: WardThe matched Attack card, and one other randomly selected Attack card are discarded. | Raging — Annexes that channel through Fury use verbs like: Arouse / Attack / Break / Burst / Cascade / Dare / Deafen / Disturb / Dowse / Ebb / Erupt / Evoke / Exert / Flow / Force / Frenzy / Frustrate / Hate / Howl / Initiate / Justify / Provoke / Rage / Resound / Roar / Rouse / Run / Scream / Seize / Shake / Shout / Splash / Suppress / Threaten / Unleash / Wet | Furious — Annexes rooted in Fury, or Descendants or Characters that use them are described as: Angry / Aggressive / Bitter / Boisterous / Destructive / Disturbed / Ferocious / Fierce / Frenzied / Frustrated / Furious / Hectic / Jealous / Justified / Indignant / Intense / Irrational / Loud / Mad / Maladjusted / Morbid / Noisy / Outraged / Pathetic / Prejudiced / Psionic / Stormy / Raging / Raucous / Reckless / Resentful / Righteous / Thunderous / Torrential / Uncontrollable / Unreasoning / Violent / Wrathful |
Gossamer ⚊ ♠ Suit: Spades ♠ Ordeal Trump: Attack / Perception / Penetration (Opening / Navigation / Logic) Description: The Spades Suit is the suit of suffering, said to be good for the soul, but miserable for a Monday. Competition, perception, endurance and curiosity are positive aspects associated with the suit, but spades also represent destruction, betrayal, distance, might and death. In the tarot, the Suit is replaced with Swords, which (depending on the tradition) may represent either damaging Fire, or more commonly the cutting intellect of Air. Tarot Meaning: Misfortune, Suffering, Loss, Mourning, Treachery, Betrayal, War, Lawsuit, Conflict. Ordeal Text: Ordeal Types: Confrontation (e.g. Warfare, Lawsuit), Competition (Sports, Quizzes etc), Perception (Spot Hidden). Spades act as Trumps for the Following Action Types: Attacking, Balance, Climbing, Contagion, Desecration, Destruction, Feats of Strength, Lock-picking, Navigation, Perception (Search/Spot), Staying power, and Stoicism. Spades can be used for any type of attack. Parry:Redirect-AttackThe damage from the original attack (less the Parried Card) is redirected by the Defender to the Attacker, their Descendants or their Allies. Soak: Counter-AttackThe matched Attack card is reflected back at the Attacker, or their Descendant, as Narratively appropriate. | Spinning — Annexes that channel through Gossamer use verbs like: Bind / Breathe / Cast / Drag / Drift / Entangle / Float / Glue / Grab / Grip / Hang / Hold / Lift / Pluck / Pull / Rend / Rip / Send / Snatch / Speak / Spin / Spread / Strum / Talk / Tear / Throw / Tie / Tug / Weave / Whip / Wrap | Fine — Annexes rooted in Gossamer, or Descendants or Characters that use them are described as: Aerial / Airy / Breezy / Buoyant / Elastic / Elegant / Ethereal / Flexible / Hands / Gaseous / Grip / Intricate / Knotted / Lean / Long / Silken / Skinny / Sticky / Strong / Thin / Threads / Windblown |
Heresy ⚊ ♥ Suit: Hearts ♥ Ordeal Trump: Healing (Survival / Magic) / Deception (Hide / Feint) / Magic (Positive) Description: Hearts represent Love, Family and the comforts of home. Hearts are the warmth of a cosy fireplace, and social wealth rather than material. In the Tarot the suit is called Cups, and represents the feminine and elemental Water. Tarot Meaning: Love, Relationships, Affections, Family, Sympathy, Peace. Ordeal Text: Ordeal Types: Nurturing, Farming, Relationships, Medical. Hearts act as Trumps for the following Actions: Blending in, Cooking, Escaping, Healing, Hiding, Hunting, Insulting, Joke-telling, Lying, Magic, Mimicry, Riddling, Spinning a tale, Surgery, and Survival. Any type of Wound can be healed with a Heart. Parry:Locked RespiteAll unmatched Cards from the original attack are Discarded by the Defender, however with each card they Discard they may either use the card to Heal/Stabilise one of their own wounds (or damage to the Parrying Descendant), or they may use the card to slow their attacker with additional RT (Pips) or GRT (Pips/5). Soak: DisengageThe Soak Card acts as a Heal card, and is discarded along with the Attack card. This immediately Heals all Wounds in play that have less Pips, including the remaining Wounds in the Attack, by one Wound Level (discards Distracts). | Lying — Annexes that channel through Heresy use verbs like: Accuse / Bad-mouth / Beguile / Belittle / Cheat / Deceive / Defame / Defraud / Discredit / Disguise / Distract / Fabricate / Falsify / Feign / Fool / Hallucinate / Imagine / Lie / Masquerade / Mislead / Plot / Story-Telling / Trick | Heretical — Annexes rooted in Heresy, or Descendants or Characters that use them are described as: Absurd / Banned / Blasphemous / Cosmetic / Deceitful / Defamatory / Delusional / Effacing / Euphemistic / False / Fake / Fictional / Illusory / Impious / Heretical / Malignant / Masked / Mendacious / Mischievous / Plausible / Scandalous / Shameless / Venal |
Inertia ♠ Suit: Spades ♠ Ordeal Trump: Attack / Perception / Penetration (Opening / Navigation / Logic) Description: The Spades Suit is the suit of suffering, said to be good for the soul, but miserable for a Monday. Competition, perception, endurance and curiosity are positive aspects associated with the suit, but spades also represent destruction, betrayal, distance, might and death. In the tarot, the Suit is replaced with Swords, which (depending on the tradition) may represent either damaging Fire, or more commonly the cutting intellect of Air. Tarot Meaning: Misfortune, Suffering, Loss, Mourning, Treachery, Betrayal, War, Lawsuit, Conflict. Ordeal Text: Ordeal Types: Confrontation (e.g. Warfare, Lawsuit), Competition (Sports, Quizzes etc), Perception (Spot Hidden). Spades act as Trumps for the Following Action Types: Attacking, Balance, Climbing, Contagion, Desecration, Destruction, Feats of Strength, Lock-picking, Navigation, Perception (Search/Spot), Staying power, and Stoicism. Spades can be used for any type of attack. Parry:Redirect-AttackThe damage from the original attack (less the Parried Card) is redirected by the Defender to the Attacker, their Descendants or their Allies. Soak: Counter-AttackThe matched Attack card is reflected back at the Attacker, or their Descendant, as Narratively appropriate. | Passing — Annexes that channel through Inertia use verbs like: Endure / Exhaust / Coast / Continue / Cut / Drift / Drop / Fall / Flog / Glide / Graze / Lacerate / Move / Orbit / Pace / Pass / Persevere / Roll / Rub / Scrape / Scratch / Skid / Slash / Slice / Slide / Swing / Thresh / Time / Tumble / Wait / Withstand | Inert — Annexes rooted in Inertia, or Descendants or Characters that use them are described as: Aged / Ancient / Chronological / Historical / Immense / Inert / Massive / Momentum / Old / Persistent / Relentless / Rhythmic / Seasoned / Strenuous / Stubbornness / Temporal / Tenacious / Timely / Unstoppable / Unwieldy / Veteran |
Jeer ♥ Suit: Hearts ♥ Ordeal Trump: Healing (Survival / Magic) / Deception (Hide / Feint) / Magic (Positive) Description: Hearts represent Love, Family and the comforts of home. Hearts are the warmth of a cosy fireplace, and social wealth rather than material. In the Tarot the suit is called Cups, and represents the feminine and elemental Water. Tarot Meaning: Love, Relationships, Affections, Family, Sympathy, Peace. Ordeal Text: Ordeal Types: Nurturing, Farming, Relationships, Medical. Hearts act as Trumps for the following Actions: Blending in, Cooking, Escaping, Healing, Hiding, Hunting, Insulting, Joke-telling, Lying, Magic, Mimicry, Riddling, Spinning a tale, Surgery, and Survival. Any type of Wound can be healed with a Heart. Parry:Locked RespiteAll unmatched Cards from the original attack are Discarded by the Defender, however with each card they Discard they may either use the card to Heal/Stabilise one of their own wounds (or damage to the Parrying Descendant), or they may use the card to slow their attacker with additional RT (Pips) or GRT (Pips/5). Soak: DisengageThe Soak Card acts as a Heal card, and is discarded along with the Attack card. This immediately Heals all Wounds in play that have less Pips, including the remaining Wounds in the Attack, by one Wound Level (discards Distracts). | Jeering — Annexes that channel through Jeer use verbs like: Boo / Cheer / Conjure / Disenchant / Entertain / Flatter / Fool / Freeze / Halt / Heckle / Immobilize / Joke / Kid / Laugh / Mimic / Mock / Perform / Pretend / Resemble / Ridicule / Satirise / Smile / Suspend / Suspend-disbelief | Funny — Annexes rooted in Jeer, or Descendants or Characters that use them are described as: Absurd / Amusing / Arrested / Awkward / Cold / Confused / Droll / Embarrassing / Foolish / Frozen / Funny / Hilarious / Humorous / Illusionary / Imitative / Jarring / Jerky / Joking / Laughable / Mimetic / Ridiculous / Rude / Sarcastic / Satirical / Silly / Steady / Stylistic / Unreal |
Key ⚊ ♠ Suit: Spades ♠ Ordeal Trump: Attack / Perception / Penetration (Opening / Navigation / Logic) Description: The Spades Suit is the suit of suffering, said to be good for the soul, but miserable for a Monday. Competition, perception, endurance and curiosity are positive aspects associated with the suit, but spades also represent destruction, betrayal, distance, might and death. In the tarot, the Suit is replaced with Swords, which (depending on the tradition) may represent either damaging Fire, or more commonly the cutting intellect of Air. Tarot Meaning: Misfortune, Suffering, Loss, Mourning, Treachery, Betrayal, War, Lawsuit, Conflict. Ordeal Text: Ordeal Types: Confrontation (e.g. Warfare, Lawsuit), Competition (Sports, Quizzes etc), Perception (Spot Hidden). Spades act as Trumps for the Following Action Types: Attacking, Balance, Climbing, Contagion, Desecration, Destruction, Feats of Strength, Lock-picking, Navigation, Perception (Search/Spot), Staying power, and Stoicism. Spades can be used for any type of attack. Parry:Redirect-AttackThe damage from the original attack (less the Parried Card) is redirected by the Defender to the Attacker, their Descendants or their Allies. Soak: Counter-AttackThe matched Attack card is reflected back at the Attacker, or their Descendant, as Narratively appropriate. | Piercing — Annexes that channel through Key use verbs like: Ask / Bolt / Breach / Detect / Dig / Discover / Experience / Guess / Hook / Identify / Investigate / Inquire / Jab / Locate / Lock / Look / Open / Pierce / Perceive / Poke / Probe / Punch / Search / Sense / Sharpen / Solve / Spot / Stab / Sting / Think / Thrust / Turned / Uncover / Unlock / Verify | Incisive — Annexes rooted in Key, or Descendants or Characters that use them are described as: Acerbic / Acute / Aware / Cardinal / Clear / Clever / Closed / Lockable / Logical / Important / Incisive / Intellectual / Insightful / Keen / Open / Perceptive / Perceptual / Rational / Sarcastic / Sensible / Sensory / Serious / Sharp / Smart / Thrusting |
Liberty ⚊ ♥ Suit: Hearts ♥ Ordeal Trump: Healing (Survival / Magic) / Deception (Hide / Feint) / Magic (Positive) Description: Hearts represent Love, Family and the comforts of home. Hearts are the warmth of a cosy fireplace, and social wealth rather than material. In the Tarot the suit is called Cups, and represents the feminine and elemental Water. Tarot Meaning: Love, Relationships, Affections, Family, Sympathy, Peace. Ordeal Text: Ordeal Types: Nurturing, Farming, Relationships, Medical. Hearts act as Trumps for the following Actions: Blending in, Cooking, Escaping, Healing, Hiding, Hunting, Insulting, Joke-telling, Lying, Magic, Mimicry, Riddling, Spinning a tale, Surgery, and Survival. Any type of Wound can be healed with a Heart. Parry:Locked RespiteAll unmatched Cards from the original attack are Discarded by the Defender, however with each card they Discard they may either use the card to Heal/Stabilise one of their own wounds (or damage to the Parrying Descendant), or they may use the card to slow their attacker with additional RT (Pips) or GRT (Pips/5). Soak: DisengageThe Soak Card acts as a Heal card, and is discarded along with the Attack card. This immediately Heals all Wounds in play that have less Pips, including the remaining Wounds in the Attack, by one Wound Level (discards Distracts). | Liberating — Annexes that channel through Liberty use verbs like: Bend / Blind / Blow-out / Celebrate / Discharge / Deafen / Dream / Encounter / Escape / Experience / Fantasise / Gamble / Game / Guess / Hope / Law-breaking / Liberate / Overdose / Overload / Overwork / Participate / Party / Socialise / Short-circuit / Stargaze / Treason / Try / Unchain / Wish | Freedom — Annexes rooted in Liberty, or Descendants or Characters that use them are described as: Addled / Chronic / Criminal / Dreamy / Drunk / Exciting / Excessive / Free / Friendly / Fuddled / High / Inebriated / Intoxicated / Liberal / Magical / Pixilated / Permissive / Spaced-out / Sporty / Stoned / Strange / Stupefied |
Miasma ♠ Suit: Spades ♠ Ordeal Trump: Attack / Perception / Penetration (Opening / Navigation / Logic) Description: The Spades Suit is the suit of suffering, said to be good for the soul, but miserable for a Monday. Competition, perception, endurance and curiosity are positive aspects associated with the suit, but spades also represent destruction, betrayal, distance, might and death. In the tarot, the Suit is replaced with Swords, which (depending on the tradition) may represent either damaging Fire, or more commonly the cutting intellect of Air. Tarot Meaning: Misfortune, Suffering, Loss, Mourning, Treachery, Betrayal, War, Lawsuit, Conflict. Ordeal Text: Ordeal Types: Confrontation (e.g. Warfare, Lawsuit), Competition (Sports, Quizzes etc), Perception (Spot Hidden). Spades act as Trumps for the Following Action Types: Attacking, Balance, Climbing, Contagion, Desecration, Destruction, Feats of Strength, Lock-picking, Navigation, Perception (Search/Spot), Staying power, and Stoicism. Spades can be used for any type of attack. Parry:Redirect-AttackThe damage from the original attack (less the Parried Card) is redirected by the Defender to the Attacker, their Descendants or their Allies. Soak: Counter-AttackThe matched Attack card is reflected back at the Attacker, or their Descendant, as Narratively appropriate. | Intoxicating — Annexes that channel through Miasma use verbs like: Administer / Contaminate / Corrupt / Dissolve / Dose / Drug / Envelope / Envenom / Gas / Induce / Inhibit / Ingest / Inject / Intoxicate / Kill / Overdose / Poison / Process / Rise / Rot / Soar / Spray / Spread / Synthesise / Tolerate / Trip / Waste | Poisonous — Annexes rooted in Miasma, or Descendants or Characters that use them are described as: Addictive / Bitter / Caustic / Chemical / Drugged / Enzymatic / Foetid / Foul / High / Inorganic / Intoxicant / Manufactured / Medicinal / Miasmic / Noxious / Organic / Pestilential / Poisonous / Potent / Prescribed / Rotten / Synthetic / Toxic / Tripping / Wasteful |
Nature ♥ Suit: Hearts ♥ Ordeal Trump: Healing (Survival / Magic) / Deception (Hide / Feint) / Magic (Positive) Description: Hearts represent Love, Family and the comforts of home. Hearts are the warmth of a cosy fireplace, and social wealth rather than material. In the Tarot the suit is called Cups, and represents the feminine and elemental Water. Tarot Meaning: Love, Relationships, Affections, Family, Sympathy, Peace. Ordeal Text: Ordeal Types: Nurturing, Farming, Relationships, Medical. Hearts act as Trumps for the following Actions: Blending in, Cooking, Escaping, Healing, Hiding, Hunting, Insulting, Joke-telling, Lying, Magic, Mimicry, Riddling, Spinning a tale, Surgery, and Survival. Any type of Wound can be healed with a Heart. Parry:Locked RespiteAll unmatched Cards from the original attack are Discarded by the Defender, however with each card they Discard they may either use the card to Heal/Stabilise one of their own wounds (or damage to the Parrying Descendant), or they may use the card to slow their attacker with additional RT (Pips) or GRT (Pips/5). Soak: DisengageThe Soak Card acts as a Heal card, and is discarded along with the Attack card. This immediately Heals all Wounds in play that have less Pips, including the remaining Wounds in the Attack, by one Wound Level (discards Distracts). | Living — Annexes that channel through Nature use verbs like: Bite / Birth / Bleed / Breathe / Bruise / Chew / Claw / Cultivate / Eat / Gash / Gather / Gouge / Grow / Hunt / Live / Mature / Nicked / Nourish / Raise / Scar / Scrape / Survive / Sustain | Natural — Annexes rooted in Nature, or Descendants or Characters that use them are described as: Animal / Biological / Bloody / Bodily / Bony / Dying / Elemental / Environmental / Glandular / Instinctive / Meaty / Mortal / Muscled / Naked / Natural / Organic / Primitive / Raw / Sanguine / Savage / Scarred / Zoological |
Orthodox ♦ Suit: Diamonds ♦ Ordeal Trump: Preparation (Research / Work / Patience) / Movement (Sneaking / Sprinting) / Listening Description: Diamonds represent the finer things of life, they are bright and sparkling. Representing the creative even spiritual aspects of materialism such as beauty and art, that transcend base materialism like wealth. Despite this the Diamonds are recognised as being the Coins suit of the Tarot, with a strong tie to Elemental Earth. Tarot Meaning: Travel, Money, Business, Contracts, Deals, Voyages. Ordeal Text: Ordeal Types: Travel (e.g. Chase, Race) / Creativity (e.g. Smithing, Painting). Diamonds act as Trump for the following Action Types: Art, Building, Charming, Crafting, Driving, Emoting, Forgiving, Keeping Your Cool, Listening, Meditation, Motion, Prayer, Preparation, Research, Sprinting and Working in general. Any type of action can be prepared with a Diamond. Parry:Seize the initiativeThe cards of the original attack (less the matched card) are immediately added to the Defender’s Ordeal Pool. They may then play as many cards as their Descendant/Annex normally plays including the Parry card (1-4) usually into one of their Style Reserve, and then immediately discard any cards over Pool Limit. Soak: ReadyThe matched Attack card is immediately Prepared by the Defender (as they wish). The Soak card is discarded. | Lecturing — Annexes that channel through Orthodox use verbs like: Believe / Berate / Challenge / Classify / Document / Identify / Know / Lambaste / Lecture / Measure / Scold / Preach / Prevail / Publish / Research / Teach / Think / Understand | Orthodox — Annexes rooted in Orthodox, or Descendants or Characters that use them are described as: Canonical / Cognitive / Conservative / Conventional / Doctrinal / Dogmatic / Educated / Empirical / Established / Explanatory / Factual / Formal / Grounded / Informed / Learned / Literary / Moderate / Modest / Orthodox / Philosophical / Religious / Rigid / Scientific / Staid / Stern / Theoretical / Traditional / Truthful / Unprogressive |
Phoenix ⚊ ♥ Suit: Hearts ♥ Ordeal Trump: Healing (Survival / Magic) / Deception (Hide / Feint) / Magic (Positive) Description: Hearts represent Love, Family and the comforts of home. Hearts are the warmth of a cosy fireplace, and social wealth rather than material. In the Tarot the suit is called Cups, and represents the feminine and elemental Water. Tarot Meaning: Love, Relationships, Affections, Family, Sympathy, Peace. Ordeal Text: Ordeal Types: Nurturing, Farming, Relationships, Medical. Hearts act as Trumps for the following Actions: Blending in, Cooking, Escaping, Healing, Hiding, Hunting, Insulting, Joke-telling, Lying, Magic, Mimicry, Riddling, Spinning a tale, Surgery, and Survival. Any type of Wound can be healed with a Heart. Parry:Locked RespiteAll unmatched Cards from the original attack are Discarded by the Defender, however with each card they Discard they may either use the card to Heal/Stabilise one of their own wounds (or damage to the Parrying Descendant), or they may use the card to slow their attacker with additional RT (Pips) or GRT (Pips/5). Soak: DisengageThe Soak Card acts as a Heal card, and is discarded along with the Attack card. This immediately Heals all Wounds in play that have less Pips, including the remaining Wounds in the Attack, by one Wound Level (discards Distracts). | Cauterising — Annexes that channel through Phoenix use verbs like: Bake / Boil / Burn / Cauterise / Cook / Cure / Diagnose / Electrocute / Flame / Fry / Grill / Heal / Ignite / Medicate / Regenerate / Rejuvenate / Rise / Roast / Treat / Toast | Medical — Annexes rooted in Phoenix, or Descendants or Characters that use them are described as: Burnt / Clinical / Crispy / Destructive / Fiery / Flaming / Hot / Medical / Passionate / Regenerative / Seared / Surgical / Therapeutic |
Quiet ♦ Suit: Diamonds ♦ Ordeal Trump: Preparation (Research / Work / Patience) / Movement (Sneaking / Sprinting) / Listening Description: Diamonds represent the finer things of life, they are bright and sparkling. Representing the creative even spiritual aspects of materialism such as beauty and art, that transcend base materialism like wealth. Despite this the Diamonds are recognised as being the Coins suit of the Tarot, with a strong tie to Elemental Earth. Tarot Meaning: Travel, Money, Business, Contracts, Deals, Voyages. Ordeal Text: Ordeal Types: Travel (e.g. Chase, Race) / Creativity (e.g. Smithing, Painting). Diamonds act as Trump for the following Action Types: Art, Building, Charming, Crafting, Driving, Emoting, Forgiving, Keeping Your Cool, Listening, Meditation, Motion, Prayer, Preparation, Research, Sprinting and Working in general. Any type of action can be prepared with a Diamond. Parry:Seize the initiativeThe cards of the original attack (less the matched card) are immediately added to the Defender’s Ordeal Pool. They may then play as many cards as their Descendant/Annex normally plays including the Parry card (1-4) usually into one of their Style Reserve, and then immediately discard any cards over Pool Limit. Soak: ReadyThe matched Attack card is immediately Prepared by the Defender (as they wish). The Soak card is discarded. | Contemplating — Annexes that channel through Quiet use verbs like: Contemplate / Deteriorate / Examine / Erode / Flower / Grow / Hamper / Imagine / Learn / Listen / Meditate / Quieten / Read / Relax / Rest / Sign / Silence / Sit / Sneak / Stand / Study / Think / Tranquillise / Undermine / Weaken / Weather / Write | Calm — Annexes rooted in Quiet, or Descendants or Characters that use them are described as: Ablated / Botanical / Calm / Erosive / Floral / Glacial / Green / Herbal / Intelligent / Meditative / Mental / Neglected / Overgrown / Peaceful / Placid / Psionic / Quiet / Rational / Restful / Rusted / Serenity / Silent / Subdued / Thoughtful / Tranquil / Weathered / Wooden |
Rook ♣ Suit: Clubs ♣ Ordeal Trump: Defence / Trade / Control / Magic (Negative) Description: Clubs represent the power of politics and a stoic, blind materialism. Clubs can be seen as a dark corrupting force on the world, crass materialism, sin, magic and anger, but the club is also symbolic of protection, law and justice. In the Tarot the Clubs are called Staves or Wands, in some traditions they represent Intellectual Air, but in most they are Fire. Tarot Meaning: Power, Fame, Politics, Ability, Money. Ordeal Text: Ordeal Types: Wealth, Politics, Power. Clubs act as Trump for following Actions: Bartering, Controlling, Corrupting, Emotional-intensity, Guarding, Magic, Displaying might, Politics, Self-Defence, Socializing, and Trade Negotiations. Clubs can be used to defend any type of attack. Parry:DisarmAll the cards of the attack are immediately discarded, along with the Parry Card. The remaining cards of the Defender’s Parry can now each be used to cause the Attacker to drop a Descendant (starting with the attacking weapon usually), can also cut armour straps, belts etc, or steal hats. This basically adds RT equal to the card Pips to the Annex that was used to attack. Every 5 Pips also creates a point of GRT for the Character (representing how much time the Character must spend picking up, or readying the weapon again. Court cards additionally may damage the Descendant that was disarmed, as standard for the Stakes. Soak: WardThe matched Attack card, and one other randomly selected Attack card are discarded. | Guarding — Annexes that channel through Rook use verbs like: Avoid / Beware / Block / Crush / Defend / Dodge / Escort / Fortify / Guard / Invalidate / Negate / Nullify / Parry / Protect / Prevent / Quash / Reject / Revoke / Save / Shelter / Shield / Subdue / Subjugate / Suppress / Void / Ward / Withdraw | Guarded — Annexes rooted in Rook, or Descendants or Characters that use them are described as: Armoured / Cancelling / Cautious / Defensive / Fortified / Guarded / Impregnable / Nullified / Overturned / Passive / Protected / Protective / Strategic / Vigilant |
Sin ⚊ ♣ Suit: Clubs ♣ Ordeal Trump: Defence / Trade / Control / Magic (Negative) Description: Clubs represent the power of politics and a stoic, blind materialism. Clubs can be seen as a dark corrupting force on the world, crass materialism, sin, magic and anger, but the club is also symbolic of protection, law and justice. In the Tarot the Clubs are called Staves or Wands, in some traditions they represent Intellectual Air, but in most they are Fire. Tarot Meaning: Power, Fame, Politics, Ability, Money. Ordeal Text: Ordeal Types: Wealth, Politics, Power. Clubs act as Trump for following Actions: Bartering, Controlling, Corrupting, Emotional-intensity, Guarding, Magic, Displaying might, Politics, Self-Defence, Socializing, and Trade Negotiations. Clubs can be used to defend any type of attack. Parry:DisarmAll the cards of the attack are immediately discarded, along with the Parry Card. The remaining cards of the Defender’s Parry can now each be used to cause the Attacker to drop a Descendant (starting with the attacking weapon usually), can also cut armour straps, belts etc, or steal hats. This basically adds RT equal to the card Pips to the Annex that was used to attack. Every 5 Pips also creates a point of GRT for the Character (representing how much time the Character must spend picking up, or readying the weapon again. Court cards additionally may damage the Descendant that was disarmed, as standard for the Stakes. Soak: WardThe matched Attack card, and one other randomly selected Attack card are discarded. | Sinning — Annexes that channel through Sin use verbs like: Blaspheme / Commit / Curse / Damn / Err / Fornicate / Hex / Insult / Jinx / Profaning / Scandalize / Seduce / Sin / Swear / Tempt / Transgress / Taunt / Trespass / Upset / Vice / Yell | Sinful — Annexes rooted in Sin are described as: Bad / Criminal / Cruel / Damned / Dark / Depraved / Diabolical / Dire / Evil / Fiendish / Guilty / Heinous / Immoral / Infernal / Malevolent / Malign / Monstrous / Nefarious / Odious / Pernicious / Profane / Reprehensible / Sinister / Unethical / Unholy / Vile / Wrong / Worst |
Trial ⚊ ♠ Suit: Spades ♠ Ordeal Trump: Attack / Perception / Penetration (Opening / Navigation / Logic) Description: The Spades Suit is the suit of suffering, said to be good for the soul, but miserable for a Monday. Competition, perception, endurance and curiosity are positive aspects associated with the suit, but spades also represent destruction, betrayal, distance, might and death. In the tarot, the Suit is replaced with Swords, which (depending on the tradition) may represent either damaging Fire, or more commonly the cutting intellect of Air. Tarot Meaning: Misfortune, Suffering, Loss, Mourning, Treachery, Betrayal, War, Lawsuit, Conflict. Ordeal Text: Ordeal Types: Confrontation (e.g. Warfare, Lawsuit), Competition (Sports, Quizzes etc), Perception (Spot Hidden). Spades act as Trumps for the Following Action Types: Attacking, Balance, Climbing, Contagion, Desecration, Destruction, Feats of Strength, Lock-picking, Navigation, Perception (Search/Spot), Staying power, and Stoicism. Spades can be used for any type of attack. Parry:Redirect-AttackThe damage from the original attack (less the Parried Card) is redirected by the Defender to the Attacker, their Descendants or their Allies. Soak: Counter-AttackThe matched Attack card is reflected back at the Attacker, or their Descendant, as Narratively appropriate. | Opposing — Annexes that channel through Trial use verbs like: Attack / Battle / Chop / Compete / Contend / Counter / Eliminate / Engage / Game / Hack / Kill / Oppose / Overcome / Participate / Pirate / Play / Shoot / Test / Thwart / War | Combative — Annexes rooted in Trial, or Descendants or Characters that use them are described as: Armed / Athletic / Brave / Champion / Combative / Competitive / Cybernetic / Deadly / Fair / Gladiatorial / Metallic / Militant / Military / Opposing / Piratical / Sporty / Tactical / Valiant / Veteran / Violent / Warlike |
Virtue ♦ Suit: Diamonds ♦ Ordeal Trump: Preparation (Research / Work / Patience) / Movement (Sneaking / Sprinting) / Listening Description: Diamonds represent the finer things of life, they are bright and sparkling. Representing the creative even spiritual aspects of materialism such as beauty and art, that transcend base materialism like wealth. Despite this the Diamonds are recognised as being the Coins suit of the Tarot, with a strong tie to Elemental Earth. Tarot Meaning: Travel, Money, Business, Contracts, Deals, Voyages. Ordeal Text: Ordeal Types: Travel (e.g. Chase, Race) / Creativity (e.g. Smithing, Painting). Diamonds act as Trump for the following Action Types: Art, Building, Charming, Crafting, Driving, Emoting, Forgiving, Keeping Your Cool, Listening, Meditation, Motion, Prayer, Preparation, Research, Sprinting and Working in general. Any type of action can be prepared with a Diamond. Parry:Seize the initiativeThe cards of the original attack (less the matched card) are immediately added to the Defender’s Ordeal Pool. They may then play as many cards as their Descendant/Annex normally plays including the Parry card (1-4) usually into one of their Style Reserve, and then immediately discard any cards over Pool Limit. Soak: ReadyThe matched Attack card is immediately Prepared by the Defender (as they wish). The Soak card is discarded. | Practising — Annexes that channel through Virtue use verbs like: Absorb / Abstain / Advocate / Bear / Beg / Change / Convert / Convince / Consider / Counsel / Deny / Develop / Devote / Dictate / Enable / Encourage / Endure / Enforce / Exercise / Favour / Forgive / Generate / Implore / Intercede / Interest / Love / Obstruct / Pardon / Practise / Praise / Pray / Prevail / Rejoice / Repent / Seek / Serve / Summon / Temper / Transform / Translate / Turn | Virtuous — Annexes rooted in Virtue, or Descendants or Characters that use them are described as: Atheist / Chemical / Civic / Convertible / Diverted / Divine / Devout / Dynamic / Electric / Energetic / Ethical / Heroic / Hallowed / Honourable / Holy / Innocent / Internal / Kinetic / Loving / Mechanical / Moral / Nuclear / Passive / Patient / Pious / Potential / Radiant / Religious / Revered / Righteous / Sacred / Saintly / Sober / Solemn / Stoic / Strict / Supernatural / Temperate / Unflinching / Virtuous / Worthy |
Wyrd ♣ Suit: Clubs ♣ Ordeal Trump: Defence / Trade / Control / Magic (Negative) Description: Clubs represent the power of politics and a stoic, blind materialism. Clubs can be seen as a dark corrupting force on the world, crass materialism, sin, magic and anger, but the club is also symbolic of protection, law and justice. In the Tarot the Clubs are called Staves or Wands, in some traditions they represent Intellectual Air, but in most they are Fire. Tarot Meaning: Power, Fame, Politics, Ability, Money. Ordeal Text: Ordeal Types: Wealth, Politics, Power. Clubs act as Trump for following Actions: Bartering, Controlling, Corrupting, Emotional-intensity, Guarding, Magic, Displaying might, Politics, Self-Defence, Socializing, and Trade Negotiations. Clubs can be used to defend any type of attack. Parry:DisarmAll the cards of the attack are immediately discarded, along with the Parry Card. The remaining cards of the Defender’s Parry can now each be used to cause the Attacker to drop a Descendant (starting with the attacking weapon usually), can also cut armour straps, belts etc, or steal hats. This basically adds RT equal to the card Pips to the Annex that was used to attack. Every 5 Pips also creates a point of GRT for the Character (representing how much time the Character must spend picking up, or readying the weapon again. Court cards additionally may damage the Descendant that was disarmed, as standard for the Stakes. Soak: WardThe matched Attack card, and one other randomly selected Attack card are discarded. | Allowing — Annexes that channel through Wyrd use verbs like: Adjudicate / Allow / Appraise / Bewitch / Bind / Cast / Catch / Comply / Convict / Decide / Declare / Determine / Enact / Enchant / Enforce / Ensorcell / Ensnare / Enthral / Examine / Forbid / Glamour / Hypnotise / Judge / Legislate / Mesmerise / Obey / Pass / Pronounce / Prosecute / Referee / Respect / Sentence / Set / Snare / Spellbind / Trap / Thwart / Weaving | Judged — Annexes rooted in Wyrd, or Descendants or Characters that use them are described as: Authorised / Bound / Certain / Condemned / Destined / Distinguished / Doomed / Entitled / Fair / Fated / Færy / Forbidden / Impartial / Judged / Judicial / Legal / Licensed / Logical / Magical / Official / Permitted / Preordained / Qualified / Respected / Set / Shrewd / Spellbound / Statutory / Weird / Wise |
Yonder ♠ Suit: Spades ♠ Ordeal Trump: Attack / Perception / Penetration (Opening / Navigation / Logic) Description: The Spades Suit is the suit of suffering, said to be good for the soul, but miserable for a Monday. Competition, perception, endurance and curiosity are positive aspects associated with the suit, but spades also represent destruction, betrayal, distance, might and death. In the tarot, the Suit is replaced with Swords, which (depending on the tradition) may represent either damaging Fire, or more commonly the cutting intellect of Air. Tarot Meaning: Misfortune, Suffering, Loss, Mourning, Treachery, Betrayal, War, Lawsuit, Conflict. Ordeal Text: Ordeal Types: Confrontation (e.g. Warfare, Lawsuit), Competition (Sports, Quizzes etc), Perception (Spot Hidden). Spades act as Trumps for the Following Action Types: Attacking, Balance, Climbing, Contagion, Desecration, Destruction, Feats of Strength, Lock-picking, Navigation, Perception (Search/Spot), Staying power, and Stoicism. Spades can be used for any type of attack. Parry:Redirect-AttackThe damage from the original attack (less the Parried Card) is redirected by the Defender to the Attacker, their Descendants or their Allies. Soak: Counter-AttackThe matched Attack card is reflected back at the Attacker, or their Descendant, as Narratively appropriate. | Throwing — Annexes that channel through Yonder use verbs like: Aim / Alienate / Attain / Broadcast / Carry / Casting / Communicate / Convey / Converse / Cover / Disaffect / Distance / Drop / Engage / Estrange / Explore / Extend / Fill / Guide / Hit / Hurl / Liaise / Locate / Message / Occupy / Pass / Reach / Reconnoitre / Reside / Roam / Scout / Situate / Shoot / Speak / Spot / Stretch / Surround / Talk / Throw / Transmit / Wander | Distant — Annexes rooted in Yonder, or Descendants or Characters that use them are described as: Alien / Attained / Bizarre / Broad / Cartographic / Chatty / Communicative / Curious / Diverse / Exotic / Expanded / Expatriate / Extraterrestrial / Distant / Foreign / Geographical / Immigrant / Local / Locational / Non-native / Peculiar / Remote / Rural / Scenic / Spatial / Strange / Suburban / Talkative / Thrown / Travelled / Unfamiliar / Urban / Widespread |
Zeal ⚊ ♦ Suit: Diamonds ♦ Ordeal Trump: Preparation (Research / Work / Patience) / Movement (Sneaking / Sprinting) / Listening Description: Diamonds represent the finer things of life, they are bright and sparkling. Representing the creative even spiritual aspects of materialism such as beauty and art, that transcend base materialism like wealth. Despite this the Diamonds are recognised as being the Coins suit of the Tarot, with a strong tie to Elemental Earth. Tarot Meaning: Travel, Money, Business, Contracts, Deals, Voyages. Ordeal Text: Ordeal Types: Travel (e.g. Chase, Race) / Creativity (e.g. Smithing, Painting). Diamonds act as Trump for the following Action Types: Art, Building, Charming, Crafting, Driving, Emoting, Forgiving, Keeping Your Cool, Listening, Meditation, Motion, Prayer, Preparation, Research, Sprinting and Working in general. Any type of action can be prepared with a Diamond. Parry:Seize the initiativeThe cards of the original attack (less the matched card) are immediately added to the Defender’s Ordeal Pool. They may then play as many cards as their Descendant/Annex normally plays including the Parry card (1-4) usually into one of their Style Reserve, and then immediately discard any cards over Pool Limit. Soak: ReadyThe matched Attack card is immediately Prepared by the Defender (as they wish). The Soak card is discarded. | Driving — Annexes that channel through Zeal use verbs like: Accelerate / Accept / Arrive / Begin / Believe / Brake / Confirm / Convince / Crusade / Depart / Display / Dive / Doubt / Drive / Embark / Expect / Express / Fly / Go / Incite / Jump / Launch / Leap / Manifest / Manoeuvre / Move / Motivate / Motor / Park / Pilot / Praise / Propel / Push / Pursue / Reform / Reinforce / Revolt / Ride / Speed / Travel / Trust / Undertake / Urge | Zealous — Annexes rooted in Zeal, or Descendants or Characters that use them are described as: Approaching / Avid / Confident / Convinced / Devout / Dogmatic / Doubting / Driven / Eager / Excessive / Fanatical / Faithful / Flying / Intemperate / Keen / Leaving / Loyal / Missionary / Mobile / Motivated / Motorised / Obsessive / Parked / Patriotic / Powered / Propelled / Relentless / Religious / Speeding / Staunch / Strident / Superstitious / Transported / Travelled / Trusted / Vehement / Vehicular / Zealous |
Facet | Annex Channel | Annex Root |
Different types of Annex are built differently and have different uses:
Type | Description | Boon Calculations | Rules | Master Annex Rules | Minimum RT | GRT | Maximum Cards Played | Passive Play |
---|---|---|---|---|---|---|---|---|
Proficiency | A Proficiency (or Lite Annex) is the smallest mimetic unit about the Proficiency’s subject. It represents knowledge, memories and experiences that Character has learned or had. | Lite Annex Boons are set as part of the Setting, but generally work as adding Facet Values including Scale. Referees can modfiy the Boon Equivalents of Lite Characters to make them competitive with other Characters in the Setting. | A Single Proficiency is the smallest mimetic unit about the Proficiency’s subject. Two Proficiencies may be added during a Crisis to create a Skill. Or an additional Proficiency may be added to a Skill to create a Talent. Lite Characters just use Lite Annexes, which may increase one level when a Crisis occurs. | Only a Lite Annex can be a Master Annex. However Lite Annexes can only have smaller Lite Annexes or Proficiencies as Sub-Annexes. | 0 | 0 | 1 | 0 |
Skill | Two Proficiencies working together (usually with the Facet Boons of a Character, Plot, or Setting). | Two Proficiencies add their respective Facet Values to find a Value, and Boon, for the Skill. | One Proficiency provides the Root Facet (and Tangle), the other the Channelling Facet. Characters (excluding Extras) may have as many Skill Annexes as their largest Hitch’s Marks (Banes Reduced) and filled Personality Proficiency Slots (found in Hitches). | Skill Master Annexes can only have Extra Proficiencies as Sub-Annexes. They may have Skill Boon Draw Slots. | 0 | 0 | 1 | 0 |
Talent | At least three or more Proficiencies working together. One of them must be acting as a Root, another a Channel, another must act as an Umbral, one of these may pull double duty as the Tangle as well (normally the Root although any Proficiency can act as a Tangle, including a dedicated Tangle if need be). Talents may have Nimbed Proficiencies too, but are limited in number by the Setting. | Root, Channel and all Umbrals add their Values to find the Talent Value and Boon. | Talents have a limited number of Proficiencies.
| Talent Master Annexes may have Skills as Sub-Annexes and Extra Proficiencies. They may have Talent Score Proficiencies that build Talent Draw Sub-Skills. So a Boon 30 Talent can support 7 Proficiencies, 4 of which are in 2 Skills, leaving 3 in the Talent Extra Proficiency Slot. | 5 | 1 | 2 | 1 |
Power | At least four, and normally around 5-8 Proficiencies in the same Annex. At least one of them is an Umbral. Often the Tangle is a separate Proficiency in Powers, not a Root Tangle. Powers are often created by a Character developing a Talent beyond the Talent limits (at its simplest this is adding a 2nd Umbral). | Root, Channel and all Umbrals add their Values to find the Power Value and Boon. | Powers are limited in the number of Proficiencies that they may have.
| Power Master Annexes can have Power Draw Sub-Talents, and Power Score Skills and Power Boon total Proficiencies. So A Boon 32 Power could have 32 Proficiencies in total, building upto 3 Sub-Talents and 8 Skills. | 6 | 2 | 3 | 2 |
Super-Annex | A Super-Annex is the most powerful of the Proficiency Annexes. Any other Annex can be promoted to Super status (becoming a Super-Skill, Super-Talent or Super-Power as required). | Root, Channel and all Umbrals add Boons directly to find the Super-Annex Boon. | In a Super-Annex all Proficiencies add a Nimbed Aura effect, Nimbeds themselves count as 2 Nimbeds for the same Facet. A Yarn-Teller (Solo / Fae / Greater Demon /Kaiju / Gods etc) Character or Force-of-Nature Extras may have 1 Super-Annex, lower Character Types may have 0 Super-Annexes. Artefacts can also occasionally grant Super-Annexes to any Character. Descendants can have a maximum of 1 Super-Annex normally (although again Artefacts and some Pacts can vary this). | Master Super-Annexes of any type can have Super-Annex Draw Sub-Powers, Super-Annex Score Sub-Skills and Sub-Talents and a total of Super-Annex Boon Proficiencies to build them all with. A Boon 50 Super-Skill could have 50 Proficiencies making 3 Powers, 10 Sub-Talents and Sub-Skills (probably 5 of each) | 11 | 3 | 4 | 3 |
Pact | A Pact Annex is a separate form of Annex that is created by groups of people working together (and occasionally by Gestalt Character or Swarm Monsters too). Each Member has some access to the Pact based on whether their Membership Tier (which have different costs see Pact Descendants). | A Pact Annex is not created with Proficiencies, but from the Size and Character Types of its membership. Add the Chi Cost of the highest Character Type, plus the Chi cost of the Group Size, and that is the Boon of the Annex. E.g. so 4 (2 Chi) Yarn-Tellers (21 Chi), or 950 (21 Chi) Vex Extras (2 Chi) both create a Pact with a Boon of 23, if both Pacts combined members and that would be Boon 42. As Pacts change membership their Boon will alter as well. | Pact Annexes are rarely rollable, although occasionally the full force of a group may be used by its Sovereign, this is more often used by Yarn-Tellers to defend the Pact, or provide gains to members. Pact ANnexes can occasionally have more than 1 Super-Annex, but this is only possible for the most powerful Pacts. | Master Pact Annexes are limited by the Pact Type, Herd Pacts and above may have Pact Draw Proficiencies. Club Pacts and above can use those Proficiencies to build Pact Draw Skills, Guild Pacts and above can build Pact Draw Talents, Society Pacts and above can build Pact Draw Powers and Nation Pacts can build 1 Super-Annex. Pacts can make upto Pact Score Sub-Annexes in total, they are limited to Pact Draw for the largest type they are normally allowed and only 1 Super-Annex even for Nations, but Trusts, Leagues and Covenants can increase this to Pact Draw Double Reduced (the Draw of the Draw). | 0 | 0 | 5 | 4 |
Size | A Size Annex is the Master Annex of any Location Descendant, and defines the Size of any Location or Character according to the Sway table as Chi | Size Annexes are not built from Proficiencies, but instead relate solely to the Size of the Location (or Kaiju Monster) being described. The Size Boon is the equivalent of the Chi for that Size so a City Block or a Kaiju as big as it will both have a Size Boon of 26. Note that Size Annexes can be Small Size as well as Location, to create tiny heroes or monstrous viruses, a Bulmäs walking a Flea Path would have Boon 9 Small Size Annex. | Size Annexes that are Master Annexes can have a total number of Sub-Annexes equal to the Size Annex Score. Size Annexes can usually support only 1 Super-Annex, but can occasionally support more. | Master Size Annexes can have Size Boon Proficiencies that are making Size Score Sub-Annexes, with Size Draw Sub-Powers and 1 Super-Annex. | 16 | 4 | 5 | 4 |
Personality | A Personality Annex is the Master Annex of any major Character Alt (Extras use normal Annex equivalents for simplicity). | Personality Annexes add Hitches, Personas and Cores to a Character, the Facet or Bane Values for those components are added to find the Value and Boon of the Personality. | For Characters the Personality Annex always acts as a Master Annex. Personality Annexes add additional restrictions on Sub-Annexes and Proficiencies. | Master Personality Annexes can support 1 Super-Annex (for Yarn-Tellers), Personality Boon Proficiencies (although this is controlled by the Hitches too), Personality Score Sub-Annexes in total, and Personality Draw Powers although the number of Powers is also restricted by the Number of filled Talents Slots Reduced (Score of Boon so 2 Talents are required to have a Power) and the Ruins of the Character’s largest Hitch. They are also limited in number of Skills and Talents, with both numbers restricted by the Character’s largest Hitch Marks. Talents are also restricted by number of Skills and Skills are restricted by number of Proficiency Slots filled. This can restrict underdeveloped Characters a lot. | 0 | 0 | 3 | Number of Hitches Reduced |
Conflict | Conflicts are the Master Annexes of Plots. They can add Monster Facets to the Plot’s Characters, and have direct effects on the Extras, Quests, Ordeals, etc. | Conflicts add the Boons of their Conflict Facets directly together like Super Annexes. | Conflict Annexes are not limited in Sub-Annexes, but all Sub-Annexes must be held by Descendants or Embodiment Characters. | Conflict Annexes create Plots, Plots do not access Annexes as Characters, Locations, etc do, and all Annexes must be held by Embodiments of the Plot. | 0 | 0 | 6 | Number of Sides |
Type | Description | Boon Calculations | Rules | Master Annex Rules | Minimum RT | GRT | Maximum Cards Played | Passive Play |
Tangle
The Tangle of the Annex is a complication that adds a cost, limit, or restriction to the use of the Annex. Each Tangle interacts with the Umbral and Nimbed Proficiencies in a different way, but Tangles do not effect the Boon of the Annex directly. Every Annex has a Tangle which is most commonly also the Root of the Annex.
Facet | Tangles |
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Awe ⚊ ♦ Suit: Diamonds ♦ Ordeal Trump: Preparation (Research / Work / Patience) / Movement (Sneaking / Sprinting) / Listening Description: Diamonds represent the finer things of life, they are bright and sparkling. Representing the creative even spiritual aspects of materialism such as beauty and art, that transcend base materialism like wealth. Despite this the Diamonds are recognised as being the Coins suit of the Tarot, with a strong tie to Elemental Earth. Tarot Meaning: Travel, Money, Business, Contracts, Deals, Voyages. Ordeal Text: Ordeal Types: Travel (e.g. Chase, Race) / Creativity (e.g. Smithing, Painting). Diamonds act as Trump for the following Action Types: Art, Building, Charming, Crafting, Driving, Emoting, Forgiving, Keeping Your Cool, Listening, Meditation, Motion, Prayer, Preparation, Research, Sprinting and Working in general. Any type of action can be prepared with a Diamond. Parry:Seize the initiativeThe cards of the original attack (less the matched card) are immediately added to the Defender’s Ordeal Pool. They may then play as many cards as their Descendant/Annex normally plays including the Parry card (1-4) usually into one of their Style Reserve, and then immediately discard any cards over Pool Limit. Soak: ReadyThe matched Attack card is immediately Prepared by the Defender (as they wish). The Soak card is discarded. | Emotions — The Tangle of Awe is that of emotions. Each Aura Proficiency will add an emotional complication to the Annex. Umbral Proficiencies will usually add Negative Emotions from their Facet. Nimbed Proficiencies generally add Positive Emotions from their Facet. This is usually a simple 1 card emotional effect, but if the same Facet is present these may stack (and this can make Umbrals positive or Nimbeds negative). This creates a list of emotions that the Annex has affinity with. At least one of these emotional states must be present in the Scene to activate the Annex at all. Depending upon the Annex’s intended usage the Annex may only be able to detect, affect, create, project, control, or adjust those emotions, or it may simply require them all be present, with each emotion that is not present adding one of these effects:
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Burden ♣ Suit: Clubs ♣ Ordeal Trump: Defence / Trade / Control / Magic (Negative) Description: Clubs represent the power of politics and a stoic, blind materialism. Clubs can be seen as a dark corrupting force on the world, crass materialism, sin, magic and anger, but the club is also symbolic of protection, law and justice. In the Tarot the Clubs are called Staves or Wands, in some traditions they represent Intellectual Air, but in most they are Fire. Tarot Meaning: Power, Fame, Politics, Ability, Money. Ordeal Text: Ordeal Types: Wealth, Politics, Power. Clubs act as Trump for following Actions: Bartering, Controlling, Corrupting, Emotional-intensity, Guarding, Magic, Displaying might, Politics, Self-Defence, Socializing, and Trade Negotiations. Clubs can be used to defend any type of attack. Parry:DisarmAll the cards of the attack are immediately discarded, along with the Parry Card. The remaining cards of the Defender’s Parry can now each be used to cause the Attacker to drop a Descendant (starting with the attacking weapon usually), can also cut armour straps, belts etc, or steal hats. This basically adds RT equal to the card Pips to the Annex that was used to attack. Every 5 Pips also creates a point of GRT for the Character (representing how much time the Character must spend picking up, or readying the weapon again. Court cards additionally may damage the Descendant that was disarmed, as standard for the Stakes. Soak: WardThe matched Attack card, and one other randomly selected Attack card are discarded. | Cost — Burden brings a cost as its Tangle. Each Umbral that is added adds a cost equal to the Facet Draw in Banal Yin Sway. Each Nimbed added adds a cost equal to that Facet Draw in Banal Yang Sway. This cost must be paid before the Annex will activate, or will be taken from the Score the Annex will generate. |
Craft ⚊ ♦ Suit: Diamonds ♦ Ordeal Trump: Preparation (Research / Work / Patience) / Movement (Sneaking / Sprinting) / Listening Description: Diamonds represent the finer things of life, they are bright and sparkling. Representing the creative even spiritual aspects of materialism such as beauty and art, that transcend base materialism like wealth. Despite this the Diamonds are recognised as being the Coins suit of the Tarot, with a strong tie to Elemental Earth. Tarot Meaning: Travel, Money, Business, Contracts, Deals, Voyages. Ordeal Text: Ordeal Types: Travel (e.g. Chase, Race) / Creativity (e.g. Smithing, Painting). Diamonds act as Trump for the following Action Types: Art, Building, Charming, Crafting, Driving, Emoting, Forgiving, Keeping Your Cool, Listening, Meditation, Motion, Prayer, Preparation, Research, Sprinting and Working in general. Any type of action can be prepared with a Diamond. Parry:Seize the initiativeThe cards of the original attack (less the matched card) are immediately added to the Defender’s Ordeal Pool. They may then play as many cards as their Descendant/Annex normally plays including the Parry card (1-4) usually into one of their Style Reserve, and then immediately discard any cards over Pool Limit. Soak: ReadyThe matched Attack card is immediately Prepared by the Defender (as they wish). The Soak card is discarded. | Measures — A Craft Tangle consists of Measures. For each Aura Proficiency added to the Annex, choose one of the following:
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Dominion ⚊ ♣ Suit: Clubs ♣ Ordeal Trump: Defence / Trade / Control / Magic (Negative) Description: Clubs represent the power of politics and a stoic, blind materialism. Clubs can be seen as a dark corrupting force on the world, crass materialism, sin, magic and anger, but the club is also symbolic of protection, law and justice. In the Tarot the Clubs are called Staves or Wands, in some traditions they represent Intellectual Air, but in most they are Fire. Tarot Meaning: Power, Fame, Politics, Ability, Money. Ordeal Text: Ordeal Types: Wealth, Politics, Power. Clubs act as Trump for following Actions: Bartering, Controlling, Corrupting, Emotional-intensity, Guarding, Magic, Displaying might, Politics, Self-Defence, Socializing, and Trade Negotiations. Clubs can be used to defend any type of attack. Parry:DisarmAll the cards of the attack are immediately discarded, along with the Parry Card. The remaining cards of the Defender’s Parry can now each be used to cause the Attacker to drop a Descendant (starting with the attacking weapon usually), can also cut armour straps, belts etc, or steal hats. This basically adds RT equal to the card Pips to the Annex that was used to attack. Every 5 Pips also creates a point of GRT for the Character (representing how much time the Character must spend picking up, or readying the weapon again. Court cards additionally may damage the Descendant that was disarmed, as standard for the Stakes. Soak: WardThe matched Attack card, and one other randomly selected Attack card are discarded. | People — People are the Dominion Tangle. The Annex will only activate if enough people are present in the Scene. The number of people required (as audience, crew, targets or whatever) is equal to the total Aura Proficiencies (Umbral and Nimbed) Facet Scores Reduced as Chi on the Sway table to find a Group Size. E.g. A “Performance” Annex with “Gossamer” (Boon 15) Umbral and “Zeal” (Boon 19) Nimbed would add Scores of 4+5=9 that Reduces to 3 that’s “Half-a-dozen” (<7) people. |
Enigma ♥ Suit: Hearts ♥ Ordeal Trump: Healing (Survival / Magic) / Deception (Hide / Feint) / Magic (Positive) Description: Hearts represent Love, Family and the comforts of home. Hearts are the warmth of a cosy fireplace, and social wealth rather than material. In the Tarot the suit is called Cups, and represents the feminine and elemental Water. Tarot Meaning: Love, Relationships, Affections, Family, Sympathy, Peace. Ordeal Text: Ordeal Types: Nurturing, Farming, Relationships, Medical. Hearts act as Trumps for the following Actions: Blending in, Cooking, Escaping, Healing, Hiding, Hunting, Insulting, Joke-telling, Lying, Magic, Mimicry, Riddling, Spinning a tale, Surgery, and Survival. Any type of Wound can be healed with a Heart. Parry:Locked RespiteAll unmatched Cards from the original attack are Discarded by the Defender, however with each card they Discard they may either use the card to Heal/Stabilise one of their own wounds (or damage to the Parrying Descendant), or they may use the card to slow their attacker with additional RT (Pips) or GRT (Pips/5). Soak: DisengageThe Soak Card acts as a Heal card, and is discarded along with the Attack card. This immediately Heals all Wounds in play that have less Pips, including the remaining Wounds in the Attack, by one Wound Level (discards Distracts). | Questions — The Enigma Tangle is Questions. Each Aura Proficiency poses a Facet Question that could be asked before the Annex will activate. The minimum number of Questions that must be asked is based on the total number of potential Questions Reduced. Failure to ask a suitable Question (and ideally tie it to the current Narrative) will result in a Failure Level of the appropriate Facet being added to the result. |
Fury ⚊ ♣ Suit: Clubs ♣ Ordeal Trump: Defence / Trade / Control / Magic (Negative) Description: Clubs represent the power of politics and a stoic, blind materialism. Clubs can be seen as a dark corrupting force on the world, crass materialism, sin, magic and anger, but the club is also symbolic of protection, law and justice. In the Tarot the Clubs are called Staves or Wands, in some traditions they represent Intellectual Air, but in most they are Fire. Tarot Meaning: Power, Fame, Politics, Ability, Money. Ordeal Text: Ordeal Types: Wealth, Politics, Power. Clubs act as Trump for following Actions: Bartering, Controlling, Corrupting, Emotional-intensity, Guarding, Magic, Displaying might, Politics, Self-Defence, Socializing, and Trade Negotiations. Clubs can be used to defend any type of attack. Parry:DisarmAll the cards of the attack are immediately discarded, along with the Parry Card. The remaining cards of the Defender’s Parry can now each be used to cause the Attacker to drop a Descendant (starting with the attacking weapon usually), can also cut armour straps, belts etc, or steal hats. This basically adds RT equal to the card Pips to the Annex that was used to attack. Every 5 Pips also creates a point of GRT for the Character (representing how much time the Character must spend picking up, or readying the weapon again. Court cards additionally may damage the Descendant that was disarmed, as standard for the Stakes. Soak: WardThe matched Attack card, and one other randomly selected Attack card are discarded. | Noise — The Tangle of Fury is noise, as it is almost impossible to do something furiously and quietly. Each Aura Proficiency will add some component to the noise, you can pick one per Proficiency from, Loud (Brassy, ear-splitting, howling, noisy, roaring, blaring, screeching etc), Irritating (Caterwauling, clashing, beeping, honking, screeching, shrill, blaring), Distinctive (Screaming, squealing, scratching, whistling, voices) or Rhythmic (drumming, humming, grinding, pulsating, clanking, rattling, musical, pounding). |
Gossamer ⚊ ♠ Suit: Spades ♠ Ordeal Trump: Attack / Perception / Penetration (Opening / Navigation / Logic) Description: The Spades Suit is the suit of suffering, said to be good for the soul, but miserable for a Monday. Competition, perception, endurance and curiosity are positive aspects associated with the suit, but spades also represent destruction, betrayal, distance, might and death. In the tarot, the Suit is replaced with Swords, which (depending on the tradition) may represent either damaging Fire, or more commonly the cutting intellect of Air. Tarot Meaning: Misfortune, Suffering, Loss, Mourning, Treachery, Betrayal, War, Lawsuit, Conflict. Ordeal Text: Ordeal Types: Confrontation (e.g. Warfare, Lawsuit), Competition (Sports, Quizzes etc), Perception (Spot Hidden). Spades act as Trumps for the Following Action Types: Attacking, Balance, Climbing, Contagion, Desecration, Destruction, Feats of Strength, Lock-picking, Navigation, Perception (Search/Spot), Staying power, and Stoicism. Spades can be used for any type of attack. Parry:Redirect-AttackThe damage from the original attack (less the Parried Card) is redirected by the Defender to the Attacker, their Descendants or their Allies. Soak: Counter-AttackThe matched Attack card is reflected back at the Attacker, or their Descendant, as Narratively appropriate. | Fumbling — The Gossamer Tangle is all to do with dropping, slipping, falling and so on, or Fumbles as they are often known. Each Aura Proficiency that is in the Annex will add a chance to Fumble to the Annex roll or card Draw. The first makes it so that if the Annex die rolls minimum then a Facet Fumble has occurred e.g. a roll of 3d6-3 would have to roll 0 to Fumble. Every Proficiency also adds a Fumble card to the list (usually a 2-7 of a suit – check the cards), if the Annex draws the Fumble Card then a Fumble of that Facet is triggered. |
Heresy ⚊ ♥ Suit: Hearts ♥ Ordeal Trump: Healing (Survival / Magic) / Deception (Hide / Feint) / Magic (Positive) Description: Hearts represent Love, Family and the comforts of home. Hearts are the warmth of a cosy fireplace, and social wealth rather than material. In the Tarot the suit is called Cups, and represents the feminine and elemental Water. Tarot Meaning: Love, Relationships, Affections, Family, Sympathy, Peace. Ordeal Text: Ordeal Types: Nurturing, Farming, Relationships, Medical. Hearts act as Trumps for the following Actions: Blending in, Cooking, Escaping, Healing, Hiding, Hunting, Insulting, Joke-telling, Lying, Magic, Mimicry, Riddling, Spinning a tale, Surgery, and Survival. Any type of Wound can be healed with a Heart. Parry:Locked RespiteAll unmatched Cards from the original attack are Discarded by the Defender, however with each card they Discard they may either use the card to Heal/Stabilise one of their own wounds (or damage to the Parrying Descendant), or they may use the card to slow their attacker with additional RT (Pips) or GRT (Pips/5). Soak: DisengageThe Soak Card acts as a Heal card, and is discarded along with the Attack card. This immediately Heals all Wounds in play that have less Pips, including the remaining Wounds in the Attack, by one Wound Level (discards Distracts). | Fabrications — The Tangle of Heresy is Fabrications, things touched by Heresy are not as strong as they appear, not as intimidating as they first seem, and generally not as permanent as other effects. The effects of the Annex can always be undone, countered, fixed or destroyed by “dispelling” the effect (normally Double the Score or Pips that the Action rolled or were spent on it). Each Aura Proficiency will provide a method (usually a Test, Quest or Ordeal) by which the effects may be countered that reduces the Difficulty to “dispell” by the Facet Score. Stacking multiple methods can negate the dispel Difficulty altogether unmaking the effect completely including destroying Descendants, removing Wounds or even Hitches the Annex has created. |
Inertia ♠ Suit: Spades ♠ Ordeal Trump: Attack / Perception / Penetration (Opening / Navigation / Logic) Description: The Spades Suit is the suit of suffering, said to be good for the soul, but miserable for a Monday. Competition, perception, endurance and curiosity are positive aspects associated with the suit, but spades also represent destruction, betrayal, distance, might and death. In the tarot, the Suit is replaced with Swords, which (depending on the tradition) may represent either damaging Fire, or more commonly the cutting intellect of Air. Tarot Meaning: Misfortune, Suffering, Loss, Mourning, Treachery, Betrayal, War, Lawsuit, Conflict. Ordeal Text: Ordeal Types: Confrontation (e.g. Warfare, Lawsuit), Competition (Sports, Quizzes etc), Perception (Spot Hidden). Spades act as Trumps for the Following Action Types: Attacking, Balance, Climbing, Contagion, Desecration, Destruction, Feats of Strength, Lock-picking, Navigation, Perception (Search/Spot), Staying power, and Stoicism. Spades can be used for any type of attack. Parry:Redirect-AttackThe damage from the original attack (less the Parried Card) is redirected by the Defender to the Attacker, their Descendants or their Allies. Soak: Counter-AttackThe matched Attack card is reflected back at the Attacker, or their Descendant, as Narratively appropriate. | Delay — The Inertia Tangle is delay, delays make things happen later than we would like. Delays work differently for Umbral and Nimbed Aura Proficiencies. Nimbed Proficiencies cause a Pre-Draw Delay. Umbral Proficiencies cause a Delay between Drawing Cards and Playing Cards. For each one add the Aura Fact Draws for that type of Aura this creates a Nimbed Draw RT and an Activation RT. Nimbed Activation Delay RT must be paid before the Annex can Activate. Then Ordeal Cards may be Drawn. Then Activation RT will apply causing a Delay before that Annex can play Cards. Delay RT does not stop a Character from performing another Action, but the same Annex cannot be used again until that RT is fully paid. After the Delay normal RT and GRT apply. |
Jeer ♥ Suit: Hearts ♥ Ordeal Trump: Healing (Survival / Magic) / Deception (Hide / Feint) / Magic (Positive) Description: Hearts represent Love, Family and the comforts of home. Hearts are the warmth of a cosy fireplace, and social wealth rather than material. In the Tarot the suit is called Cups, and represents the feminine and elemental Water. Tarot Meaning: Love, Relationships, Affections, Family, Sympathy, Peace. Ordeal Text: Ordeal Types: Nurturing, Farming, Relationships, Medical. Hearts act as Trumps for the following Actions: Blending in, Cooking, Escaping, Healing, Hiding, Hunting, Insulting, Joke-telling, Lying, Magic, Mimicry, Riddling, Spinning a tale, Surgery, and Survival. Any type of Wound can be healed with a Heart. Parry:Locked RespiteAll unmatched Cards from the original attack are Discarded by the Defender, however with each card they Discard they may either use the card to Heal/Stabilise one of their own wounds (or damage to the Parrying Descendant), or they may use the card to slow their attacker with additional RT (Pips) or GRT (Pips/5). Soak: DisengageThe Soak Card acts as a Heal card, and is discarded along with the Attack card. This immediately Heals all Wounds in play that have less Pips, including the remaining Wounds in the Attack, by one Wound Level (discards Distracts). | Duration — The Jeer Tangle adds a limited duration to the effect of the Annex. This works as follows, all Aura Proficiency Boons are totalled up and looked up as a Chi Limit Duration. After the Duration is complete all effects created by the Annex are completely undone. However, secondary effects may remain. For example, if the Annex has a Gossamer (Umbral) of Boon 16 and a Key (Nimbed) of Boon 15 , that gives a total Boon of 31 and a Duration of a maximum of 3 days, if used to possess a Character then the possession would end after 3 days, but the events that the possessed Character performed would remain. Events that are removed by limited Duration typically work as a minimal, mild, limited, moderated or full Retcon based on the Boon of the Limit Duration, shorter limits require harder retcons. |
Key ⚊ ♠ Suit: Spades ♠ Ordeal Trump: Attack / Perception / Penetration (Opening / Navigation / Logic) Description: The Spades Suit is the suit of suffering, said to be good for the soul, but miserable for a Monday. Competition, perception, endurance and curiosity are positive aspects associated with the suit, but spades also represent destruction, betrayal, distance, might and death. In the tarot, the Suit is replaced with Swords, which (depending on the tradition) may represent either damaging Fire, or more commonly the cutting intellect of Air. Tarot Meaning: Misfortune, Suffering, Loss, Mourning, Treachery, Betrayal, War, Lawsuit, Conflict. Ordeal Text: Ordeal Types: Confrontation (e.g. Warfare, Lawsuit), Competition (Sports, Quizzes etc), Perception (Spot Hidden). Spades act as Trumps for the Following Action Types: Attacking, Balance, Climbing, Contagion, Desecration, Destruction, Feats of Strength, Lock-picking, Navigation, Perception (Search/Spot), Staying power, and Stoicism. Spades can be used for any type of attack. Parry:Redirect-AttackThe damage from the original attack (less the Parried Card) is redirected by the Defender to the Attacker, their Descendants or their Allies. Soak: Counter-AttackThe matched Attack card is reflected back at the Attacker, or their Descendant, as Narratively appropriate. | Answers — The Tangle of Key demands answers. Each answer is an answer to a Question posed by the Umbral Proficiency Facets. Each incorrect answer (and note some Questions may have no, or multiple, correct answers) adds a Failure Level of the Umbral Facet. Nimbed Proficiencies also ask Questions, but a correct answer can cancel a Failure Level caused by an Umbral Answer being wrong, but cannot create SUccess Levels or Failure Levels themself. |
Liberty ⚊ ♥ Suit: Hearts ♥ Ordeal Trump: Healing (Survival / Magic) / Deception (Hide / Feint) / Magic (Positive) Description: Hearts represent Love, Family and the comforts of home. Hearts are the warmth of a cosy fireplace, and social wealth rather than material. In the Tarot the suit is called Cups, and represents the feminine and elemental Water. Tarot Meaning: Love, Relationships, Affections, Family, Sympathy, Peace. Ordeal Text: Ordeal Types: Nurturing, Farming, Relationships, Medical. Hearts act as Trumps for the following Actions: Blending in, Cooking, Escaping, Healing, Hiding, Hunting, Insulting, Joke-telling, Lying, Magic, Mimicry, Riddling, Spinning a tale, Surgery, and Survival. Any type of Wound can be healed with a Heart. Parry:Locked RespiteAll unmatched Cards from the original attack are Discarded by the Defender, however with each card they Discard they may either use the card to Heal/Stabilise one of their own wounds (or damage to the Parrying Descendant), or they may use the card to slow their attacker with additional RT (Pips) or GRT (Pips/5). Soak: DisengageThe Soak Card acts as a Heal card, and is discarded along with the Attack card. This immediately Heals all Wounds in play that have less Pips, including the remaining Wounds in the Attack, by one Wound Level (discards Distracts). | Strangeness — The Liberty Tangle is strangeness, the effects of the Annex must be narrated by the User as bizarre, dream-like, peculiar or surreal, incredible coincidences and even impossible things may be perceived by those who witness the Annex use. The total number of Aura Proficiencies in the Annex Reduced gives the number of additional strange elements that must be narrated. These strange elements cannot be the same each time, consider using the current card atop the Discard Pile as a modifier or inspirer. Failure to include the appropriate narration (current Yarn-Teller or Referee decides) will add a Failure Level for that Facet. |
Miasma ♠ Suit: Spades ♠ Ordeal Trump: Attack / Perception / Penetration (Opening / Navigation / Logic) Description: The Spades Suit is the suit of suffering, said to be good for the soul, but miserable for a Monday. Competition, perception, endurance and curiosity are positive aspects associated with the suit, but spades also represent destruction, betrayal, distance, might and death. In the tarot, the Suit is replaced with Swords, which (depending on the tradition) may represent either damaging Fire, or more commonly the cutting intellect of Air. Tarot Meaning: Misfortune, Suffering, Loss, Mourning, Treachery, Betrayal, War, Lawsuit, Conflict. Ordeal Text: Ordeal Types: Confrontation (e.g. Warfare, Lawsuit), Competition (Sports, Quizzes etc), Perception (Spot Hidden). Spades act as Trumps for the Following Action Types: Attacking, Balance, Climbing, Contagion, Desecration, Destruction, Feats of Strength, Lock-picking, Navigation, Perception (Search/Spot), Staying power, and Stoicism. Spades can be used for any type of attack. Parry:Redirect-AttackThe damage from the original attack (less the Parried Card) is redirected by the Defender to the Attacker, their Descendants or their Allies. Soak: Counter-AttackThe matched Attack card is reflected back at the Attacker, or their Descendant, as Narratively appropriate. | Fallout — The Tangle of Miasma are fallout, by-products and side effects, it is not that things go wrong, exactly, its just that there are always secondary issues resulting from the Annex’s use. The total number of Umbral Proficiencies will add a side-effect (usually the Facet Scores are added and treated as a Chi effect e.g. Trial Boon 13 Umbral would create an effect with 4 Plays perhaps creating a Distract Wound, Changing the Stakes, allowing the enemy to Draw or Play a card, or Cancelling an Ally’s Action), the total Nimbed Proficiencies creates a by-product of the Proficiency’s Incarna (e.g. Gossamer could produce a toxic or foul-smelling gas by-product such as carbon-dioxide or hydrogen-sulphide, Trial would create metal, perhaps in the form of a heavy or even radioactive metal (or just shell casings), and Inertia could corrupt time near the user). Wounds caused by fallout usually Fester although the ones created by the Annex do not by default. |
Nature ♥ Suit: Hearts ♥ Ordeal Trump: Healing (Survival / Magic) / Deception (Hide / Feint) / Magic (Positive) Description: Hearts represent Love, Family and the comforts of home. Hearts are the warmth of a cosy fireplace, and social wealth rather than material. In the Tarot the suit is called Cups, and represents the feminine and elemental Water. Tarot Meaning: Love, Relationships, Affections, Family, Sympathy, Peace. Ordeal Text: Ordeal Types: Nurturing, Farming, Relationships, Medical. Hearts act as Trumps for the following Actions: Blending in, Cooking, Escaping, Healing, Hiding, Hunting, Insulting, Joke-telling, Lying, Magic, Mimicry, Riddling, Spinning a tale, Surgery, and Survival. Any type of Wound can be healed with a Heart. Parry:Locked RespiteAll unmatched Cards from the original attack are Discarded by the Defender, however with each card they Discard they may either use the card to Heal/Stabilise one of their own wounds (or damage to the Parrying Descendant), or they may use the card to slow their attacker with additional RT (Pips) or GRT (Pips/5). Soak: DisengageThe Soak Card acts as a Heal card, and is discarded along with the Attack card. This immediately Heals all Wounds in play that have less Pips, including the remaining Wounds in the Attack, by one Wound Level (discards Distracts). | Innate — The Tangle of Nature is innate, the ability is just natural to the Character or Descendant. Umbral Proficiencies mean that when the Annex targets a Character or Descendant with the Incarna of the Umbral Proficiency’s Facet the Action adds one Facet Failure Level. Nimbed Proficiencies indicate the Innate Annex is always somewhat “on”, and so can occasionally work against the user (animal senses amplifying a flash/bang grenade for example) this adds one Failure Level per Nimbed Proficiency in any situation where the Annex (or its Nimbeds) might work against them. |
Orthodox ♦ Suit: Diamonds ♦ Ordeal Trump: Preparation (Research / Work / Patience) / Movement (Sneaking / Sprinting) / Listening Description: Diamonds represent the finer things of life, they are bright and sparkling. Representing the creative even spiritual aspects of materialism such as beauty and art, that transcend base materialism like wealth. Despite this the Diamonds are recognised as being the Coins suit of the Tarot, with a strong tie to Elemental Earth. Tarot Meaning: Travel, Money, Business, Contracts, Deals, Voyages. Ordeal Text: Ordeal Types: Travel (e.g. Chase, Race) / Creativity (e.g. Smithing, Painting). Diamonds act as Trump for the following Action Types: Art, Building, Charming, Crafting, Driving, Emoting, Forgiving, Keeping Your Cool, Listening, Meditation, Motion, Prayer, Preparation, Research, Sprinting and Working in general. Any type of action can be prepared with a Diamond. Parry:Seize the initiativeThe cards of the original attack (less the matched card) are immediately added to the Defender’s Ordeal Pool. They may then play as many cards as their Descendant/Annex normally plays including the Parry card (1-4) usually into one of their Style Reserve, and then immediately discard any cards over Pool Limit. Soak: ReadyThe matched Attack card is immediately Prepared by the Defender (as they wish). The Soak card is discarded. | Restrictions — The Tangle of Orthodox is restrictions, restrictions limit how you can use the Annex, what you can target, etc. Each Umbral Proficiency adds a Test, an Ordeal and a Quest that the Annex will add an automatic Facet Failure Level on and each Nimbed Proficiency adds either an Incarna that the Annex cannot Target properly or a Location it will not activate within properly. For example, an Orthodox Umbral in this Tangle would add misinformation to Knowledge Tests, Ordeals and Learning / Teaching Quests, and the Nimbed would add an Automatic Misinformation Failure if it was used in a Study or upon Teachings, Data or Truth. |
Phoenix ⚊ ♥ Suit: Hearts ♥ Ordeal Trump: Healing (Survival / Magic) / Deception (Hide / Feint) / Magic (Positive) Description: Hearts represent Love, Family and the comforts of home. Hearts are the warmth of a cosy fireplace, and social wealth rather than material. In the Tarot the suit is called Cups, and represents the feminine and elemental Water. Tarot Meaning: Love, Relationships, Affections, Family, Sympathy, Peace. Ordeal Text: Ordeal Types: Nurturing, Farming, Relationships, Medical. Hearts act as Trumps for the following Actions: Blending in, Cooking, Escaping, Healing, Hiding, Hunting, Insulting, Joke-telling, Lying, Magic, Mimicry, Riddling, Spinning a tale, Surgery, and Survival. Any type of Wound can be healed with a Heart. Parry:Locked RespiteAll unmatched Cards from the original attack are Discarded by the Defender, however with each card they Discard they may either use the card to Heal/Stabilise one of their own wounds (or damage to the Parrying Descendant), or they may use the card to slow their attacker with additional RT (Pips) or GRT (Pips/5). Soak: DisengageThe Soak Card acts as a Heal card, and is discarded along with the Attack card. This immediately Heals all Wounds in play that have less Pips, including the remaining Wounds in the Attack, by one Wound Level (discards Distracts). | Volatile — The Phoenix Tangle is volatile, and fickle. Sometimes the match will not light, and sometimes a solitary candle can burn down a palace. This can be used to represent uncontrollable powers and emotionally volatile abilities. Each Aura Proficiency adds a chance that they might loss of control. This can be done by rolling the Facet Die for each Aura Proficiency if any of these dice roll minimum then the Annex is out of control. Out of control Annexes should be controlled by the Yarn-Teller as though the User’s Shadow self or unconscious had control of it, or can randomly assign the target as they prefer. |
Quiet ♦ Suit: Diamonds ♦ Ordeal Trump: Preparation (Research / Work / Patience) / Movement (Sneaking / Sprinting) / Listening Description: Diamonds represent the finer things of life, they are bright and sparkling. Representing the creative even spiritual aspects of materialism such as beauty and art, that transcend base materialism like wealth. Despite this the Diamonds are recognised as being the Coins suit of the Tarot, with a strong tie to Elemental Earth. Tarot Meaning: Travel, Money, Business, Contracts, Deals, Voyages. Ordeal Text: Ordeal Types: Travel (e.g. Chase, Race) / Creativity (e.g. Smithing, Painting). Diamonds act as Trump for the following Action Types: Art, Building, Charming, Crafting, Driving, Emoting, Forgiving, Keeping Your Cool, Listening, Meditation, Motion, Prayer, Preparation, Research, Sprinting and Working in general. Any type of action can be prepared with a Diamond. Parry:Seize the initiativeThe cards of the original attack (less the matched card) are immediately added to the Defender’s Ordeal Pool. They may then play as many cards as their Descendant/Annex normally plays including the Parry card (1-4) usually into one of their Style Reserve, and then immediately discard any cards over Pool Limit. Soak: ReadyThe matched Attack card is immediately Prepared by the Defender (as they wish). The Soak card is discarded. | Consistent — The Tangle of Quiet is consistent, no matter how dull and boring it may be. This Annex behaves roughly the same almost everytime it is used. Each day / period of Character consciousness the Annex must use its Average Score (and cannot roll or re-roll at all) as many times as the number of Aura Proficiencies the Annex has, after that the Annex may roll, but accumulates a -1 Score Penalty with each roll until the Character sleeps again and the Consistent Annex restarts. |
Rook ♣ Suit: Clubs ♣ Ordeal Trump: Defence / Trade / Control / Magic (Negative) Description: Clubs represent the power of politics and a stoic, blind materialism. Clubs can be seen as a dark corrupting force on the world, crass materialism, sin, magic and anger, but the club is also symbolic of protection, law and justice. In the Tarot the Clubs are called Staves or Wands, in some traditions they represent Intellectual Air, but in most they are Fire. Tarot Meaning: Power, Fame, Politics, Ability, Money. Ordeal Text: Ordeal Types: Wealth, Politics, Power. Clubs act as Trump for following Actions: Bartering, Controlling, Corrupting, Emotional-intensity, Guarding, Magic, Displaying might, Politics, Self-Defence, Socializing, and Trade Negotiations. Clubs can be used to defend any type of attack. Parry:DisarmAll the cards of the attack are immediately discarded, along with the Parry Card. The remaining cards of the Defender’s Parry can now each be used to cause the Attacker to drop a Descendant (starting with the attacking weapon usually), can also cut armour straps, belts etc, or steal hats. This basically adds RT equal to the card Pips to the Annex that was used to attack. Every 5 Pips also creates a point of GRT for the Character (representing how much time the Character must spend picking up, or readying the weapon again. Court cards additionally may damage the Descendant that was disarmed, as standard for the Stakes. Soak: WardThe matched Attack card, and one other randomly selected Attack card are discarded. | Warnings — The Rook Tangle makes the effect of the Annex completely avoidable, under the right circumstances, and if the proper warnings are not given the Annex will not activate. Each Aura Proficiency will add a Facet Herald that can be given, for example an Awe Proficiency could add a Feelings Herald (such as a sense of foreboding). The Annex must give a number of warnings equal to the total number of Aura Proficiencies Reduced, these warnings may be simultaneous. If no warnings have been given at all the Annex will not activate, if any required warnings are missed then a Generic Failure Level is added to the action. Examples include warning shots from Stormtroopers who just miss their target first time, verbal warnings, the whine of an ion cannon charging the air with static electricity, etc. |
Sin ⚊ ♣ Suit: Clubs ♣ Ordeal Trump: Defence / Trade / Control / Magic (Negative) Description: Clubs represent the power of politics and a stoic, blind materialism. Clubs can be seen as a dark corrupting force on the world, crass materialism, sin, magic and anger, but the club is also symbolic of protection, law and justice. In the Tarot the Clubs are called Staves or Wands, in some traditions they represent Intellectual Air, but in most they are Fire. Tarot Meaning: Power, Fame, Politics, Ability, Money. Ordeal Text: Ordeal Types: Wealth, Politics, Power. Clubs act as Trump for following Actions: Bartering, Controlling, Corrupting, Emotional-intensity, Guarding, Magic, Displaying might, Politics, Self-Defence, Socializing, and Trade Negotiations. Clubs can be used to defend any type of attack. Parry:DisarmAll the cards of the attack are immediately discarded, along with the Parry Card. The remaining cards of the Defender’s Parry can now each be used to cause the Attacker to drop a Descendant (starting with the attacking weapon usually), can also cut armour straps, belts etc, or steal hats. This basically adds RT equal to the card Pips to the Annex that was used to attack. Every 5 Pips also creates a point of GRT for the Character (representing how much time the Character must spend picking up, or readying the weapon again. Court cards additionally may damage the Descendant that was disarmed, as standard for the Stakes. Soak: WardThe matched Attack card, and one other randomly selected Attack card are discarded. | Devouring — The Tangle of Sin is Devouring, it is the Tangle of firearms and monsters. The Annex has a limited number of uses before it must consume something, usually the thing that must be consumed is decided by the first Tangled Umbral Proficiency Facet Incarna or Descendant. E.g. If a Nature Umbral was Tangled first, it would demand the Annex must consume Flesh Incarna or Natural Descendants. The consumed Descendant (or Character) must be of a Cost equal to at least Annex Draw + each of the Umbral and Nimbed Facet Draws. Base number of Uses is 27 – first (or second) Tangled Proficiency Umbral Facet Boon (not inclusding Scale, Size or Monster adjustements). If tracking uses is too certain, or too fiddly, instead record the Die of 27 – first (or second) Tangled Umbral Facet Boon. Whenever you use the Annex roll this “Uses” Die, if it rolls 0 or 1 then the clip is out (the gun goes click), and must be reloaded, if it rolls higher than this, but still the minimum for that Clip die e.g. 2 on a 1d3+1 then it fires, but is now out and must be reloaded. Rolls higher than the minimum activate as normal. Additional Tangled Proficiencies add additional things that the Annex must occasionally consume from the obvious clips, and magazines, to gunpowder, casings, charcoal, sulphur, potassium nitrate, screws, springs, batteries, pins, and occasionally blood, sweat and tears, these are consumed once all summed Tangled Aura Proficiency Facet Scores as a Chi Duration Limit so a “Firearm” Annex with a Burden (13) Dragging Umbral creates a Material Devouring Sin Tangle and Yonder (13) Nimbed might have to use up a bottle of oil every 6 Months. |
Trial ⚊ ♠ Suit: Spades ♠ Ordeal Trump: Attack / Perception / Penetration (Opening / Navigation / Logic) Description: The Spades Suit is the suit of suffering, said to be good for the soul, but miserable for a Monday. Competition, perception, endurance and curiosity are positive aspects associated with the suit, but spades also represent destruction, betrayal, distance, might and death. In the tarot, the Suit is replaced with Swords, which (depending on the tradition) may represent either damaging Fire, or more commonly the cutting intellect of Air. Tarot Meaning: Misfortune, Suffering, Loss, Mourning, Treachery, Betrayal, War, Lawsuit, Conflict. Ordeal Text: Ordeal Types: Confrontation (e.g. Warfare, Lawsuit), Competition (Sports, Quizzes etc), Perception (Spot Hidden). Spades act as Trumps for the Following Action Types: Attacking, Balance, Climbing, Contagion, Desecration, Destruction, Feats of Strength, Lock-picking, Navigation, Perception (Search/Spot), Staying power, and Stoicism. Spades can be used for any type of attack. Parry:Redirect-AttackThe damage from the original attack (less the Parried Card) is redirected by the Defender to the Attacker, their Descendants or their Allies. Soak: Counter-AttackThe matched Attack card is reflected back at the Attacker, or their Descendant, as Narratively appropriate. | Dangerous — The Tangle of Trial is Dangerous, all Annexes that are built around the Tangle are more dangerous to their User and their Targets. Each Tangled Aura Proficiency helps automatically wound the Annex holder (User or Descendant). Each Tangled Facet Score (which may be rolled) adds Pips towards an Unsoakable Wound created according to the current Stakes. The Wound Limit is defined by the Highest Wound card Drawn (not necessarily Played) during the Action, or the card atop the Discard Pile. |
Virtue ♦ Suit: Diamonds ♦ Ordeal Trump: Preparation (Research / Work / Patience) / Movement (Sneaking / Sprinting) / Listening Description: Diamonds represent the finer things of life, they are bright and sparkling. Representing the creative even spiritual aspects of materialism such as beauty and art, that transcend base materialism like wealth. Despite this the Diamonds are recognised as being the Coins suit of the Tarot, with a strong tie to Elemental Earth. Tarot Meaning: Travel, Money, Business, Contracts, Deals, Voyages. Ordeal Text: Ordeal Types: Travel (e.g. Chase, Race) / Creativity (e.g. Smithing, Painting). Diamonds act as Trump for the following Action Types: Art, Building, Charming, Crafting, Driving, Emoting, Forgiving, Keeping Your Cool, Listening, Meditation, Motion, Prayer, Preparation, Research, Sprinting and Working in general. Any type of action can be prepared with a Diamond. Parry:Seize the initiativeThe cards of the original attack (less the matched card) are immediately added to the Defender’s Ordeal Pool. They may then play as many cards as their Descendant/Annex normally plays including the Parry card (1-4) usually into one of their Style Reserve, and then immediately discard any cards over Pool Limit. Soak: ReadyThe matched Attack card is immediately Prepared by the Defender (as they wish). The Soak card is discarded. | Prudence — The Tangle of Virtue is Prudence, which implies a certain caution to an Annex’s use. The User must have access to a Style Reserve (ideally a cautious Style) before the Annex will activate. The Annex requires one Ordeal card prepared in the Style Reserve for each Tangled Aura Proficiency before the Annex will activate. Additionally each card should be of the correct Suit for each Facet (e.g. Hearts for Virtue) or take a Failure Level for that Facet. |
Wyrd ♣ Suit: Clubs ♣ Ordeal Trump: Defence / Trade / Control / Magic (Negative) Description: Clubs represent the power of politics and a stoic, blind materialism. Clubs can be seen as a dark corrupting force on the world, crass materialism, sin, magic and anger, but the club is also symbolic of protection, law and justice. In the Tarot the Clubs are called Staves or Wands, in some traditions they represent Intellectual Air, but in most they are Fire. Tarot Meaning: Power, Fame, Politics, Ability, Money. Ordeal Text: Ordeal Types: Wealth, Politics, Power. Clubs act as Trump for following Actions: Bartering, Controlling, Corrupting, Emotional-intensity, Guarding, Magic, Displaying might, Politics, Self-Defence, Socializing, and Trade Negotiations. Clubs can be used to defend any type of attack. Parry:DisarmAll the cards of the attack are immediately discarded, along with the Parry Card. The remaining cards of the Defender’s Parry can now each be used to cause the Attacker to drop a Descendant (starting with the attacking weapon usually), can also cut armour straps, belts etc, or steal hats. This basically adds RT equal to the card Pips to the Annex that was used to attack. Every 5 Pips also creates a point of GRT for the Character (representing how much time the Character must spend picking up, or readying the weapon again. Court cards additionally may damage the Descendant that was disarmed, as standard for the Stakes. Soak: WardThe matched Attack card, and one other randomly selected Attack card are discarded. | Narratives — Wyrd Tangles with the web of Wyrd itself and so can manipulate Plots and Narratives around the Annex user, not usually to the User’s benefit. The current Yarn-Teller (or Referee if the current Yarn-Teller is the Annex user) should Draw one card for each Tangled Proficiency, which they may use as they see fit, playing them as Obstacles, Ordeals and Wyrd Tarot on the Character, Opponents or Allies, or as Yarn cards to create new Plots, Hooks, Conflicts, Sides, Rivals, Love-Interests, or give Revelations to the bad guys (or other NPCs), or just grant a Rival a Gain, as they like. Large complex plots can be created by Narrative Tangles slowly adding new smaller plots each time they are used, that can greatly hamper a Character from reaching their goals — and are even often responsible for Characters dying before completing their arcs. |
Yonder ♠ Suit: Spades ♠ Ordeal Trump: Attack / Perception / Penetration (Opening / Navigation / Logic) Description: The Spades Suit is the suit of suffering, said to be good for the soul, but miserable for a Monday. Competition, perception, endurance and curiosity are positive aspects associated with the suit, but spades also represent destruction, betrayal, distance, might and death. In the tarot, the Suit is replaced with Swords, which (depending on the tradition) may represent either damaging Fire, or more commonly the cutting intellect of Air. Tarot Meaning: Misfortune, Suffering, Loss, Mourning, Treachery, Betrayal, War, Lawsuit, Conflict. Ordeal Text: Ordeal Types: Confrontation (e.g. Warfare, Lawsuit), Competition (Sports, Quizzes etc), Perception (Spot Hidden). Spades act as Trumps for the Following Action Types: Attacking, Balance, Climbing, Contagion, Desecration, Destruction, Feats of Strength, Lock-picking, Navigation, Perception (Search/Spot), Staying power, and Stoicism. Spades can be used for any type of attack. Parry:Redirect-AttackThe damage from the original attack (less the Parried Card) is redirected by the Defender to the Attacker, their Descendants or their Allies. Soak: Counter-AttackThe matched Attack card is reflected back at the Attacker, or their Descendant, as Narratively appropriate. | Space — The Tangle of Yonder is Space, it complicates the use of Annex in a number of ways, stopping the Annex from activating or complicating the difficulty in different ways. Each Tangled Proficiency may add one of the following spatial complications:
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Zeal ⚊ ♦ Suit: Diamonds ♦ Ordeal Trump: Preparation (Research / Work / Patience) / Movement (Sneaking / Sprinting) / Listening Description: Diamonds represent the finer things of life, they are bright and sparkling. Representing the creative even spiritual aspects of materialism such as beauty and art, that transcend base materialism like wealth. Despite this the Diamonds are recognised as being the Coins suit of the Tarot, with a strong tie to Elemental Earth. Tarot Meaning: Travel, Money, Business, Contracts, Deals, Voyages. Ordeal Text: Ordeal Types: Travel (e.g. Chase, Race) / Creativity (e.g. Smithing, Painting). Diamonds act as Trump for the following Action Types: Art, Building, Charming, Crafting, Driving, Emoting, Forgiving, Keeping Your Cool, Listening, Meditation, Motion, Prayer, Preparation, Research, Sprinting and Working in general. Any type of action can be prepared with a Diamond. Parry:Seize the initiativeThe cards of the original attack (less the matched card) are immediately added to the Defender’s Ordeal Pool. They may then play as many cards as their Descendant/Annex normally plays including the Parry card (1-4) usually into one of their Style Reserve, and then immediately discard any cards over Pool Limit. Soak: ReadyThe matched Attack card is immediately Prepared by the Defender (as they wish). The Soak card is discarded. | Dynamic — The Tangle of Zeal is dynamic, it is forceful, driving things forwards, in fact if movement isn’t happening for this Annex, not alot else will be either. Dynamic Tangles require that the user moves as part of the Action created by the Annex. Typically Pips equal to the total Tangled Aura Proficiency Facet Scores must be spent on movement, or the Character must have moved that many Pips before activating the Annex in this Phase, or the Action will add one Failure Level for each Draw they failed to make. For example, if an Annex has Aura Proficiencies equal to Boon 13, then each one demands 4 Pips of movement from the Action or before the Action. |
Facet | Tangles |
The Tangle can be any Proficiency already in the Annex, whether the Root, the Channel, or an Aura Proficiency, and can be changed whenever the Annex is redefined. While technically a Skill has to have a Tangle, it will have no effect until the Annex has at least one Aura Proficiency, which means you can redefine the Tangle when you make a Skill into a Talent, or Talent into a Power, anyway.
Aura Proficiencies
Within Talents, Powers and Super-Annexes when additional Proficiencies are added they are called Aura Proficiencies. Aura Proficiencies have a special effect that they influence the Annex with. Each Aura Proficiency interacts with the Tangle, increasing the cost, but the Auras come in two main types: The shadowy and yin-like Umbrals, and the bright and yang-like Nimbeds.
Purchasing Aura Proficiencies and adding them to a Talent, power or Super-Annex is fairly easy although the cost or difficulty will vary based on the Annex Type.
Adding a Proficiency as a Nimbed to a Talent after construction would have a Cost of 1 (the Proficiency being purchased) + 5 (altering a Talent) for a total of 6 Chi.
Umbrals
Umbrals are the dark, yin-like aspects of Annexes. They give an Annex greater strength, but in return they add limits, penalties, and rules beyond those of the Tangle.
Any Umbral Proficiencies usually add their value to the Annex Value. So a Quiet of 16 could add another 83 value. That’s Value 232 which is Boon 29! However, Umbrals always add an additional cost or penalty to using the Annex, which varies by Facet and which type of Umbral you choose. Umbrals also interact with the Tangle of the Annex, as noted above, to add additional restrictions, limits and costs.
Annexes are limited in the number of possible Umbrals that they may have too, depending on if you want a Simplified system or complex and varying by type of Annex. See Annex Types Table above.
Facet | Umbral | Failure | Fumble | ||||||||||
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Awe ⚊ ♦ Suit: Diamonds ♦ Ordeal Trump: Preparation (Research / Work / Patience) / Movement (Sneaking / Sprinting) / Listening Description: Diamonds represent the finer things of life, they are bright and sparkling. Representing the creative even spiritual aspects of materialism such as beauty and art, that transcend base materialism like wealth. Despite this the Diamonds are recognised as being the Coins suit of the Tarot, with a strong tie to Elemental Earth. Tarot Meaning: Travel, Money, Business, Contracts, Deals, Voyages. Ordeal Text: Ordeal Types: Travel (e.g. Chase, Race) / Creativity (e.g. Smithing, Painting). Diamonds act as Trump for the following Action Types: Art, Building, Charming, Crafting, Driving, Emoting, Forgiving, Keeping Your Cool, Listening, Meditation, Motion, Prayer, Preparation, Research, Sprinting and Working in general. Any type of action can be prepared with a Diamond. Parry:Seize the initiativeThe cards of the original attack (less the matched card) are immediately added to the Defender’s Ordeal Pool. They may then play as many cards as their Descendant/Annex normally plays including the Parry card (1-4) usually into one of their Style Reserve, and then immediately discard any cards over Pool Limit. Soak: ReadyThe matched Attack card is immediately Prepared by the Defender (as they wish). The Soak card is discarded. | Awful — The User feels awful when using the Annex, perhaps it is too dangerous, or hurts the user. To represent this awfulness either the user must beat a one card (per Umbral) Psych Attack before they can activate the Annex, or when the Annex activates it will automatically inflict a 1 card (per Awful Umbral) Unsoakable magical attack on the User. | Haunted — Haunted is an additional Psychological/Supernatural component to the failure. The Character will be plagued by this failure, seeing the faces of those who died, or reliving the events for years to come. This usually is a Psych Attack (Negative) at Soul Stakes, that may create a suitable Hitch, such as “Fear”, “Madness”, “Lament” or “Doomed” Hitch. | Embarrassment 2♦ — An Embarrassment Fumble should cause something embarrassing or anxiety causing to occur to the Character. These are not the legendary Fumbles that you talk about, these are the Fumbles your friends talk about. Examples usually begin “Remember that time when you…” and what follows might include “…threw up on the boss at the Christmas party?”, “…thought that Girl Scout was trying to kill us?”, or “…were fighting that guy and he stole your belt and beat you with it?” The Embarrassment Fumble should be humiliating or shameful and detracts from any fame or notoriety that a Character may be trying to build. | ||||||||||
Burden ♣ Suit: Clubs ♣ Ordeal Trump: Defence / Trade / Control / Magic (Negative) Description: Clubs represent the power of politics and a stoic, blind materialism. Clubs can be seen as a dark corrupting force on the world, crass materialism, sin, magic and anger, but the club is also symbolic of protection, law and justice. In the Tarot the Clubs are called Staves or Wands, in some traditions they represent Intellectual Air, but in most they are Fire. Tarot Meaning: Power, Fame, Politics, Ability, Money. Ordeal Text: Ordeal Types: Wealth, Politics, Power. Clubs act as Trump for following Actions: Bartering, Controlling, Corrupting, Emotional-intensity, Guarding, Magic, Displaying might, Politics, Self-Defence, Socializing, and Trade Negotiations. Clubs can be used to defend any type of attack. Parry:DisarmAll the cards of the attack are immediately discarded, along with the Parry Card. The remaining cards of the Defender’s Parry can now each be used to cause the Attacker to drop a Descendant (starting with the attacking weapon usually), can also cut armour straps, belts etc, or steal hats. This basically adds RT equal to the card Pips to the Annex that was used to attack. Every 5 Pips also creates a point of GRT for the Character (representing how much time the Character must spend picking up, or readying the weapon again. Court cards additionally may damage the Descendant that was disarmed, as standard for the Stakes. Soak: WardThe matched Attack card, and one other randomly selected Attack card are discarded. | Dragging — The User requires a specific physical Descendant that is not in GRT when activating (e.g. a Wallet full of cash or a sword that hasn’t just been swung) or the Annex will have additional RT and potentially GRT. Each Umbral Burden Proficiency will add the Umbral Burden Score to this Umbral Score. The Total Score from all Umbral Burden Proficiencies is used to calculate the minimum cost in Chi of the Descendant that can be used, and the RT that will be added to the Annex. For each 10 points of RT added 5 RT are converted into 1 GRT (so +11 RT becomes +6 RT +1 GRT, +26 RT becomes +16RT +2GRT and +34 RT becomes +19 RT +3GRT). | Financial — A Financial Failure adds Economic wounds to the results, add 1 Economic Wound card per Failure Level. Economic Wounds are usually paid for with Sway or Chi, but can create Impoverished, Exposed or Lament Hitches. | Taxing 7♣ — A Taxing Fumble costs the Character something, suitable Taxing Fumbles can include the rolled Score in Tao Sway, the number of Pips in Chi, or the Number of Successes in Yarn. These costs can be paid by the Character directly (in Sway) or indirectly (by losing a Descendant of the appropriate price or greater). | ||||||||||
Craft ⚊ ♦ Suit: Diamonds ♦ Ordeal Trump: Preparation (Research / Work / Patience) / Movement (Sneaking / Sprinting) / Listening Description: Diamonds represent the finer things of life, they are bright and sparkling. Representing the creative even spiritual aspects of materialism such as beauty and art, that transcend base materialism like wealth. Despite this the Diamonds are recognised as being the Coins suit of the Tarot, with a strong tie to Elemental Earth. Tarot Meaning: Travel, Money, Business, Contracts, Deals, Voyages. Ordeal Text: Ordeal Types: Travel (e.g. Chase, Race) / Creativity (e.g. Smithing, Painting). Diamonds act as Trump for the following Action Types: Art, Building, Charming, Crafting, Driving, Emoting, Forgiving, Keeping Your Cool, Listening, Meditation, Motion, Prayer, Preparation, Research, Sprinting and Working in general. Any type of action can be prepared with a Diamond. Parry:Seize the initiativeThe cards of the original attack (less the matched card) are immediately added to the Defender’s Ordeal Pool. They may then play as many cards as their Descendant/Annex normally plays including the Parry card (1-4) usually into one of their Style Reserve, and then immediately discard any cards over Pool Limit. Soak: ReadyThe matched Attack card is immediately Prepared by the Defender (as they wish). The Soak card is discarded. | Preparation — The Craft Umbral restricts an Annex to only being able to manipulate cards in Style Reserves, usually this means only Preparing cards to the User’s (or an Ally’s) Style Reserve, or attacks that wear down an opponent’s Style Reserves. However, the Annex cannot activate if their own Style Reserve does not contain at least one Ordeal card per Umbral Preparation Proficiency. | Extra Work — The Failure Levels incur additional costs to the Action. This is often in the form of additional Difficulties (modifiers etc) and extra tasks, Stages or Tests that must be completed, such as gathering fresher ingredients, remaking a flawed component, helping a colleague, or simply taking longer to complete than expected. | Junk 3♦ — A Junk Fumble causes damage to a Descendant, usually the one being used, or the one being created. If a Junk Fumble takes place during an Item Creation Ordeal then the Descendant being created will take a Wound (or be reduced in quality without lowering the creation cost). Junk Fumbles usually draw and play one Unsoakable Wound on the Descendant, although attacks may be redirected to add more damage, causing guns to explode, swords to shatter, or shields to splinter as appropriate. | ||||||||||
Dominion ⚊ ♣ Suit: Clubs ♣ Ordeal Trump: Defence / Trade / Control / Magic (Negative) Description: Clubs represent the power of politics and a stoic, blind materialism. Clubs can be seen as a dark corrupting force on the world, crass materialism, sin, magic and anger, but the club is also symbolic of protection, law and justice. In the Tarot the Clubs are called Staves or Wands, in some traditions they represent Intellectual Air, but in most they are Fire. Tarot Meaning: Power, Fame, Politics, Ability, Money. Ordeal Text: Ordeal Types: Wealth, Politics, Power. Clubs act as Trump for following Actions: Bartering, Controlling, Corrupting, Emotional-intensity, Guarding, Magic, Displaying might, Politics, Self-Defence, Socializing, and Trade Negotiations. Clubs can be used to defend any type of attack. Parry:DisarmAll the cards of the attack are immediately discarded, along with the Parry Card. The remaining cards of the Defender’s Parry can now each be used to cause the Attacker to drop a Descendant (starting with the attacking weapon usually), can also cut armour straps, belts etc, or steal hats. This basically adds RT equal to the card Pips to the Annex that was used to attack. Every 5 Pips also creates a point of GRT for the Character (representing how much time the Character must spend picking up, or readying the weapon again. Court cards additionally may damage the Descendant that was disarmed, as standard for the Stakes. Soak: WardThe matched Attack card, and one other randomly selected Attack card are discarded. | Fashionable — The Umbral of Dominion is fashionable, of course fashion is fickle, and what is a la mode this morning may be so last-season by lunchtime. This works by requiring the user of the Annex to narrate a new, fashionable or classic aspect of the Annex effect, this also adds the total Umbral Dominion Draw to the Difficulty (multiply the Umbral Dominion Score by the number of Umbral Dominion Proficiencies and then Reduce that resultant Score to a Draw). This sets the minimum Difficulty for any use of the Annex and reflects the Difficulty in making something popular, trendy or fashionable enough. This can also be used to make Annex Attacks emphasise or reflect the target’s poor fashion choices. | Scandal — Scandals can be big, with those that suffer them becoming infamous, but more normally they are small, shameful moments that Characters would wish people would forget. | Mismanage 6♣ — A Mismanage Fumble causes harm, often unwitting, to a Character’s Allies. The Character may have had a plan that has gone wrong, they may have been misheard, or they may have spoken in an ill-considered manner, but somehow they have a connection to will be hurt by the Fumble. The Fumbler draws one card that will Attack their Ally (as a Psyche attack if they are giving them orders or the Ally is not present), if an Ally may be struck by an attack the Fumbler is making then the Ally is struck by the attack with the additional card added, if the Fumbler is defending themselves at the time of the Fumble then they use the Ally as a Defence, forcing them to soak the incoming attack (with the extra card added). | ||||||||||
Enigma ♥ Suit: Hearts ♥ Ordeal Trump: Healing (Survival / Magic) / Deception (Hide / Feint) / Magic (Positive) Description: Hearts represent Love, Family and the comforts of home. Hearts are the warmth of a cosy fireplace, and social wealth rather than material. In the Tarot the suit is called Cups, and represents the feminine and elemental Water. Tarot Meaning: Love, Relationships, Affections, Family, Sympathy, Peace. Ordeal Text: Ordeal Types: Nurturing, Farming, Relationships, Medical. Hearts act as Trumps for the following Actions: Blending in, Cooking, Escaping, Healing, Hiding, Hunting, Insulting, Joke-telling, Lying, Magic, Mimicry, Riddling, Spinning a tale, Surgery, and Survival. Any type of Wound can be healed with a Heart. Parry:Locked RespiteAll unmatched Cards from the original attack are Discarded by the Defender, however with each card they Discard they may either use the card to Heal/Stabilise one of their own wounds (or damage to the Parrying Descendant), or they may use the card to slow their attacker with additional RT (Pips) or GRT (Pips/5). Soak: DisengageThe Soak Card acts as a Heal card, and is discarded along with the Attack card. This immediately Heals all Wounds in play that have less Pips, including the remaining Wounds in the Attack, by one Wound Level (discards Distracts). | Mysterious — The Mysterious Umbral requires that the working of the Annex be somewhat of a mystery to everyone (except perhaps the creator of the Annex). Because of this each Enigma Umbral Proficiency adds an additional requirement to the activation of the Annex. The first Enigma Umbral demands that it is used in secret, or adds a Questions Failure Level. A second Enigma Umbral Proficiency demands that the Annex does not target anyone directly, but might destroy the floor beneath them, ricochet a bullet off a surface first, or explode a nearby oven or something, if it has to target directly add a Questions Failure Level. | Questions — Questions simply represent new unknowns that surround the action. Questions can suddenly call into doubt previous assumptions, or can be red herrings, that are irrelevant to the Story. Each Failure Level asks another Question, now Enigma itself asks Rhetorical Questions, which in the case of a Failure Level should be Questions asked by the Failing Player, and describe the nature of failure, suitable questions include, “How could I be so stupid as to…?”, “Why did I …?” or as a last resort “What’s the worst that could happen?”, questions may be suggested by any Player, the current Yarn-Teller should decide if they have been sufficiently hard on themselves or add additional Failure Levels (from other Facets) to the narration as they would with that final question. | Confusion 4♥ — A Confusion fumble involves a misunderstanding, miscommunication, or an error of targeting. It might mean you attack an Ally instead of an enemy, or help an enemy instead of an Ally. It might mean that you confuse the address you are going to, take the wrong turning, turn up to a formal party in fancy dress, or mistakenly let terrorists into the building. Confusion can also occur around a Character with the Fumble when hiding causing them to not only be spotted, but mistaken for dangerous thieves with a bounty on their head, or the stuntman for the next scene. | ||||||||||
Fury ⚊ ♣ Suit: Clubs ♣ Ordeal Trump: Defence / Trade / Control / Magic (Negative) Description: Clubs represent the power of politics and a stoic, blind materialism. Clubs can be seen as a dark corrupting force on the world, crass materialism, sin, magic and anger, but the club is also symbolic of protection, law and justice. In the Tarot the Clubs are called Staves or Wands, in some traditions they represent Intellectual Air, but in most they are Fire. Tarot Meaning: Power, Fame, Politics, Ability, Money. Ordeal Text: Ordeal Types: Wealth, Politics, Power. Clubs act as Trump for following Actions: Bartering, Controlling, Corrupting, Emotional-intensity, Guarding, Magic, Displaying might, Politics, Self-Defence, Socializing, and Trade Negotiations. Clubs can be used to defend any type of attack. Parry:DisarmAll the cards of the attack are immediately discarded, along with the Parry Card. The remaining cards of the Defender’s Parry can now each be used to cause the Attacker to drop a Descendant (starting with the attacking weapon usually), can also cut armour straps, belts etc, or steal hats. This basically adds RT equal to the card Pips to the Annex that was used to attack. Every 5 Pips also creates a point of GRT for the Character (representing how much time the Character must spend picking up, or readying the weapon again. Court cards additionally may damage the Descendant that was disarmed, as standard for the Stakes. Soak: WardThe matched Attack card, and one other randomly selected Attack card are discarded. | Wet — The Umbral of Fury is wet, the umbral demands the presence of liquids, and if they are not completely surrounded by it then the Umbral will create more. Tears are the first liquid required by one Umbral which is usually paid with Surges (Fury Sway) equal to the Umbral Draw. Sweat is the second liquid required, and sweat is paid in Chi equal to the Umbral Draw (a single Umbral Draw even though two are in the Annex), the third liquid gives you a choice either take an automatic Unsoakable Flesh Wound as you pay in blood or take a two card Emotional Psych Wound as you pay in humiliation and are covered in some liquid or wet yourself / vomit publicly. | Stress — Stress is an additional psychological component that wears a Character down. Stress Failure Levels automatically add Stress to the Character, usually adding the Fury Draw, see the rules for Stress. | Outburst 4♣ — An Outburst Fumble implies that as things go out of control, so to does the Character’s emotions. Maybe they failed an etiquette test, perhaps while meeting royalty, and in so realising they fail swear out loud, with a particularly ungentlemanly or lady-like curse, offending the monarch. Or perhaps they overreact to a jibe, and throw a punch, or a dagger. Then again perhaps the situation will cause them to burst into tears. Outbursts may have a negative Psyche effect on the Character, and can even have a positive Psyche effect on their Opponents or enemies as they laugh, point and enjoy the show. | ||||||||||
Gossamer ⚊ ♠ Suit: Spades ♠ Ordeal Trump: Attack / Perception / Penetration (Opening / Navigation / Logic) Description: The Spades Suit is the suit of suffering, said to be good for the soul, but miserable for a Monday. Competition, perception, endurance and curiosity are positive aspects associated with the suit, but spades also represent destruction, betrayal, distance, might and death. In the tarot, the Suit is replaced with Swords, which (depending on the tradition) may represent either damaging Fire, or more commonly the cutting intellect of Air. Tarot Meaning: Misfortune, Suffering, Loss, Mourning, Treachery, Betrayal, War, Lawsuit, Conflict. Ordeal Text: Ordeal Types: Confrontation (e.g. Warfare, Lawsuit), Competition (Sports, Quizzes etc), Perception (Spot Hidden). Spades act as Trumps for the Following Action Types: Attacking, Balance, Climbing, Contagion, Desecration, Destruction, Feats of Strength, Lock-picking, Navigation, Perception (Search/Spot), Staying power, and Stoicism. Spades can be used for any type of attack. Parry:Redirect-AttackThe damage from the original attack (less the Parried Card) is redirected by the Defender to the Attacker, their Descendants or their Allies. Soak: Counter-AttackThe matched Attack card is reflected back at the Attacker, or their Descendant, as Narratively appropriate. | Words — The Umbral of Gossamer demands words before an Annex can activate. These words may be password, catch phrase, improvised joke, a called strike, a martial arts “Kia!”, the name of the move that you are using, or some magical incantation, litany, recital, or reading of the safety procedure. Each Umbral Gossamer Proficiency adds Umbral Gossamer Score Syllables that must be uttered to activate the Annex. | Fumble — Fumbles vary by Facet but a Failure Level in Gossamer will usually trigger a Drop Fumble. Specific Fumbles can be triggered by drawing specific cards (a 5♠ triggers a Drop Fumble). | Drop 5♠ — Drop is usually the uncoordinated dropping of a Descendant. This can be a minor inconvenience, a complete dropping of a Descendant, or even a loss, as your sword falls from the rope bridge into the lava below. Descendants can be damaged and lost entirely as they slip from your grip, and even if they aren’t actually damaged you will have to move to their new position and work out how to pick them up again without getting shot, stabbed or otherwise hurt. Draw a card, this indicates how far from you the Descendant has been “thrown” based on the current Range, with Court cards indicating it has been damaged, according to the Stakes. Picking up a dropped Descendant will involve spending a card with Pips equal to the Base Descendant cost (2 for a Skill Descendant, 5 for a Talent Descendant, 7 for a Power Descendant, 12 for a Super-Annex). Of course, the worst time to get a Drop Fumble is when you are dangling from your finger tips above a mist-filled abyss… Then the card indicates how much damage the Character takes from the fall. | ||||||||||
Heresy ⚊ ♥ Suit: Hearts ♥ Ordeal Trump: Healing (Survival / Magic) / Deception (Hide / Feint) / Magic (Positive) Description: Hearts represent Love, Family and the comforts of home. Hearts are the warmth of a cosy fireplace, and social wealth rather than material. In the Tarot the suit is called Cups, and represents the feminine and elemental Water. Tarot Meaning: Love, Relationships, Affections, Family, Sympathy, Peace. Ordeal Text: Ordeal Types: Nurturing, Farming, Relationships, Medical. Hearts act as Trumps for the following Actions: Blending in, Cooking, Escaping, Healing, Hiding, Hunting, Insulting, Joke-telling, Lying, Magic, Mimicry, Riddling, Spinning a tale, Surgery, and Survival. Any type of Wound can be healed with a Heart. Parry:Locked RespiteAll unmatched Cards from the original attack are Discarded by the Defender, however with each card they Discard they may either use the card to Heal/Stabilise one of their own wounds (or damage to the Parrying Descendant), or they may use the card to slow their attacker with additional RT (Pips) or GRT (Pips/5). Soak: DisengageThe Soak Card acts as a Heal card, and is discarded along with the Attack card. This immediately Heals all Wounds in play that have less Pips, including the remaining Wounds in the Attack, by one Wound Level (discards Distracts). | Inaccurate — Heresy is rarely accurate, even being deliberately misinforming. For this reason, the Yarn-Teller or Referee may Draw and Play an additional Ordeal card for each Umbral Heresy Proficiency as inaccuracies (these may attack random targets in the Scene, create Obstacles for the User, create Umbral Heresy Score Stress for the User, or add a Failure Level from the card’s suggested Facet to the User’s current action). | Disbelief — The failure level will result in something being unbelievable. This disbelief can cause stories to be checked, or even investigated, in a worst case the failure could even cause you be convicted of some crime. | Tricked 4♥ — The Tricked Fumble means that not only did you fail to accomplish what you wished, but you got tricked out of something along the way. In an Ordeal this usually means that the Opponent gets to add a card from the Round Pool to their attack as though they had played a Trick with it (usually as a Pair). In the case where this Fumble coincides with an actual Trick being played then they may add an extra card to the Trick. | ||||||||||
Inertia ♠ Suit: Spades ♠ Ordeal Trump: Attack / Perception / Penetration (Opening / Navigation / Logic) Description: The Spades Suit is the suit of suffering, said to be good for the soul, but miserable for a Monday. Competition, perception, endurance and curiosity are positive aspects associated with the suit, but spades also represent destruction, betrayal, distance, might and death. In the tarot, the Suit is replaced with Swords, which (depending on the tradition) may represent either damaging Fire, or more commonly the cutting intellect of Air. Tarot Meaning: Misfortune, Suffering, Loss, Mourning, Treachery, Betrayal, War, Lawsuit, Conflict. Ordeal Text: Ordeal Types: Confrontation (e.g. Warfare, Lawsuit), Competition (Sports, Quizzes etc), Perception (Spot Hidden). Spades act as Trumps for the Following Action Types: Attacking, Balance, Climbing, Contagion, Desecration, Destruction, Feats of Strength, Lock-picking, Navigation, Perception (Search/Spot), Staying power, and Stoicism. Spades can be used for any type of attack. Parry:Redirect-AttackThe damage from the original attack (less the Parried Card) is redirected by the Defender to the Attacker, their Descendants or their Allies. Soak: Counter-AttackThe matched Attack card is reflected back at the Attacker, or their Descendant, as Narratively appropriate. | Coasting — The Umbral of Inertia is coasting, coasting relies on using your inertia to keep moving and going with the minimum of effort. Coasting works by being forced to take the minimum roll for the Annex die the same number of times in a row as you have Umbral Inertia Proficiencies. This sounds terrible (and would be if that were all) however, the difference in Score between the forced minimum roll and the Average Score for the die is added to an Annex Score Reserve. The Score Reserve may be spent to increase rolls, only after it has stored a Score equal to the number of Umbral Inertia Proficiencies multiplied by the Umbral Inertia Score. So a Boon 13 Inertia Umbral in a Boon 30 Talent that has a die of 3d6-3, would force a Coasting roll every other use. This is because it will roll 0 when coasting, but store 7 Score in the Annex Score Reserve, since the Annex Score must hold more than 4 Score to be accessed the Character would be able to access it on the second action (and every other action after) rolling and adding up to +7. It should be noted that you can spend Score from the Reserve while coasting as long as the Reserve is above the Score limit. | Delayed — The Failure levels cost the Character time, this might mean that they are late, or have to rush something else to complete in time. The Failure Levels may mean that a technical Success may not be realised as such at first. Normally, the time lost is based on the Difficulty of the Test taken as a Chi Limit Duration, but the Chi (or Duration if the Yarn-Teller prefers) is multiplied by the Failure Levels. | Slip 6♠ — The Slip Fumble is fairly self-explanatory, due to poor footing or slippery conditions when the Character tries to take an Action they slip. Slipping can result in a fall, or it can simply involve heading off course. A Slip Fumble Draws an additional card, and causes the Character to move as the Opponent decides. If the Pips of the card are more than the Character’s Inertia Score then they have lost balance and fallen, taking the card as a Wound. In Paradoxical Stakes, or High Strangeness situations the Slip Fumble can be instead a Time-Slip, where the Character experiences (usually a Scene at most) from another Era, before returning confused to the exact moment, while their Opponent experiences no discontinuity, this can easily get a Character sucker-punched as they return. | ||||||||||
Jeer ♥ Suit: Hearts ♥ Ordeal Trump: Healing (Survival / Magic) / Deception (Hide / Feint) / Magic (Positive) Description: Hearts represent Love, Family and the comforts of home. Hearts are the warmth of a cosy fireplace, and social wealth rather than material. In the Tarot the suit is called Cups, and represents the feminine and elemental Water. Tarot Meaning: Love, Relationships, Affections, Family, Sympathy, Peace. Ordeal Text: Ordeal Types: Nurturing, Farming, Relationships, Medical. Hearts act as Trumps for the following Actions: Blending in, Cooking, Escaping, Healing, Hiding, Hunting, Insulting, Joke-telling, Lying, Magic, Mimicry, Riddling, Spinning a tale, Surgery, and Survival. Any type of Wound can be healed with a Heart. Parry:Locked RespiteAll unmatched Cards from the original attack are Discarded by the Defender, however with each card they Discard they may either use the card to Heal/Stabilise one of their own wounds (or damage to the Parrying Descendant), or they may use the card to slow their attacker with additional RT (Pips) or GRT (Pips/5). Soak: DisengageThe Soak Card acts as a Heal card, and is discarded along with the Attack card. This immediately Heals all Wounds in play that have less Pips, including the remaining Wounds in the Attack, by one Wound Level (discards Distracts). | Indignity — The Umbral of Jeer is indignity, something about using the Annex causes a loss of face or a risk of humiliation. Each Umbral Jeer Proficiency demands that someone in the scene already be laughing (it doesn’t have to be at the User of the Annex) or it will add either a Humiliation Failure Level, or an Amusing Fumble, as appropriate. | Humiliation — Humiliation Failure Levels result in a loss of honour or prestige, they often involve being laughed at, or being publicly ridiculed, or a more serious humiliation may result in dishonour or even loss of Pact membership or similar Laments. Humiliation Failures are usually Emotional effects, that affect the failing Character negatively but Splash those around them positively. Our humiliation often amuses others. | Amusing 5♥ — Amusing fumbles are funny. They may not be so dangerous, but they are always humorous, there may be an element of humiliation, but it is short lived and unlikely to cause lasting damage. Amusing Fumbles include, pratfalls, swords and guns refusing to leave scabbards or holsters, magazines falling out of guns, threatening someone with the wrong Descendant, or whatever will make everyone laugh at the time. Amusing Fumbles Draw and Add a Positive Psych effect (Amusement) on everyone that witnesses it, as well as the Fumbler themselves, usually. Amusing Fumbles can also lower Tension by a level (but you may need to immediately rebuild Tension following). | ||||||||||
Key ⚊ ♠ Suit: Spades ♠ Ordeal Trump: Attack / Perception / Penetration (Opening / Navigation / Logic) Description: The Spades Suit is the suit of suffering, said to be good for the soul, but miserable for a Monday. Competition, perception, endurance and curiosity are positive aspects associated with the suit, but spades also represent destruction, betrayal, distance, might and death. In the tarot, the Suit is replaced with Swords, which (depending on the tradition) may represent either damaging Fire, or more commonly the cutting intellect of Air. Tarot Meaning: Misfortune, Suffering, Loss, Mourning, Treachery, Betrayal, War, Lawsuit, Conflict. Ordeal Text: Ordeal Types: Confrontation (e.g. Warfare, Lawsuit), Competition (Sports, Quizzes etc), Perception (Spot Hidden). Spades act as Trumps for the Following Action Types: Attacking, Balance, Climbing, Contagion, Desecration, Destruction, Feats of Strength, Lock-picking, Navigation, Perception (Search/Spot), Staying power, and Stoicism. Spades can be used for any type of attack. Parry:Redirect-AttackThe damage from the original attack (less the Parried Card) is redirected by the Defender to the Attacker, their Descendants or their Allies. Soak: Counter-AttackThe matched Attack card is reflected back at the Attacker, or their Descendant, as Narratively appropriate. | Abstract — The Umbral of Key is the abstract, Key is about Insights and thoughts, perceptions and concepts, sometimes these abstract thoughts can be difficult to embody in the world. The first Umbral Key Proficiency will make it so the Annex must have a mental effect only (such as knowing a piece of information) or it will leave material, traceable, witnessable effects (Umbral Key Score decides the upper limit of witnessable or traceable effect – how easily it is spotted is based on the Score of 27 − Umbral Key Boon ) | Catch — The failure levels represent some trap, snag, clause or puzzle related to the action. You might catch your blade, pulling your sword from your hand, be caught by a leading question that cannot be answered without incriminating yourself, or it might mean that when you pick a lock, you trigger a silent alarm, or cause the door to lock permanently behind you. | Dull 3♠ — A Dull Fumble is a stupid mistake, it might be that you had forgotten to sharpen your sword leaving it too blunt to cut, or it could be that you forgot your hand was in the way when you shot. Dull Fumbles can have one of the following effects. You hit the Target, but you also take the same Attack yourself or you miss the target and instead place the damage on your own equipment (hitting your sword into your shield hard enough to scar the shield and dull the sword. Beyond combat a Dull Fumble complicates the matter through the Fumblers own stupidity, placing themselves in danger or ruining their chances of success. | ||||||||||
Liberty ⚊ ♥ Suit: Hearts ♥ Ordeal Trump: Healing (Survival / Magic) / Deception (Hide / Feint) / Magic (Positive) Description: Hearts represent Love, Family and the comforts of home. Hearts are the warmth of a cosy fireplace, and social wealth rather than material. In the Tarot the suit is called Cups, and represents the feminine and elemental Water. Tarot Meaning: Love, Relationships, Affections, Family, Sympathy, Peace. Ordeal Text: Ordeal Types: Nurturing, Farming, Relationships, Medical. Hearts act as Trumps for the following Actions: Blending in, Cooking, Escaping, Healing, Hiding, Hunting, Insulting, Joke-telling, Lying, Magic, Mimicry, Riddling, Spinning a tale, Surgery, and Survival. Any type of Wound can be healed with a Heart. Parry:Locked RespiteAll unmatched Cards from the original attack are Discarded by the Defender, however with each card they Discard they may either use the card to Heal/Stabilise one of their own wounds (or damage to the Parrying Descendant), or they may use the card to slow their attacker with additional RT (Pips) or GRT (Pips/5). Soak: DisengageThe Soak Card acts as a Heal card, and is discarded along with the Attack card. This immediately Heals all Wounds in play that have less Pips, including the remaining Wounds in the Attack, by one Wound Level (discards Distracts). | Jinxed — The Umbral of Liberty is a jinx, a jinx is a negative destiny associated with the use of the Annex. The first Umbral Liberty Proficiency marks the Annex as jinxed, a jinxed Annex will be targeted by Wounds that affect the Character or Descendant before other Annexes, except where countered by an Edge or Glow. Each Umbral Liberty Proficiency also requires Wyrd Tarot cards with Pips at least equal to the total Umbral Liberty Score to be discarded, or adds a Liberty Unlucky Failure Level or Misfortune Liberty Fumble. | Unlucky — Unlucky Failures are usually unfortunate coincidences. Perhaps you rob a bank, so you can pay your rent, only to force the bank into foreclosing the landlord’s mortgage. Or due to some manufacturing fault the round in the gun misfires, clogging the barrel, rendering the gun useless. | Misfortune 6♥ — Misfortune Fumbles are compounded bad luck. Not only do you miss, fail or fall, but some other bad and improbable event also happens. The Misfortune Fumble is a chance for the worst to happen, this might be a freak ricochet that takes out the light, hits an Ally, and then smashes the fire alarm, or perhaps as you go to draw your poisonous Assassin dagger, the special poison vial stopper-pommel pops out, drops onto the ground with a surprisingly loud thump that draws the guard’s attention, just as the poison makes your hand go numb and starts a race between whether you take the antidote, fight off the guard with a numb hand and no poison, or fall unconscious, get captured, and then die hopefully from the poison and not the torture. | ||||||||||
Miasma ♠ Suit: Spades ♠ Ordeal Trump: Attack / Perception / Penetration (Opening / Navigation / Logic) Description: The Spades Suit is the suit of suffering, said to be good for the soul, but miserable for a Monday. Competition, perception, endurance and curiosity are positive aspects associated with the suit, but spades also represent destruction, betrayal, distance, might and death. In the tarot, the Suit is replaced with Swords, which (depending on the tradition) may represent either damaging Fire, or more commonly the cutting intellect of Air. Tarot Meaning: Misfortune, Suffering, Loss, Mourning, Treachery, Betrayal, War, Lawsuit, Conflict. Ordeal Text: Ordeal Types: Confrontation (e.g. Warfare, Lawsuit), Competition (Sports, Quizzes etc), Perception (Spot Hidden). Spades act as Trumps for the Following Action Types: Attacking, Balance, Climbing, Contagion, Desecration, Destruction, Feats of Strength, Lock-picking, Navigation, Perception (Search/Spot), Staying power, and Stoicism. Spades can be used for any type of attack. Parry:Redirect-AttackThe damage from the original attack (less the Parried Card) is redirected by the Defender to the Attacker, their Descendants or their Allies. Soak: Counter-AttackThe matched Attack card is reflected back at the Attacker, or their Descendant, as Narratively appropriate. | Foul — The Umbral of Miasma is foul, it brings bad smells, nastiness and general unpleasantness to the Annex. The first Umbral Miasma Proficiency requires the User must have a specificied Hitch (Creator’s or Referee’s choice) of Boon equal to at least the total Umbral Miasma Score, or the Annex will not activate. Two or more Umbral Miasma Proficiencies means that the Annex can only be used for negative effects or you add a Fouled Condition Failure level for each one. | Foul Condition — Foul Condition Failures are quite varied. A Foul Condition Failure in combat might mean an infected wound, or a weapon being trapped by armour (a fouled blade), food and drink may be contaminated or rotten, Descendants and Characters may become dirty, corrupted or contaminated. Infections, corruption, hallucinations, poisoning, fevers, colds, fevers, drunkenness, dizziness, terrible tastes and smells can result result from a Foul Condition failure. Foul Condition Failures can cause a Character to Gain Stress, Strains, or even Shock as well. | Nasty 2♠ — A Nasty Fumble causes you to hurt yourself. Usually you take the Attack yourself, although they may still splash, this attack to yourself draws and adds one card, and will usually Fester. | ||||||||||
Nature ♥ Suit: Hearts ♥ Ordeal Trump: Healing (Survival / Magic) / Deception (Hide / Feint) / Magic (Positive) Description: Hearts represent Love, Family and the comforts of home. Hearts are the warmth of a cosy fireplace, and social wealth rather than material. In the Tarot the suit is called Cups, and represents the feminine and elemental Water. Tarot Meaning: Love, Relationships, Affections, Family, Sympathy, Peace. Ordeal Text: Ordeal Types: Nurturing, Farming, Relationships, Medical. Hearts act as Trumps for the following Actions: Blending in, Cooking, Escaping, Healing, Hiding, Hunting, Insulting, Joke-telling, Lying, Magic, Mimicry, Riddling, Spinning a tale, Surgery, and Survival. Any type of Wound can be healed with a Heart. Parry:Locked RespiteAll unmatched Cards from the original attack are Discarded by the Defender, however with each card they Discard they may either use the card to Heal/Stabilise one of their own wounds (or damage to the Parrying Descendant), or they may use the card to slow their attacker with additional RT (Pips) or GRT (Pips/5). Soak: DisengageThe Soak Card acts as a Heal card, and is discarded along with the Attack card. This immediately Heals all Wounds in play that have less Pips, including the remaining Wounds in the Attack, by one Wound Level (discards Distracts). | Blood — The Annex requires a blood sacrifice, if the Annex does not cause at least a number of (at least) Flesh Wounds equal to at least the Total Umbral Nature Draw (calculated from the Umbral Nature Scores added together) then the User must make up the difference by taking Unsoakable Flesh Wounds. So if an Annex has two Umbral 13 Boon Nature Proficiencies then it has a Total Umbral Nature Score of 8 and a Total Draw of 3. If the Action Draws and then Plays a Flesh Wound and a Crippling Wound then the User will also take an Unsoakable Flesh Wound. | Natural Condition — The Natural Condition failure is a condition that effects the Character as a result of their action. These conditions include things like, cold, tired, hungry, thirsty, sick, etc, can result from a Natural Condition Failure. | Wild 7♥ — A Wild Fumble means that the Character has lost control of their action, regardless of what they were planning they should roll a d6.
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Orthodox ♦ Suit: Diamonds ♦ Ordeal Trump: Preparation (Research / Work / Patience) / Movement (Sneaking / Sprinting) / Listening Description: Diamonds represent the finer things of life, they are bright and sparkling. Representing the creative even spiritual aspects of materialism such as beauty and art, that transcend base materialism like wealth. Despite this the Diamonds are recognised as being the Coins suit of the Tarot, with a strong tie to Elemental Earth. Tarot Meaning: Travel, Money, Business, Contracts, Deals, Voyages. Ordeal Text: Ordeal Types: Travel (e.g. Chase, Race) / Creativity (e.g. Smithing, Painting). Diamonds act as Trump for the following Action Types: Art, Building, Charming, Crafting, Driving, Emoting, Forgiving, Keeping Your Cool, Listening, Meditation, Motion, Prayer, Preparation, Research, Sprinting and Working in general. Any type of action can be prepared with a Diamond. Parry:Seize the initiativeThe cards of the original attack (less the matched card) are immediately added to the Defender’s Ordeal Pool. They may then play as many cards as their Descendant/Annex normally plays including the Parry card (1-4) usually into one of their Style Reserve, and then immediately discard any cards over Pool Limit. Soak: ReadyThe matched Attack card is immediately Prepared by the Defender (as they wish). The Soak card is discarded. | Specific — The Umbral of Orthodox is specific, each Umbral Orthodox Proficiency adds specificity to the Annex. Examples include: The Annex effects are completely undone by a specific circumstance, the Annex will only activate under a specific circumstance, the Annex must be used for the same specific effect each time, the Annex must target the same specific Target (often the Creator or User) every use, the Annex will only activate in a specific Location type (or even a specific Location). | Misinformation — Misinformation Failures are usually down to bad information. Maybe the map was wrong, or perhaps you believed a lie, often any information you gain from the action turns out to have been out of date or even enemy propaganda. | Moderate 4♦ — A Moderate Fumble is not a complete disaster, you did everything right leading up to the moment everything went wrong. So instead of making a fool of yourself with a fumbled full action, take half the Pips and Prepare them into your Style Reserve. The remaining half of the Pips you can either apply to Yourself, an Ally, or a Descendant you were using as an attack. | ||||||||||
Phoenix ⚊ ♥ Suit: Hearts ♥ Ordeal Trump: Healing (Survival / Magic) / Deception (Hide / Feint) / Magic (Positive) Description: Hearts represent Love, Family and the comforts of home. Hearts are the warmth of a cosy fireplace, and social wealth rather than material. In the Tarot the suit is called Cups, and represents the feminine and elemental Water. Tarot Meaning: Love, Relationships, Affections, Family, Sympathy, Peace. Ordeal Text: Ordeal Types: Nurturing, Farming, Relationships, Medical. Hearts act as Trumps for the following Actions: Blending in, Cooking, Escaping, Healing, Hiding, Hunting, Insulting, Joke-telling, Lying, Magic, Mimicry, Riddling, Spinning a tale, Surgery, and Survival. Any type of Wound can be healed with a Heart. Parry:Locked RespiteAll unmatched Cards from the original attack are Discarded by the Defender, however with each card they Discard they may either use the card to Heal/Stabilise one of their own wounds (or damage to the Parrying Descendant), or they may use the card to slow their attacker with additional RT (Pips) or GRT (Pips/5). Soak: DisengageThe Soak Card acts as a Heal card, and is discarded along with the Attack card. This immediately Heals all Wounds in play that have less Pips, including the remaining Wounds in the Attack, by one Wound Level (discards Distracts). | Fuel — The Umbral of Phoenix is fuel, the Annex that relies on Phoenix needs to burn some fuel or another. The first Umbral Phoenix Proficiency indicates a fuel is required to activate to activate the Annex. The fuel usually costs Umbral Phoenix Draw Yang per use, and is always consumed by the activation. Suitable fuels include: a bullet, a battery, a lump of coal, a stack of logs, an egg-cup full of petroleum, a banana… Each additional Umbral Phoenix Proficiency sets another fuel requirement, which can be more of the same, or can be a different fuel, and will add an automatic Burnt Failure to the action and Umbral Phoenix Score Stress to the User, if it is missing. For example a fast car with a “Big Engine” Annex with 3 Fuel Umbrals, could have “Gasoline”, “High-Octane Gas” and “12 Volt Lead Battery” as its fuels. It needs to burn a cup of Gasoline to activate, but if the battery is dead or the gas isn’t a high enough octane then the activation would add two Burnt Failures and perhaps 8 or more Stress. | Burnt — Burnt failures are some minor harm that results from the Character’s action or inaction. Examples may include actual burns (taking damage from the hot barrel of a machine-gun after firing for too long), being momentarily humiliated by a quick-witted companion, or forgetting to stir the food in the pan so that it ruins. Burns often result in a Psych or a Burn Attack. | Cure 2♥ — Cure Fumbles are when a Character, usually completely accidentally, or through flawed logic, does something to help their opponent. This can even represent a Retcon event, where the Character’s attempted action made sense, but they didn’t have the complete picture. Examples include, knocking the opponent into a vat of medical nanites, cutting the building’s power, which also cuts the electromagnetic lock on the safe, or trying to electrocute the bad guy only to have it revealed he’s a robot and you just recharged him. Cure Fumbles may act as Positive Psych effects or they may grant Facet Sway or Chi to the Target or in rare cases they may even Cure Hitches an Opponent has (Mortal+ cards can reduce Hitches). | ||||||||||
Quiet ♦ Suit: Diamonds ♦ Ordeal Trump: Preparation (Research / Work / Patience) / Movement (Sneaking / Sprinting) / Listening Description: Diamonds represent the finer things of life, they are bright and sparkling. Representing the creative even spiritual aspects of materialism such as beauty and art, that transcend base materialism like wealth. Despite this the Diamonds are recognised as being the Coins suit of the Tarot, with a strong tie to Elemental Earth. Tarot Meaning: Travel, Money, Business, Contracts, Deals, Voyages. Ordeal Text: Ordeal Types: Travel (e.g. Chase, Race) / Creativity (e.g. Smithing, Painting). Diamonds act as Trump for the following Action Types: Art, Building, Charming, Crafting, Driving, Emoting, Forgiving, Keeping Your Cool, Listening, Meditation, Motion, Prayer, Preparation, Research, Sprinting and Working in general. Any type of action can be prepared with a Diamond. Parry:Seize the initiativeThe cards of the original attack (less the matched card) are immediately added to the Defender’s Ordeal Pool. They may then play as many cards as their Descendant/Annex normally plays including the Parry card (1-4) usually into one of their Style Reserve, and then immediately discard any cards over Pool Limit. Soak: ReadyThe matched Attack card is immediately Prepared by the Defender (as they wish). The Soak card is discarded. | Study — The Umbral of Quiet is study and study requires time and practice that must be regularly performed if the Annex will activate properly. The first Umbral Quiet Proficiency will add a demand to study and practice the Annex for Umbral Quiet Score hours every week. The second Umbral Quiet Proficiency adds a second requirement that the study (and practice) must be performed for Umbral Quiet Draw weeks. Additional Umbral Quiet Proficiencies require that the Annex be practised, or studied, in silence for at least half the study period, or that the user may not experience strong emotions while performing their study. Disruption to any hour of study will result in having to restart the hour. Failure to study properly will result in adding one Reserve Quiet Failure Level per Umbral Quiet Proficiency to all actions with the Annex until they can complete their studies. | Reserve — A Reserve failure usually results in a loss of cards from a Style Reserve or Monster Pool. One card is lost per Failure Level. These are usually quiet, undramatic failures that can appear to not even be happening at all to a casual observer. Occasionally, a reserve failure will result in a Strong emotional reaction in the Character, that can include a Psych Attack. | Repose 5♦ — A Repose Fumble causes you to lie down. You might slip over, you might faint, or knock yourself out on a beam, fridge door, or wall. Repose Fumbles always cause the Character to collapse to a lying position. Usually any cards of the Action are taken by the Character as Wounds as a Normal Attack that targets their Personality Annex. Soak applies as normal, however, the Character will also receive an additional 1 GRT for the Action over normal that will add to their “Unconscious” time. | ||||||||||
Rook ♣ Suit: Clubs ♣ Ordeal Trump: Defence / Trade / Control / Magic (Negative) Description: Clubs represent the power of politics and a stoic, blind materialism. Clubs can be seen as a dark corrupting force on the world, crass materialism, sin, magic and anger, but the club is also symbolic of protection, law and justice. In the Tarot the Clubs are called Staves or Wands, in some traditions they represent Intellectual Air, but in most they are Fire. Tarot Meaning: Power, Fame, Politics, Ability, Money. Ordeal Text: Ordeal Types: Wealth, Politics, Power. Clubs act as Trump for following Actions: Bartering, Controlling, Corrupting, Emotional-intensity, Guarding, Magic, Displaying might, Politics, Self-Defence, Socializing, and Trade Negotiations. Clubs can be used to defend any type of attack. Parry:DisarmAll the cards of the attack are immediately discarded, along with the Parry Card. The remaining cards of the Defender’s Parry can now each be used to cause the Attacker to drop a Descendant (starting with the attacking weapon usually), can also cut armour straps, belts etc, or steal hats. This basically adds RT equal to the card Pips to the Annex that was used to attack. Every 5 Pips also creates a point of GRT for the Character (representing how much time the Character must spend picking up, or readying the weapon again. Court cards additionally may damage the Descendant that was disarmed, as standard for the Stakes. Soak: WardThe matched Attack card, and one other randomly selected Attack card are discarded. | Safety — The Umbral of Rook is safety, the Annex and its actions are safer than others. The first Umbral Rook Proficiency that is added to the Annex that effectively grants the target of the Annex an additional Soak Layer (often called a “Saving Throw”) that has a number of Pips equal to a roll of the target’s Rook Die + the User’s Rook Score. The second Umbral Rook Proficiency will immediately add a Defensive Rook Failure Level if the Annex is used to harm a target. The third Umbral Rook Proficiency lowers the Wound Limit of all cards played by the Annex by one (So a normal Distract card is no longer capable of creating a Wound) | Defensive — Defensive Failures are failures that Characters impose upon themselves to stop them from really failing at something. Examples might include, stage-fright stopping a character from going on stage and making a fool of themselves, or just the character distracting themselves over something to stop themselves trying properly. Defensive failures should be suggested by the Player whenever they are invoked, and approved or modified by the Yarn-Teller or Referee. | Guarded 5♣ — A Guarded Fumble is one of the safest Fumbles possible, in the short term, they occur when a Character has done their best not to allow themselves to be open to attack, but still has a Fumble situation. The Fumbled Action is split in two. Half the Pips are prepared by the Opponent, the remaining halve the Pips are Prepared as a Defence by the Fumbling Character. | ||||||||||
Sin ⚊ ♣ Suit: Clubs ♣ Ordeal Trump: Defence / Trade / Control / Magic (Negative) Description: Clubs represent the power of politics and a stoic, blind materialism. Clubs can be seen as a dark corrupting force on the world, crass materialism, sin, magic and anger, but the club is also symbolic of protection, law and justice. In the Tarot the Clubs are called Staves or Wands, in some traditions they represent Intellectual Air, but in most they are Fire. Tarot Meaning: Power, Fame, Politics, Ability, Money. Ordeal Text: Ordeal Types: Wealth, Politics, Power. Clubs act as Trump for following Actions: Bartering, Controlling, Corrupting, Emotional-intensity, Guarding, Magic, Displaying might, Politics, Self-Defence, Socializing, and Trade Negotiations. Clubs can be used to defend any type of attack. Parry:DisarmAll the cards of the attack are immediately discarded, along with the Parry Card. The remaining cards of the Defender’s Parry can now each be used to cause the Attacker to drop a Descendant (starting with the attacking weapon usually), can also cut armour straps, belts etc, or steal hats. This basically adds RT equal to the card Pips to the Annex that was used to attack. Every 5 Pips also creates a point of GRT for the Character (representing how much time the Character must spend picking up, or readying the weapon again. Court cards additionally may damage the Descendant that was disarmed, as standard for the Stakes. Soak: WardThe matched Attack card, and one other randomly selected Attack card are discarded. | Reprehensible — The Umbral of Sin is reprehensible, the Annexes that have Sin Umbral Proficiencies are cursed and damned abilities. The first Umbral Sin Proficiency added to an Annex will make the Annex take a Weakness Sin Failure if the Annex is used to help or aid another (even indirectly). The second Umbral Sin Proficiency will demand that the Annex can only activate if Wounds of Pips equal to the Umbral Sin Score are already present in the Scene. The third Umbral Sin Proficiency marks the user as evil, corrupted, cursed, or unholy in some way that requires persecution by some authority (often a religion), the Annex requires a Hitch of a Boon of at least Umbral Sin Score that is usually a “Persecuted” Hitch. Additional Umbral Sin Proficiencies will add their Boons together to create a higher Score and required Hitch Bane. | Weakness — Weakness Failures are amongst the most common that we all feel. Weakness Failures, might include succumbing to to a temptation, or apathy. For example while out hunting, the hunter may decide that the prey looks too sickly to be worth it, or may decide to ignore a good hind in the open, as they prefer roast boar. Often what could have been an easy victory is made more complex by the Characters weaknesses. | Lapse 3♣ — A Lapse Fumble indicates some lapse of judgement, a backslide, or succumbing to a weakness instead of taking the Action expected. When a Lapse Fumble occurs the Opponent may take one random card from the Character’s Ordeal Pool (the Fumbling Character receives Sin Sway equal to the card Pips) and the Opponent can immediately play it. In addition to the normal ways the Opponent can play an Ordeal card, the Opponent may play it to move the Fumbling Character back away from them, or may play it to try and activate one of the Character’s Hitches. If the card Pips are greater than any Hitch Boon of any Hitch that matches suit with the card then that Hitch is activated. The current Yarn-Teller or Referee should decide which Hitch is activated in a case where multiple Hitches may activate. If no Hitches are Activated the card will instead act as a 1 card Negative Psych effect. The Character that has a Lapse cannot play any cards from this action, but enters immediately into GRT. | ||||||||||
Trial ⚊ ♠ Suit: Spades ♠ Ordeal Trump: Attack / Perception / Penetration (Opening / Navigation / Logic) Description: The Spades Suit is the suit of suffering, said to be good for the soul, but miserable for a Monday. Competition, perception, endurance and curiosity are positive aspects associated with the suit, but spades also represent destruction, betrayal, distance, might and death. In the tarot, the Suit is replaced with Swords, which (depending on the tradition) may represent either damaging Fire, or more commonly the cutting intellect of Air. Tarot Meaning: Misfortune, Suffering, Loss, Mourning, Treachery, Betrayal, War, Lawsuit, Conflict. Ordeal Text: Ordeal Types: Confrontation (e.g. Warfare, Lawsuit), Competition (Sports, Quizzes etc), Perception (Spot Hidden). Spades act as Trumps for the Following Action Types: Attacking, Balance, Climbing, Contagion, Desecration, Destruction, Feats of Strength, Lock-picking, Navigation, Perception (Search/Spot), Staying power, and Stoicism. Spades can be used for any type of attack. Parry:Redirect-AttackThe damage from the original attack (less the Parried Card) is redirected by the Defender to the Attacker, their Descendants or their Allies. Soak: Counter-AttackThe matched Attack card is reflected back at the Attacker, or their Descendant, as Narratively appropriate. | Strife — The Umbral of Trial is strife. Strife is a struggle with another that restricts how the Annex can be used. The first Umbral Trial Proficiency requires that the Annex must be used to Target another, it can never effect the User. The second Umbral Trial Proficiency adds a Forfeit Trial Failure Level any time the Target would be defeated by the Annex. The third Umbral Trial Proficiency Draws the Umbral Trial Draw Ordeal Cards and adds them to the Target’s Ordeal Pool which may be used to Soak the Attack. Each additional Umbral Trial Proficiency automatically adds an automatic Forfeit Trial Failure Level. | Forfeits — Forfeit Failures occur during games and interactions with strict laws and rules. A Forfeit failure may include conceding a penalty, or accepting a handicap (or even a Hitch), it is the proverbial “one-hand-tied-behind-your-back” that helps to level a playing field. Forfeit failures are sometimes added as examples of good gamesmanship and fair play, but can often be legal in nature, as in a situation where you won the fight, but are arrested for assault. | Turnover 7♠ — A Turnover Fumble is one that costs the Character and their entire side momentum and hands it instead to the Opponents. The Turnover Fumble immediately hands all cards Drawn by the Character to their Opponent. The Opponent may not immediately act, but these cards are added to their Pool (until they act and may have to discard to their Ordeal Pool Limit). The Fumbling Character can still play cards as normal, if they wish, but have lost the newly drawn cards. | ||||||||||
Virtue ♦ Suit: Diamonds ♦ Ordeal Trump: Preparation (Research / Work / Patience) / Movement (Sneaking / Sprinting) / Listening Description: Diamonds represent the finer things of life, they are bright and sparkling. Representing the creative even spiritual aspects of materialism such as beauty and art, that transcend base materialism like wealth. Despite this the Diamonds are recognised as being the Coins suit of the Tarot, with a strong tie to Elemental Earth. Tarot Meaning: Travel, Money, Business, Contracts, Deals, Voyages. Ordeal Text: Ordeal Types: Travel (e.g. Chase, Race) / Creativity (e.g. Smithing, Painting). Diamonds act as Trump for the following Action Types: Art, Building, Charming, Crafting, Driving, Emoting, Forgiving, Keeping Your Cool, Listening, Meditation, Motion, Prayer, Preparation, Research, Sprinting and Working in general. Any type of action can be prepared with a Diamond. Parry:Seize the initiativeThe cards of the original attack (less the matched card) are immediately added to the Defender’s Ordeal Pool. They may then play as many cards as their Descendant/Annex normally plays including the Parry card (1-4) usually into one of their Style Reserve, and then immediately discard any cards over Pool Limit. Soak: ReadyThe matched Attack card is immediately Prepared by the Defender (as they wish). The Soak card is discarded. | Integrity — The Umbral of Virtue is integrity, integrity implies a strict adherence to a set of principles, that always include not lying, stealing and murdering (killing is usually allowed under certain circumstances). The first Umbral Virtue Proficiency requires that the Annex will only activate if the use does not involve bold-faced lying intended to be believed, illegal transfer of money, material goods or property and absolutely no pre-meditated homicides (excepting mercy killings and judicial executions). The second Umbral Virtue Proficiency adds a Noble Virtue Failure Level unless the action of the Annex is intended to assist society or help someone else. Each additional Umbral Virtue Proficiency after this is adds an additional Noble Virtue Failure Level. | Noble — Noble failures are true failures that stop a Character from achieving their immediate goals, but which grant information that may eventually lead to a success. Often the Noble failure will completely cancel what could have been a success, only to reveal later it was not. In some ways the Noble Failure can be seen as delaying the eventual success, causing the Character to think that they have failed initially, or it may later reveal that the Success that was wanted was wrong for the Character in the first place. | Fair 6♦ — A Fair Fumble, is the best it could be and still be called a Fumble. Fair Fumbles lower the card Wound Limits on the Action that Fumbles (so Mortal Wounds require at least an Ace), otherwise everything is as normal. | ||||||||||
Wyrd ♣ Suit: Clubs ♣ Ordeal Trump: Defence / Trade / Control / Magic (Negative) Description: Clubs represent the power of politics and a stoic, blind materialism. Clubs can be seen as a dark corrupting force on the world, crass materialism, sin, magic and anger, but the club is also symbolic of protection, law and justice. In the Tarot the Clubs are called Staves or Wands, in some traditions they represent Intellectual Air, but in most they are Fire. Tarot Meaning: Power, Fame, Politics, Ability, Money. Ordeal Text: Ordeal Types: Wealth, Politics, Power. Clubs act as Trump for following Actions: Bartering, Controlling, Corrupting, Emotional-intensity, Guarding, Magic, Displaying might, Politics, Self-Defence, Socializing, and Trade Negotiations. Clubs can be used to defend any type of attack. Parry:DisarmAll the cards of the attack are immediately discarded, along with the Parry Card. The remaining cards of the Defender’s Parry can now each be used to cause the Attacker to drop a Descendant (starting with the attacking weapon usually), can also cut armour straps, belts etc, or steal hats. This basically adds RT equal to the card Pips to the Annex that was used to attack. Every 5 Pips also creates a point of GRT for the Character (representing how much time the Character must spend picking up, or readying the weapon again. Court cards additionally may damage the Descendant that was disarmed, as standard for the Stakes. Soak: WardThe matched Attack card, and one other randomly selected Attack card are discarded. | Legal — The Umbral of Wyrd is legal, it represents or binds the user to a specific contract. The contract may, in some cases, have already been completed, and the access to the Annex is guaranteed, in other cases the contract is phrased as a prophecy that the owner of the Annex must complete some Quest or Ordeal in the future, and they are guaranteed access until that is complete. Each Umbral Wyrd Proficiency will set some aspect, clause, sub-clause, legal requirement, prophetic Quest, Ordeal, or Test (often based off the Annex Root, Channel or any other Tangled Facets) of the contract, failure to follow or complete a Wyrd Umbral condition or clause can result in additional Just Wyrd Failure Levels. Failing to comply with all Umbral conditions or clauses usually results in the Annex not activating, individual clauses may set additional penalties (such as if deactivated the Annex cannot be reactivated for Wyrd Umbral Boon as Chi Extend Duration) like any contract. | Just — Just Failures are failures that seem just. They may be a case of karmic retribution, poetic justice, or even just-desserts, the point is bad things happen to bad people, and these sorts of failures will punish characters for their previous actions, often having things they have done in past come back to haunt them. | Hesitation 2♣ — Sometimes judgement works against you, and a fight or flight response can hang in the decision phase too long. The Hesitation Fumble is an example of this, decision paralysis, something about the situation is off, or wrong, and you freeze instead of acting. Your whole action is just discarded, it will have no effect. | ||||||||||
Yonder ♠ Suit: Spades ♠ Ordeal Trump: Attack / Perception / Penetration (Opening / Navigation / Logic) Description: The Spades Suit is the suit of suffering, said to be good for the soul, but miserable for a Monday. Competition, perception, endurance and curiosity are positive aspects associated with the suit, but spades also represent destruction, betrayal, distance, might and death. In the tarot, the Suit is replaced with Swords, which (depending on the tradition) may represent either damaging Fire, or more commonly the cutting intellect of Air. Tarot Meaning: Misfortune, Suffering, Loss, Mourning, Treachery, Betrayal, War, Lawsuit, Conflict. Ordeal Text: Ordeal Types: Confrontation (e.g. Warfare, Lawsuit), Competition (Sports, Quizzes etc), Perception (Spot Hidden). Spades act as Trumps for the Following Action Types: Attacking, Balance, Climbing, Contagion, Desecration, Destruction, Feats of Strength, Lock-picking, Navigation, Perception (Search/Spot), Staying power, and Stoicism. Spades can be used for any type of attack. Parry:Redirect-AttackThe damage from the original attack (less the Parried Card) is redirected by the Defender to the Attacker, their Descendants or their Allies. Soak: Counter-AttackThe matched Attack card is reflected back at the Attacker, or their Descendant, as Narratively appropriate. | Distant — The Umbral of Yonder is distant, and the Annex that has it demands the user remain distant from others, at least some of the time. The first Umbral Yonder Proficiency adds a Miss Yonder Failure Level to any action that has a Target closer than Umbral Yonder Boon metres. The second Umbral Yonder Proficiency demands that no Character can be closer than Umbral Yonder Draw metres at all when the Annex activates, or the user and everyone within the area will be affected by a Umbral Yonder Draw card Negative Emotional effect (Disaffection or Loneliness usually). Any additional Umbral Yonder Proficiencies will demand that the user spends twenty minutes, for every point of Umbral Yonder Score, at least Umbral Yonder Draw metres away from all other characters every day before the Annex will Activate. | Miss — Miss Failures are usually the result of acting at Range and does not simply mean that the Target has not been hit by the action. Instead, a Miss means something else was hit instead. This does two things, the first is create an immediate Ricochet Fumble, and the second is potentially warn the target that the shot was intended for them (especially if it ricochets off their wards or armour). A large number of Miss Failures when using a Descendant will generally cause the Descendant to target itself or the User, the User is usually the target of many Miss Failure Levels on an Annex, but Allies are sometimes sacrificed, and civilian casualties should always be a consideration for lesser Misses. | Ricochet 4♠ — Ricochets are the Fumble where sometimes the bullet bounces, often it bounces into a completely random Character, sometimes that means it bounces into an Ally, occasionally it comes straight back. Yarn-Tellers may direct this Ricochet re-targeting with Miss Failure Levels. | ||||||||||
Zeal ⚊ ♦ Suit: Diamonds ♦ Ordeal Trump: Preparation (Research / Work / Patience) / Movement (Sneaking / Sprinting) / Listening Description: Diamonds represent the finer things of life, they are bright and sparkling. Representing the creative even spiritual aspects of materialism such as beauty and art, that transcend base materialism like wealth. Despite this the Diamonds are recognised as being the Coins suit of the Tarot, with a strong tie to Elemental Earth. Tarot Meaning: Travel, Money, Business, Contracts, Deals, Voyages. Ordeal Text: Ordeal Types: Travel (e.g. Chase, Race) / Creativity (e.g. Smithing, Painting). Diamonds act as Trump for the following Action Types: Art, Building, Charming, Crafting, Driving, Emoting, Forgiving, Keeping Your Cool, Listening, Meditation, Motion, Prayer, Preparation, Research, Sprinting and Working in general. Any type of action can be prepared with a Diamond. Parry:Seize the initiativeThe cards of the original attack (less the matched card) are immediately added to the Defender’s Ordeal Pool. They may then play as many cards as their Descendant/Annex normally plays including the Parry card (1-4) usually into one of their Style Reserve, and then immediately discard any cards over Pool Limit. Soak: ReadyThe matched Attack card is immediately Prepared by the Defender (as they wish). The Soak card is discarded. | Following — The Umbral of Zeal is following, the Annex is meant to help a user follow a particular path, religion or individual. The first Umbral Zeal Proficiency that an Annex has makes the Annex only activate if the user is following orders or directly following an individual. The second Umbral Zeal Proficiency demands that before this Annex can activate some one else must have taken a full-action in the Round, and the third (or more) demands that the Character has moved Umbral Zeal Score metres (multiplied by the number of Umbrals less two) this Round before they can activate the Annex. | Zealous — Zealous failures indicate that whatever has gone wrong is an example of things getting out of hand. Sometimes the Zealous failure indicates that you have succeeded too well, other times that in your haste, you have lost control of the situation. Zealous Failures cause an Action to go further than you intended, do more damage than you expected, or Negatively Emotionally impact people in unintended ways. The Zealous Failure can be what causes someone to drop dead of a heart attack in a haunted house, or for a city-wide riot to break out after someone says “I’ll whip the crowd up a bit, as a distraction.” | Haywire 7♦ — A Haywire Fumble is usually when a machine or Action suddenly goes out of control. Maybe you applied too much power too quickly and it spins out, maybe the electronics suddenly went on the fritz, or a feedback loop happened between your Annex and the Target, causing the power to escalate uncontrollably. The point is the entire action is now out of control and not going to do what you thought it would. Vehicle Descendants are likely to crash, and there will certainly be injuries usually to the User, who most often faces the brunt of the Action (although it may be shared with the Target, the Vehicle Descendant, or any Passengers). | ||||||||||
Facet | Umbral | Failure | Fumble |
Umbrals have various costs based on the Umbral Boon of the Facet. The Umbral Boon is the Facet Boon, ignoring any Scale modifiers or Monster Facet multipliers. A Character might be Scale 5 with an Umbral Boon of 13, this Umbral would count as Boon 13 for calculating Umbral costs, but would add 111 Value (the Value of Boon 18 which is Boon 13 at Scale 5).
Nimbeds
Nimbeds are the bright, shining, yang-like aspects of Annexes. They add tricks and effects to the Annex, but do not increase the Boon of the Annex at all (usually).
Nimbed abilities always expand what you can achieve with an Annex, and can never act as any sort of limit. Nimbeds are completely positive in nature, but that means they must be limited somehow, otherwise everyone would just add every Nimbed to everything.
There are two limits therefore placed on Nimbeds, the first being the limit of how many Proficiencies can be placed in a Talent or Power, the second limit is based on the number of Umbrals the Annex has and varies as follows by Setting and Annex Type.
Type | Talent Nimbeds | Power Nimbeds |
---|---|---|
Banal Game / Setting / Character | Each Umbral interacting with the Tangle opens 1 Nimbed Slot. i.e. 1 Umbral allows 1 Nimbed | Each Umbral interacting with the Tangle opens 2 Nimbed Slots. i.e. 2 Umbrals allows 4 Nimbeds |
Intrepid Game / Setting / Character | Each Umbral interacting with the Tangle opens 2 Nimbed Slot. i.e. 1 Umbral allows 2 Nimbeds | The total number Umbrals interacting with the Tangle treated as a Boon, opens a number of Nimbed Slots equal to the Value. i.e. 2 Umbrals allows 5 Nimbeds. |
Bold Game / Setting / Character | The total number Umbrals interacting with the Tangle treated as a Boon, opens a number of Nimbed Slots equal to the Value. e.g. 2 Umbrals allows 5 Nimbeds. | The total number of Umbrals and Tangles that are interacting, treated as a Boon opens a number of Nimbed Slots equal to the Value. e.g. 1 Umbral and 1 Tangle allows 5 Nimbeds. |
Type | Talent Nimbeds | Power Nimbeds |
Nimbeds do not add to the Value of the Annex, but do add some trick or special ability to the Annex. If you have multiple Nimbeds of the same Facet then the Nimbeds add an Edge or a Glow
Facet | Nimbed | Edge | Glow | Success | Critical |
---|---|---|---|---|---|
Awe ⚊ ♦ Suit: Diamonds ♦ Ordeal Trump: Preparation (Research / Work / Patience) / Movement (Sneaking / Sprinting) / Listening Description: Diamonds represent the finer things of life, they are bright and sparkling. Representing the creative even spiritual aspects of materialism such as beauty and art, that transcend base materialism like wealth. Despite this the Diamonds are recognised as being the Coins suit of the Tarot, with a strong tie to Elemental Earth. Tarot Meaning: Travel, Money, Business, Contracts, Deals, Voyages. Ordeal Text: Ordeal Types: Travel (e.g. Chase, Race) / Creativity (e.g. Smithing, Painting). Diamonds act as Trump for the following Action Types: Art, Building, Charming, Crafting, Driving, Emoting, Forgiving, Keeping Your Cool, Listening, Meditation, Motion, Prayer, Preparation, Research, Sprinting and Working in general. Any type of action can be prepared with a Diamond. Parry:Seize the initiativeThe cards of the original attack (less the matched card) are immediately added to the Defender’s Ordeal Pool. They may then play as many cards as their Descendant/Annex normally plays including the Parry card (1-4) usually into one of their Style Reserve, and then immediately discard any cards over Pool Limit. Soak: ReadyThe matched Attack card is immediately Prepared by the Defender (as they wish). The Soak card is discarded. | Spiritual — The first Spiritual Proficiency makes the Annex pertain to spiritual, rather than the purely material or physical things or being, this will often cause the Annex to be viewed in a spiritual or religious context and perhaps a positive or negative light, depending upon the religion and its perception and precepts, the second adds the Numinous Edge to the Annex, a third will make that a Numinous Glow, any additional Spiritual Proficiencies will add an Awe “Artistic” Success. | Numinous — A Numinous Edge on an Annex or Descendant grants it the ability to affect the Spirit and Spirit World (whether the Lea or a Psychosocial Action Space within a Character’s mind). Attacks with the Edge are usually treated as Psych Attacks, or as Emotional Effects, Defences with the Edge are Psych Defences. Once per Story / Chapter / Session Numinous Edges can raise the Stakes to Soul Stakes. | Numinous — A Numinous Glow extends the Numinous Edge and makes the Action target the Target’s Master Annex (or Personality Annex) automatically. All Numinous Glow Actions are automatically at Soul Stakes. | Artistic — Artistic Success is usually measured in terms of Emotional impact on the Target Audience. 1 Artistic Success will allow you to add a 1 card Emotional Effect that will affect the Target or Audience, or can instead be used to Draw an extra card to your Ordeal Pool. 2 Artistic Successes can create a 2 card Emotional Effect on the Target or Audience, or imbue a creation with Additional Sway, Chi, Yarn or Twists (depending on Character Type) to create Trophies, Monoliths, Artefacts or Dark Matter. 3+ Artistic Successes will induce 3 card Emotional Effects in the Target or the Action may affect a Target’s Personality Annex (Soul/Spirit) directly. | Flashy K♦ — A Flashy Critical adds insult to injury, allowing an extra card to be played in the Critical. This extra card incurs no GRT or RT penalties. Flashy Criticals can be any type of attack, but can move cards into a Splash Psych attack, where the Attacking cards will have a Negative Psych effect on all enemies and a Positive effect on all Allies that see it happen. |
Burden ♣ Suit: Clubs ♣ Ordeal Trump: Defence / Trade / Control / Magic (Negative) Description: Clubs represent the power of politics and a stoic, blind materialism. Clubs can be seen as a dark corrupting force on the world, crass materialism, sin, magic and anger, but the club is also symbolic of protection, law and justice. In the Tarot the Clubs are called Staves or Wands, in some traditions they represent Intellectual Air, but in most they are Fire. Tarot Meaning: Power, Fame, Politics, Ability, Money. Ordeal Text: Ordeal Types: Wealth, Politics, Power. Clubs act as Trump for following Actions: Bartering, Controlling, Corrupting, Emotional-intensity, Guarding, Magic, Displaying might, Politics, Self-Defence, Socializing, and Trade Negotiations. Clubs can be used to defend any type of attack. Parry:DisarmAll the cards of the attack are immediately discarded, along with the Parry Card. The remaining cards of the Defender’s Parry can now each be used to cause the Attacker to drop a Descendant (starting with the attacking weapon usually), can also cut armour straps, belts etc, or steal hats. This basically adds RT equal to the card Pips to the Annex that was used to attack. Every 5 Pips also creates a point of GRT for the Character (representing how much time the Character must spend picking up, or readying the weapon again. Court cards additionally may damage the Descendant that was disarmed, as standard for the Stakes. Soak: WardThe matched Attack card, and one other randomly selected Attack card are discarded. | Material — The first Material Proficiency on the Annex makes the Annex’s effects more durable (adding the Nimbed Burden Score to all difficulty to dispel, heal, or fix the effects of the Annex). The second Material Proficiency adds the Rewarding Edge to the Annex. The third adds the Rewarding Glow. Each additional Material Proficiency will add an Automatic Material Success. | Rewarding — The Rewarding Edge grants you a Sway Gain each use of the Annex, or Chi Gain for each use of a Descendant. | Rewarding — The Rewarding Glow grants you a Chi Gain each use of the Annex or a Yarn Gain for each use of a Descendant. | Material — Material Success wins you prizes, often in the form of Wealth and physical Property. Material Success means a Gain, this can be as simple as buying a loaf of bread, making the down payment on your new hill-top mansion, or putting the finishing touches to your latest suit of hero armour. 1 Material Success Gains as Wealth (a Sway Gain) or allows you to Play an extra card from your Pool, 2 Material Successes Gains as Chi or you may Draw and Play an additional card as an Echo of the Action during one of the GRT Phases of the Annex, 3+ Material Successes Gains as Yarn, or it allows the Action to target on the Target’s Physical Descendants. | Sack 8♣ — A Sack Critical is one that takes something from the Opponent / Target. Usually this is means that you steal something from them, this might be a Descendant taken with a crafty hand, or a Vampyre might steal some Sway (or Chi) with a bite, sometimes a Character can even be kidnapped by a Sack critical (as though they were swept into the sack). The Critical Wound is applied as both a Normal Wound and as an Economic one (often as a specific Facet Sway or paid in a Descendant). |
Craft ⚊ ♦ Suit: Diamonds ♦ Ordeal Trump: Preparation (Research / Work / Patience) / Movement (Sneaking / Sprinting) / Listening Description: Diamonds represent the finer things of life, they are bright and sparkling. Representing the creative even spiritual aspects of materialism such as beauty and art, that transcend base materialism like wealth. Despite this the Diamonds are recognised as being the Coins suit of the Tarot, with a strong tie to Elemental Earth. Tarot Meaning: Travel, Money, Business, Contracts, Deals, Voyages. Ordeal Text: Ordeal Types: Travel (e.g. Chase, Race) / Creativity (e.g. Smithing, Painting). Diamonds act as Trump for the following Action Types: Art, Building, Charming, Crafting, Driving, Emoting, Forgiving, Keeping Your Cool, Listening, Meditation, Motion, Prayer, Preparation, Research, Sprinting and Working in general. Any type of action can be prepared with a Diamond. Parry:Seize the initiativeThe cards of the original attack (less the matched card) are immediately added to the Defender’s Ordeal Pool. They may then play as many cards as their Descendant/Annex normally plays including the Parry card (1-4) usually into one of their Style Reserve, and then immediately discard any cards over Pool Limit. Soak: ReadyThe matched Attack card is immediately Prepared by the Defender (as they wish). The Soak card is discarded. | Proficiency — The Nimbed of Craft is Proficiency, the first “Proficiency” Proficiency grants the Annex the ability to add Nimbed Craft Score to the Pips of all Diamonds Played by the Annex during an Ordeal, the second adds the Proficient Edge, the third the Proficient Glow and each additional Proficiency Nimbed after adds a Precision Success Level. | Proficient — The Proficient Edge grants an additional Proficiency Dice (to a maximum of 4) to any roll, when the Annex or Descendant is suitable for the Task. | Proficient — The Proficient Glow raises the dice of your Proficiencies one step (d4 -> d6 -> d8 -> d10 -> d12) so a 2d6 Prof Pool becomes a 2d8. | Precision — Precision Successes reflect the attention to detail that comes with being a master crafter, things that you might not even notice have been done, but you’d notice if they hadn’t. 1 Precision Success can cancel any 2 Failure Levels, or allow you to Draw or Play an extra card during the Action. 2 Precision Successes allow you to Draw and Prepare a card to any of your Reserves automatically during the Action, as well as adding it to the current Action. 3+ Precision Successes allow a master crafter to alter an Annex during the Action (they can add, remove or swap Proficiencies to the Master or Sub-Annexes, and may add Sub-Annexes or Proficiencies if there is room in the Descendant. This is usually done on their own Descendants, but they can Target the Descendants of their Target (blunting their blade, setting the safety on their weapon, ejecting the magazine, etc) ). | Trained Q♦ — A Trained Critical indicates that the last action was so successful that you may immediately take another full-action with a Skill Annex or Descendant (regardless of GRT or RT). This additional Skill Action represents the Character’s long hours of training that has prepared their body and mind for this moment. Normal GRT and RT will occur after the Critical Action(s) are resolved. |
Dominion ⚊ ♣ Suit: Clubs ♣ Ordeal Trump: Defence / Trade / Control / Magic (Negative) Description: Clubs represent the power of politics and a stoic, blind materialism. Clubs can be seen as a dark corrupting force on the world, crass materialism, sin, magic and anger, but the club is also symbolic of protection, law and justice. In the Tarot the Clubs are called Staves or Wands, in some traditions they represent Intellectual Air, but in most they are Fire. Tarot Meaning: Power, Fame, Politics, Ability, Money. Ordeal Text: Ordeal Types: Wealth, Politics, Power. Clubs act as Trump for following Actions: Bartering, Controlling, Corrupting, Emotional-intensity, Guarding, Magic, Displaying might, Politics, Self-Defence, Socializing, and Trade Negotiations. Clubs can be used to defend any type of attack. Parry:DisarmAll the cards of the attack are immediately discarded, along with the Parry Card. The remaining cards of the Defender’s Parry can now each be used to cause the Attacker to drop a Descendant (starting with the attacking weapon usually), can also cut armour straps, belts etc, or steal hats. This basically adds RT equal to the card Pips to the Annex that was used to attack. Every 5 Pips also creates a point of GRT for the Character (representing how much time the Character must spend picking up, or readying the weapon again. Court cards additionally may damage the Descendant that was disarmed, as standard for the Stakes. Soak: WardThe matched Attack card, and one other randomly selected Attack card are discarded. | Influence — The first Influence Proficiency adds a Realm Success Level to the Annex if you attempt to affect multiple targets. The second Influence Proficiency adds a Pact Edge, the third a Pact Glow. Each additional Influence Proficiency adds an additional Realm Success to the Annex. | Pact — The Pact Edge allows an Annex or Descendant to affect all members of a specified Pact as a single Target. This Edge is often given to Pact Descendants that usually specify themselves as the Pact. Users may specify the Pact of an Annex during any modification to the Annex (such as adding a Proficiency). | Pact — Pact Glows can allow an Annex (or Descendant) to be Shared with all other members of a specified Pact for free. | Realm — Realm Success represents success that covers a territory, area (of knowledge or space) or group of people. 1 Realm Success will allow Playing an additional card from your Ordeal Pool to pay for additional Targets or act as insider knowledge. 2 Realm Successes will Pull and Play a card to act as Realm Knowledge or to Pay for extra Targets. 3+ Realm Successes can make an Action affect a whole Location. The Location or Group Size affected is equal to the Character’s Size (0/1 for most Humans) + their Dominion Score + the Pips of one card Pulled and Played as an area of effect (e.g. a Bombing Action might add Dominion 4, Size 1 and 8 Pips to create 13 Yarn which would hit all of a Large Building or Vehicle at once, or affect over a hundred individuals. | Overwhelming 9♣ — An Overwhelming Critical simply overpowers and “ignores” all defences. All cards played are immediately made Unsoakable Wounds, that may be applied either to the target ignoring their defences, or directly to their defences (such as their armour) to destroy it. |
Enigma ♥ Suit: Hearts ♥ Ordeal Trump: Healing (Survival / Magic) / Deception (Hide / Feint) / Magic (Positive) Description: Hearts represent Love, Family and the comforts of home. Hearts are the warmth of a cosy fireplace, and social wealth rather than material. In the Tarot the suit is called Cups, and represents the feminine and elemental Water. Tarot Meaning: Love, Relationships, Affections, Family, Sympathy, Peace. Ordeal Text: Ordeal Types: Nurturing, Farming, Relationships, Medical. Hearts act as Trumps for the following Actions: Blending in, Cooking, Escaping, Healing, Hiding, Hunting, Insulting, Joke-telling, Lying, Magic, Mimicry, Riddling, Spinning a tale, Surgery, and Survival. Any type of Wound can be healed with a Heart. Parry:Locked RespiteAll unmatched Cards from the original attack are Discarded by the Defender, however with each card they Discard they may either use the card to Heal/Stabilise one of their own wounds (or damage to the Parrying Descendant), or they may use the card to slow their attacker with additional RT (Pips) or GRT (Pips/5). Soak: DisengageThe Soak Card acts as a Heal card, and is discarded along with the Attack card. This immediately Heals all Wounds in play that have less Pips, including the remaining Wounds in the Attack, by one Wound Level (discards Distracts). | Hidden — The Nimbed effect of Enigma is that of hiding, this makes the effects of the Annex difficult to spot, trace or identify. The first Nimbed Enigma Proficiency makes it so that when the User is unobserved or hidden they may add a Covert Success to the Annex action automatically, or the Annex activation itself may be hidden by a Difficulty to spot of the Enigma Nimbed Boon. Two Hidden Proficiencies add the Occult Edge, Three Hidden Proficiencies add the Occult Glow. Each extra Hidden Proficiency after that will add a Covert Success to the Annex action. | Occult — The Occult Edge grants hidden, secretive, and arcane knowledge and abilities. The Occult Edge makes it difficult to work out how an Occult Annex or Descendant worked, or even sometimes what it did. The Action itself is hidden, with the Enigma Boon creating the Difficulty to Spot the Action and adding Penetration Pips to any cards played. Understanding the Action would require beating the original Occult Action Score + the Enigma Boon. | Occult — The Occult Glow grants allows an Annex or Descendant to access Magical Difficulties regardless of whether they are actually using magic to accomplish it. This allows the Occult Annex or Descendant to accomplish “impossible” things, such as throwing balls of fire, or hacking the banks computers by pressing the buttons on the ATM. | Covert — Covert Success is a Success that no one knows about, at least for now. 1 Covert Success can let you Draw an extra card to your Ordeal Pool, Raise or Lower the Stakes one Level (as you like), or may add or subtract Stress from the Target, User or a die to the Drama Pool. 2 Covert Successes will allow you to Draw and Prepare a Card to keep yourself or your Actions hidden or to add a Questions Failure Level to everyone who is following, investigating, or trying to undo the Covert Action . 3+ Covert Successes allows you to Play or Prepare all cards face-down, this can make it impossible to Dodge, Block or Parry effectively (although Covert Dodging Blocking and Parrying would negate this advantage), but cards must be revealed when Soaked, or whenever Total Action Pips are calculated. | Sub-Rosa Q♥ — A Sub-Rosa Critical indicates that the Character, whatever they were doing, has also achieved “something under the table”, that is unperceived by the Opponents or Allies. Normally this is a single Ordeal card action that is drawn and played by the Character. This may allow a Character, prepare some trick or escape plan, to pick an opponent’s pocket in combat, relieve them of their side-arm before they can draw it, play a Wyrd Tarot card upon them (initially face-down) without the normal rules of contact, or sucker-punch them before they know what hit them. It can also be used to allow a Character to “re-hide” in effect never revealing themselves even as they attack. |
Fury ⚊ ♣ Suit: Clubs ♣ Ordeal Trump: Defence / Trade / Control / Magic (Negative) Description: Clubs represent the power of politics and a stoic, blind materialism. Clubs can be seen as a dark corrupting force on the world, crass materialism, sin, magic and anger, but the club is also symbolic of protection, law and justice. In the Tarot the Clubs are called Staves or Wands, in some traditions they represent Intellectual Air, but in most they are Fire. Tarot Meaning: Power, Fame, Politics, Ability, Money. Ordeal Text: Ordeal Types: Wealth, Politics, Power. Clubs act as Trump for following Actions: Bartering, Controlling, Corrupting, Emotional-intensity, Guarding, Magic, Displaying might, Politics, Self-Defence, Socializing, and Trade Negotiations. Clubs can be used to defend any type of attack. Parry:DisarmAll the cards of the attack are immediately discarded, along with the Parry Card. The remaining cards of the Defender’s Parry can now each be used to cause the Attacker to drop a Descendant (starting with the attacking weapon usually), can also cut armour straps, belts etc, or steal hats. This basically adds RT equal to the card Pips to the Annex that was used to attack. Every 5 Pips also creates a point of GRT for the Character (representing how much time the Character must spend picking up, or readying the weapon again. Court cards additionally may damage the Descendant that was disarmed, as standard for the Stakes. Soak: WardThe matched Attack card, and one other randomly selected Attack card are discarded. | Tempest — The Tempest Nimbed makes an Annex powerful and dangerous, the first Tempest Proficiency aggravates any Wound caused by the Actions of the Annex by one Level, the second adds the Storm Edge, the third adds the Storm Glow and each additional Tempest Proficiency after that will add a Fierce Fury Success. | Storm — A Storm Edge is rarely quiet and always raises the Stakes to High when it is used or drawn. Once per Story / Chapter / Session the Storm Edge can raise the Stakes to Extreme. Storm Edges add Fury Stress to all rolls made by the Annex or Descendant, which may be immediately spent as Strain. | Storm — A Storm Glow raises the Stakes of all Actions taken with the Annex or Descendant to Extreme Stakes. Once per Story, Chapter, Episode, or Session the Storm Glow may add Fury Boon plus all current Stress as a Score to a single Action, all Stress is Relieved by this Action. | Fierce — Fierce Success is an aggressive success, these are the sorts of Successes where you might take it too far, where you just wanted to scare the guy, not murder his whole family. 1 Fierce Success lets you Play an extra card from your Ordeal Pool on the Action, and it either counts as a 1 card Negative Emotional Effect on the Target or another Opponent, or it will also set to the Tone to match that of the Action. 2 Fierce Successes lets you Draw and Play two extra cards as a 2 card Negative Emotional Effect, the larger of the Two cards may also be added to the Action you are taking. 3+ Fierce Successes allows you to Draw 4 cards and Play 3 to create a 3 card Emotional Effect that also adds all the Pips to the Action. | Frenzy J♣ — A Frenzy Critical allows a Character to take more Actions than would normally be possible. In an Ordeal the critical allows the Character to Draw a number of cards, completely empty their Ordeal Pool and then Draw the same number of cards again. They can do this in one Phase, or over a number of Phases as they see fit. RT and GRT will not apply until their Pool has emptied and they Draw more cards. Alternatively a Frenzy critical can simply reduce the time an activity can take reducing a complex activity by half and a simple activity to a quarter of the normal time taken. |
Gossamer ⚊ ♠ Suit: Spades ♠ Ordeal Trump: Attack / Perception / Penetration (Opening / Navigation / Logic) Description: The Spades Suit is the suit of suffering, said to be good for the soul, but miserable for a Monday. Competition, perception, endurance and curiosity are positive aspects associated with the suit, but spades also represent destruction, betrayal, distance, might and death. In the tarot, the Suit is replaced with Swords, which (depending on the tradition) may represent either damaging Fire, or more commonly the cutting intellect of Air. Tarot Meaning: Misfortune, Suffering, Loss, Mourning, Treachery, Betrayal, War, Lawsuit, Conflict. Ordeal Text: Ordeal Types: Confrontation (e.g. Warfare, Lawsuit), Competition (Sports, Quizzes etc), Perception (Spot Hidden). Spades act as Trumps for the Following Action Types: Attacking, Balance, Climbing, Contagion, Desecration, Destruction, Feats of Strength, Lock-picking, Navigation, Perception (Search/Spot), Staying power, and Stoicism. Spades can be used for any type of attack. Parry:Redirect-AttackThe damage from the original attack (less the Parried Card) is redirected by the Defender to the Attacker, their Descendants or their Allies. Soak: Counter-AttackThe matched Attack card is reflected back at the Attacker, or their Descendant, as Narratively appropriate. | Entangling — The Nimbed of Gossamer is entangling, sticky and strong just like spider webs. The first Entangling Proficiency adds the Gossamer Nimbed score to the Annex score if the Annex is used in conjunction with environmental factors such as the layout of the scenery, weather conditions, and opportunistic positioning. A second Nimbed Gossamer Proficiency will add the Grappling Edge, a third will add the Grappling Glow and each additional one after will add a Ribbon Gossamer Success. | Grappling — A Grappling Edge makes an Annex or Descendant grab things (possibly with Reach or Range). Grabbing a Character will Restrain them by playing a card as a Restraint (see Gossamer Critical). Grabbing a Prop would allow it to be “Tugged” (Possession Magic) by Actions. Grabbing a Location would allow Actions with the Annex or Descendant to move the Character (a grappling hook allows you to climb) at walking pace. | Grappling — A Grappling Glow increases the ability of the Grappling Annex or Descendant so that it now behaves almost as an extension of the Character’s arms and hands. Multiple opponents may be Grappled at once, and each Restrained by the same card. Props may be “Puppeted” (Possession magic) by the Actions of the Annex or Descendant. Grabbing a Location allows the Character to move as though Flying with the Actions of the Annex or Descendant. Additionally Gossamer Score may be added to the Reach or Range to increase it. | Ribbon — Ribbon Successes can be used a number of ways. 1 Ribbon Success can make a Sway Gain, or pass a short message (Card Pips Syllables) to the Target who may respond with a gesture or a one syllable word. 2 Ribbon Successes can let you make a Chi Gain, or it can be used to Draw and Play an extra card to act as binding (Restraint), pay for additional Targets (+3 Pips per Target) or to allow aerial and acrobatic movements, such as jumping while shooting, swinging on a grappling line while spell-casting, etc. 3+ Ribbon Successes can bounce attacks, as the “Ribbon” connects multiple Targets (Draw and Play a card. Card Pips give a Group Size in Chi, the Ribbon may be straight, zig-zagged, curved etc). Incoming attacks can be bounced back by 3+ Ribbon Successes toward a new Target including the Source. | Restrain 10♠ — Restrain Criticals let a Character grapple another Character, tie them up, or even arrest them. Restraining an Opponent stops them from being able to dodge and parry your (or an Ally’s) attacks and restricts the attacks they make. The Character restraining should play at least one card as a Restraint. The Restraint card will act to Soak any attacks the Restrained Character may make, and will count towards any attacks that the Restrained Character attempts to Dodge or Parry. However, if the Restrained Character can beat twice the Pips of the Restraint cards then they free themselves. The Restrain Critical technically adds the 🎭 damage type to any attack. |
Heresy ⚊ ♥ Suit: Hearts ♥ Ordeal Trump: Healing (Survival / Magic) / Deception (Hide / Feint) / Magic (Positive) Description: Hearts represent Love, Family and the comforts of home. Hearts are the warmth of a cosy fireplace, and social wealth rather than material. In the Tarot the suit is called Cups, and represents the feminine and elemental Water. Tarot Meaning: Love, Relationships, Affections, Family, Sympathy, Peace. Ordeal Text: Ordeal Types: Nurturing, Farming, Relationships, Medical. Hearts act as Trumps for the following Actions: Blending in, Cooking, Escaping, Healing, Hiding, Hunting, Insulting, Joke-telling, Lying, Magic, Mimicry, Riddling, Spinning a tale, Surgery, and Survival. Any type of Wound can be healed with a Heart. Parry:Locked RespiteAll unmatched Cards from the original attack are Discarded by the Defender, however with each card they Discard they may either use the card to Heal/Stabilise one of their own wounds (or damage to the Parrying Descendant), or they may use the card to slow their attacker with additional RT (Pips) or GRT (Pips/5). Soak: DisengageThe Soak Card acts as a Heal card, and is discarded along with the Attack card. This immediately Heals all Wounds in play that have less Pips, including the remaining Wounds in the Attack, by one Wound Level (discards Distracts). | Indirect — The Nimbed of Heresy is indirect the first Indirect Proficiency makes the Annex able to work through another Character or Descendant (called the Pigeon). This allows for two Range Difficulties, the Range from User to the Pigeon and the Range from the Pigeon to the Target. The second Indirect Proficiency adds the Beguiling Edge and the third the Glow, each additional Indirect Proficiency will add an automatic Diversion success to the Annex. | Beguiling — A Beguiling Edge lets an Annex or Descendant lie and create false impressions and illusions. A Beguiling Edge has a lie that it tells and tries to convince the universe of, with a Heresy Score. The lie can be something simple like “These are not the robots you are looking for” or more complex like “Whoever holds this Descendant will be mistaken for the King”. | Beguiling — A Beguiling Glow tells lies that become truths, such as face-dancing, shape-shifters, or fairy glamours can do. The Target, User or Location can be altered by the lie as though Side-Stepped by the Annex Score (Rolled) as Yarn when the Annex is used or (Master Annex in the case of Descendants) Descendant is entered, held, drawn or used as appropriate. | Diversion — Diversion Successes can be used to divert another some how. 1 Diversion Success allows you to Draw and Play an extra card if you Play a Distract Level card in the Action. 2 Diversion Successes create an Unsoakable Distract on the Target, or someone following, tracking or investigating the event. 3+ Diversion Successes create (Nimbed Score) Red Herring clues, such as false trails, dead ends, terrain changes and so on (Individual Clues may be Spotted as False early with a Difficulty of Nimbed Boon, but otherwise add Nimbed Score to Difficulty to Track / Find / Solve). | Ploy J♥ — A Ploy Critical allows a Character to mislead, double-cross, or bluff an opponent. This allows the Character to take one card the target has Prepared from their Style Reserve (or a random card from their Pool if they have no Prepared cards) and add it to the attack they are making, as the target has fallen for the Ploy and done exactly what the Character wanted. |
Inertia ♠ Suit: Spades ♠ Ordeal Trump: Attack / Perception / Penetration (Opening / Navigation / Logic) Description: The Spades Suit is the suit of suffering, said to be good for the soul, but miserable for a Monday. Competition, perception, endurance and curiosity are positive aspects associated with the suit, but spades also represent destruction, betrayal, distance, might and death. In the tarot, the Suit is replaced with Swords, which (depending on the tradition) may represent either damaging Fire, or more commonly the cutting intellect of Air. Tarot Meaning: Misfortune, Suffering, Loss, Mourning, Treachery, Betrayal, War, Lawsuit, Conflict. Ordeal Text: Ordeal Types: Confrontation (e.g. Warfare, Lawsuit), Competition (Sports, Quizzes etc), Perception (Spot Hidden). Spades act as Trumps for the Following Action Types: Attacking, Balance, Climbing, Contagion, Desecration, Destruction, Feats of Strength, Lock-picking, Navigation, Perception (Search/Spot), Staying power, and Stoicism. Spades can be used for any type of attack. Parry:Redirect-AttackThe damage from the original attack (less the Parried Card) is redirected by the Defender to the Attacker, their Descendants or their Allies. Soak: Counter-AttackThe matched Attack card is reflected back at the Attacker, or their Descendant, as Narratively appropriate. | Momentum — The Nimbed of Inertia is Momentum. The first Momentum Proficiency grants the Annex the ability to affect momentum directly or indirectly, this means that each Pip the User spends on Movement during the Annex action also adds Penetration to any and all Attacks created by the Annex during this action. The second Momentum Proficiency adds the Pulse Edge and the third the Pulse Glow, each additional Nimbed Inertia Proficiency adds one Continuity Success. | Pulse — An Pulse Edge indicates an Annex or Descendant that acts semi-autonomously, often it will be started by the User, but it will continue on its own until stopped. After initial activation the Pulse Edge will activate the same Annex again, usually on the same Target, as soon as the RT and GRT are paid off. These Pulse activations do not incur GRT themselves. | Pulse — A Pulse Glow raises the bar on the Pulse Edge, by reducing the RT of all Actions that take place at the “Tempo” time (including the Tempo itself) by the User’s Inertia Score. The Tempo of the Annex has a minimum “beat” equal to its GRT. | Continuity — Continuity Successes allow a Character to continue something from before, picking up where they left off, or putting it down in a way that they can pick up later. 1 Continuity Success will let you mildly retcon a situation (“I actually have one bullet left”) and make a Sway Gain. 2 Continuity Successes will allow you retcon more complex situations changing Descendants or Annexes for specific needs (“Just like flying a T-16… back home.”) which can also be a Chi Gain, or you may Draw and Play an Ordeal Card to continue moving in the direction you last moved. 3+ Continuity Successes can be used to perform Extreme Retcons under some circumstances (“No, my friends, this IS my house!”) with Yarn Gains being made at the same time, or a Yarn Card being Drawn to and Played from your Ordeal Pool to create Frays, Snags, Hitches or Obstacles for the Target of the Retcon. | Shove 9♠ — A Shove critical allows a Character to push another one around. This adds a 🎭 Stage Damage type to an attack. Normally this will function as a Kick or Yank attack, but unlike them a Shove can move a Target aside, around, over or under the Character. |
Jeer ♥ Suit: Hearts ♥ Ordeal Trump: Healing (Survival / Magic) / Deception (Hide / Feint) / Magic (Positive) Description: Hearts represent Love, Family and the comforts of home. Hearts are the warmth of a cosy fireplace, and social wealth rather than material. In the Tarot the suit is called Cups, and represents the feminine and elemental Water. Tarot Meaning: Love, Relationships, Affections, Family, Sympathy, Peace. Ordeal Text: Ordeal Types: Nurturing, Farming, Relationships, Medical. Hearts act as Trumps for the following Actions: Blending in, Cooking, Escaping, Healing, Hiding, Hunting, Insulting, Joke-telling, Lying, Magic, Mimicry, Riddling, Spinning a tale, Surgery, and Survival. Any type of Wound can be healed with a Heart. Parry:Locked RespiteAll unmatched Cards from the original attack are Discarded by the Defender, however with each card they Discard they may either use the card to Heal/Stabilise one of their own wounds (or damage to the Parrying Descendant), or they may use the card to slow their attacker with additional RT (Pips) or GRT (Pips/5). Soak: DisengageThe Soak Card acts as a Heal card, and is discarded along with the Attack card. This immediately Heals all Wounds in play that have less Pips, including the remaining Wounds in the Attack, by one Wound Level (discards Distracts). | Witty — The Nimbed of Jeer is wit and makes an Annex with it witty, this is the power of heroes who jape and quip to throw their enemies off guard or anger them into making a mistake. The first Witty Proficiency allows the Annex to add the Nimbed Jeer Die (Boon+Scale) to the Annex Score and directly to the Pips of any played card, if the action is intended to be humorous, mimics another, or the idea makes someone laugh (especially the Ref or the current Yarn-Teller). The second Witty Proficiency grants the Annex the Retorting Edge, the third the Retorting Glow, the fourth and any subsequent Witty Proficiencies add a Comic Success. | Retorting — A Retorting Edge lets an Annex or Descendant respond with an Emotional Effect in response to a certain circumstance (often being attacked). It allows the Annex or Descendant to play the User’s Jeer Draw cards from their Ordeal Pool as an Emotional Effect on the Attacker, this incurs Jeer Score RT on the Annex or Descendant Master Annex or Gaining Jeer Score Stress as preferred. | Retorting — A Retorting Glow lets an Annex or Descendant responds as a Retorting Edge without incurring any RT penalties, but it can also respond with a full instant Action, Drawing as normal and performing a full-action that was decided when the Glow was created (often attacking the Attacker or Preparing a Defence). Retorting Glows do have a cost, they must Relieve Jeer Score Stress with each activation. Lack of Stress will result in the Glow not activating. | Comic — Comic Success is meant to make something funny, which is a pure narrative effect, but Comic Successes can have other uses. 1 Comic Success can directly invoke the Rule of Funny, and change the Tone to Comedy, or empower something already funny (usually in the Referee’s opinion based on Player reactions to the Narration) by Drawing and Playing an extra card. 2 Comic Successes can be used to ignore a barrier, shield, soak-layer or obstacle, this works by Drawing and Playing an Unsoakable Wound directly on the Target for any barrier overcome by 2 Comic Successes, this can be narrated in a number of ways, including them slipping in their armour, not realising the bush they dived into for cover is filled with nettles, thorns or poison-ivy, not seeing the top of the door because of their helmet, powered armour weighing too much for the floor, etc. 3+ Comic Successes lowers the Tension Level one, this also empties the Drama Pool (if used), each die removed from the Drama Pool Relieves 1 Stress from each Character allied to the Success. If the Drama Pool is not being used, remove 1d6 Stress from each Ally and the User. | Zinger 10♥ — Zingers are actions that have a special bite or twist. Often this is because of an riposte or extra insult on top of the normal action. Zingers can Draw and Play an extra card as either a Psych based quip, a physical riposte, or to add Pips of Penetration to an Attack, as you wish. |
Key ⚊ ♠ Suit: Spades ♠ Ordeal Trump: Attack / Perception / Penetration (Opening / Navigation / Logic) Description: The Spades Suit is the suit of suffering, said to be good for the soul, but miserable for a Monday. Competition, perception, endurance and curiosity are positive aspects associated with the suit, but spades also represent destruction, betrayal, distance, might and death. In the tarot, the Suit is replaced with Swords, which (depending on the tradition) may represent either damaging Fire, or more commonly the cutting intellect of Air. Tarot Meaning: Misfortune, Suffering, Loss, Mourning, Treachery, Betrayal, War, Lawsuit, Conflict. Ordeal Text: Ordeal Types: Confrontation (e.g. Warfare, Lawsuit), Competition (Sports, Quizzes etc), Perception (Spot Hidden). Spades act as Trumps for the Following Action Types: Attacking, Balance, Climbing, Contagion, Desecration, Destruction, Feats of Strength, Lock-picking, Navigation, Perception (Search/Spot), Staying power, and Stoicism. Spades can be used for any type of attack. Parry:Redirect-AttackThe damage from the original attack (less the Parried Card) is redirected by the Defender to the Attacker, their Descendants or their Allies. Soak: Counter-AttackThe matched Attack card is reflected back at the Attacker, or their Descendant, as Narratively appropriate. | Sharp — The Nimbed of Key is sharp, sharp Annexes glean additional information as well as probing defences. The first Nimbed Key Proficiency in the Annex grants the Annex the ability to Critical by playing specific cards in Ordeals (a Critical card must be specific to the Root or Channelling Facet of the Annex) or by the Annex naturally rolling the Maximum possible Score. The second and third Nimbed Key Proficiencies add the Pointed Edge and Glow respectively, and each additional Nimbed Key Proficiency thereafter adds an additional Probing Success. | Pointed — A Pointed Edge adds Nimbed Key Score Penetration to the Score (and all cards) of any Full-Action the Annex or Descendant makes. | Pointed — A Pointed Glow can once per Scene make a Full-Action where the Annex or Descendant ignores all barriers and Obstacles within the Location (but not Range, Reach or Movement), and once per Story / Chapter / Episode or Session you may make ignore all barriers, Obstacles and Soak-Layers, making all Wounds played Unsoakable. | Probing — Probing Successes are always useful, they can reveal pieces of information, 1 Probing Success may reveal an piece of information about a character such as their first name, age, nickname, or family name or may Draw an additional Card. 2 Probing Successes give something more interesting (such as a missed detail from an earlier Revelation and how it pertains to this Character, or an actual Clue), or Draw and Play a card that will add its Pips as Penetration to the attack. 3 Probing Successes can reveal an actual Revelation (hints from the Yarn-Teller) or you can completely ignore 1 Soak-Layer opposing the Action. | Break Through Q♠ — A Break Through Critical is one that ignores the defences arrayed against it. An Attack becomes Unsoakable by armour, etc. Parries may still work, but all Parried cards are taken by the Parrying Descendant. Outside of combat actions a Break Through adds an Automatic Success Level and removes 1 Failure Level (if present). |
Liberty ⚊ ♥ Suit: Hearts ♥ Ordeal Trump: Healing (Survival / Magic) / Deception (Hide / Feint) / Magic (Positive) Description: Hearts represent Love, Family and the comforts of home. Hearts are the warmth of a cosy fireplace, and social wealth rather than material. In the Tarot the suit is called Cups, and represents the feminine and elemental Water. Tarot Meaning: Love, Relationships, Affections, Family, Sympathy, Peace. Ordeal Text: Ordeal Types: Nurturing, Farming, Relationships, Medical. Hearts act as Trumps for the following Actions: Blending in, Cooking, Escaping, Healing, Hiding, Hunting, Insulting, Joke-telling, Lying, Magic, Mimicry, Riddling, Spinning a tale, Surgery, and Survival. Any type of Wound can be healed with a Heart. Parry:Locked RespiteAll unmatched Cards from the original attack are Discarded by the Defender, however with each card they Discard they may either use the card to Heal/Stabilise one of their own wounds (or damage to the Parrying Descendant), or they may use the card to slow their attacker with additional RT (Pips) or GRT (Pips/5). Soak: DisengageThe Soak Card acts as a Heal card, and is discarded along with the Attack card. This immediately Heals all Wounds in play that have less Pips, including the remaining Wounds in the Attack, by one Wound Level (discards Distracts). | Gifted — The Nimbed of Liberty is gifted. The Annex is treated as a gift by the user, they will pay less to use the Annex, and do not have to train as a hard or practise as often to use it. The first Gifted Proficiency lets the Annex Draw Nimbed Liberty Draw additional cards which may either be added to either the Wyrd Tarot Hand or Ordeal Pool. The second and third Gifted Proficiencies add the Freebie Edge and Glow. Each additional Gifted Proficiency after adds an Exceptional Liberty Successes. | Freebie — A Freebie Edge means that the Annex or Descendant has a lower cost than normal (ideally 0). The Freebie Edge ignores Nimbed Liberty Draw Umbrals in the Annex, but they still add their Value. Typically, on a Descendant usually only the Master Annex is affected by the Freebie and the Descendant will usually have a Hitch to reduce the cost. | Freebie — A Freebie Glow makes an Annex or Descendant no longer have any Umbral Costs including all Umbral Tangles, on any Action or activation (all though Difficulty modifiers such as Range or Targets and Nimbed Tangles will still apply). | Exceptional — Exceptional Successes can grant you extreme, lucky-breaks, coincidences, flukes and so on narratively, but Exceptional Successes can also be used to grant you freedoms and exceptions, or exemptions. An Exceptional Success might make an area of effect not touch you, a Hitch to not Trigger this one time, a card of an opposed Action to not apply to them, or might make the police not fire on you, since you are the Sheriff’s eldest child. This Exceptional Success is always couched in terms of how the Character is an Exception and a single card cancelled per Exceptional Success, perhaps the Sniper focused on aiming at the “big bad”, didn’t see the robed lieutenant transform into a demon, and so doesn’t have to take the Horror emotional effect everyone that saw it does, instead the Sniper will take a Terror effect from hearing the screams on comms. | Choice 9♥ — A Choice Critical represents a best possible situation, where you may choose between two (or more) specific choices. Examples include being able to Target a single body-part, Annex, specific Facet Sway, or Descendant they like when attacking. The current Yarn-Teller must offer at least two choices, each other Yarn-Teller may offer additional choices, the Referee may veto choices. You the Player must choose one, which if you are a Yarn-Teller may be your own suggestion (which can simplify and speed up play). |
Miasma ♠ Suit: Spades ♠ Ordeal Trump: Attack / Perception / Penetration (Opening / Navigation / Logic) Description: The Spades Suit is the suit of suffering, said to be good for the soul, but miserable for a Monday. Competition, perception, endurance and curiosity are positive aspects associated with the suit, but spades also represent destruction, betrayal, distance, might and death. In the tarot, the Suit is replaced with Swords, which (depending on the tradition) may represent either damaging Fire, or more commonly the cutting intellect of Air. Tarot Meaning: Misfortune, Suffering, Loss, Mourning, Treachery, Betrayal, War, Lawsuit, Conflict. Ordeal Text: Ordeal Types: Confrontation (e.g. Warfare, Lawsuit), Competition (Sports, Quizzes etc), Perception (Spot Hidden). Spades act as Trumps for the Following Action Types: Attacking, Balance, Climbing, Contagion, Desecration, Destruction, Feats of Strength, Lock-picking, Navigation, Perception (Search/Spot), Staying power, and Stoicism. Spades can be used for any type of attack. Parry:Redirect-AttackThe damage from the original attack (less the Parried Card) is redirected by the Defender to the Attacker, their Descendants or their Allies. Soak: Counter-AttackThe matched Attack card is reflected back at the Attacker, or their Descendant, as Narratively appropriate. | Festering — The Nimbed of Miasma is festering, festering is a powerful, contagious and transformative effect that can alter how an Annex works fundamentally. The first Festering Proficiency added to an Annex makes all Festering wounds and Untreated Wounds equivalent in Difficulty for the Annex. This means all wounds created by the Annex will Fester as soon as they are no longer Fresh, but conversely they are the same Difficulty to treat with this Annex also. The second and third Festering Proficiencies add the Contagious Edge and Glow to the Annex. Each additional Festering Proficiency after that adds a Transformative Success. | Contagious — A Contagious Edge has a chance to infect the Target of the Annex or Descendant with a contagious affect, which will go on to infect others. The chance of Contagion is based on the User’s Miasma Die beating the Target’s Phoenix Score (which may be rolled), if they are affected by the Annex (or Descendant). Additionally, if the Annex or Character manages to Stress the target some how, each Stress gained will add +1 to the roll; if the Annex (or Descendant) Wounds a Character then the Contagious Effect may add the Pips of the Wound to its roll, this is doubled if the Wound Festers. The Contagious effect will take Annex Boon as Chi Limit Duration (Boon 32 Would take 2 Days) to appear during which it may be cured and cancelled by Healing, Medicine, etc. beating the Contagion Score Doubled. The infection may then attempt to infect another, by using that Character’s Miasma. | Contagious — A Contagious Glow infects every Target that the Annex or Descendant affects, causing the effect to spread as they in turn infect others. The Contagious effect takes hold over a period of time equal to the User’s Miasma Boon as a Yarn Limit Duration, and the Annex Die replaces the Miasma Die of the Character of the Edge, again plus any Wound Pips (doubled if the Wound Festered). | Transformative — Transformative Successes are able to change details, objects, actions and targets in different ways. For example, a single Transformation Success could age or de-age a Character a little, make them more beautiful, slimmer, more toned, or a touch uglier than normal. Each Transformative Success is the equivalent of 1 Yarn in terms of the Sway Changes that can be performed to a Target. Uses might include altering the type of an attack. Three or more Transformation Successes can also be used to access Bulmäs Lea cards with Ordeal cards as magical transformations, which may make the Target into an animal, or target a limb for transformation, as the Yarn-Teller decides. Often in Low-Power situations Transformation Successes have a limited Duration based on their Yarn equivalence (treated as an Extend Duration 1 Transformation Success will last at most a moment, 5 would last a weekend), although High-Powered Transformation Successes are usually permanent, or limited to a Year and a Day. | Bane K♠ — A Bane Critical is especially deadly. Banes are always treated as Extreme Stakes, and even then raise the limits of the Cards played by one. All Bane wounds automatically Fester. |
Nature ♥ Suit: Hearts ♥ Ordeal Trump: Healing (Survival / Magic) / Deception (Hide / Feint) / Magic (Positive) Description: Hearts represent Love, Family and the comforts of home. Hearts are the warmth of a cosy fireplace, and social wealth rather than material. In the Tarot the suit is called Cups, and represents the feminine and elemental Water. Tarot Meaning: Love, Relationships, Affections, Family, Sympathy, Peace. Ordeal Text: Ordeal Types: Nurturing, Farming, Relationships, Medical. Hearts act as Trumps for the following Actions: Blending in, Cooking, Escaping, Healing, Hiding, Hunting, Insulting, Joke-telling, Lying, Magic, Mimicry, Riddling, Spinning a tale, Surgery, and Survival. Any type of Wound can be healed with a Heart. Parry:Locked RespiteAll unmatched Cards from the original attack are Discarded by the Defender, however with each card they Discard they may either use the card to Heal/Stabilise one of their own wounds (or damage to the Parrying Descendant), or they may use the card to slow their attacker with additional RT (Pips) or GRT (Pips/5). Soak: DisengageThe Soak Card acts as a Heal card, and is discarded along with the Attack card. This immediately Heals all Wounds in play that have less Pips, including the remaining Wounds in the Attack, by one Wound Level (discards Distracts). | Instinct — The Nimbed of Nature is instinct, and it makes an Annex instinctive, the Annex can react faster than similar Annexes and in some cases the effects can appear to have life of their own. The first Instinct Proficiency grants an Annex the Nimbed Nature Score Pips to pay the RT of the Annex. The second and third Instinct Proficiencies add the Living Edge and Glow respectively and then each additional Instinct Proficiency adds a Gory Success to the action of the Annex. | Living — A Living Edge means the Annex’s effects are motile and responsive and will actively resist attempts to “dispel” it. Add Nature Score to difficulty to dispel or Heal as inanimate objects dodge and wounds bite back. Living Descendants can naturally regenerate and may be able to move on their own, depending upon the Yarn-Teller and Plots. | Living — The Annex’s effects are motile and responsive and will actively resist attempts to “dispel” it. Add Nature Boon to difficulty to dispel or Heal as inanimate objects dodge and wounds bite back. Living Glow Descendants are effectively Ally Extras, they may be animals, or Characters depending upon their intelligence and other Edges the descendant may have. | Gory — Gory Successes are bloody events, and narratively speaking they represent visceral descriptions and spilled blood, however that is only how they appear on the Flesh Incarna. Gory Successes are specialized by Incarna and each Character may choose up to Nature Nimbed Score Incarnas that they can affect by Proficiencies. 1 Gory Success will Raise or Lower the Level of a Wound by one, or if the Target is the appropriate Incarna you may Draw and Play an Extra card. 2 Gory Successes apply an Unsoakable Flesh Wound to the Target. 3+ Gory Successes Discard all Distract cards from your Ordeal Pool and Draw replacements, or Remove all Wounds greater than Flesh Wound from your Character instantly. | Bloody 8♥ — A Bloody Critical can only technically be performed on flesh Incarna, but anything with blood to spill will do. Bloody Criticals add an Extra card of Normal (or Economic damage to Health) to an action and also adds the shocking 😱 damage type to any attack. Any Bloody Wounds created automatically Fester. |
Orthodox ♦ Suit: Diamonds ♦ Ordeal Trump: Preparation (Research / Work / Patience) / Movement (Sneaking / Sprinting) / Listening Description: Diamonds represent the finer things of life, they are bright and sparkling. Representing the creative even spiritual aspects of materialism such as beauty and art, that transcend base materialism like wealth. Despite this the Diamonds are recognised as being the Coins suit of the Tarot, with a strong tie to Elemental Earth. Tarot Meaning: Travel, Money, Business, Contracts, Deals, Voyages. Ordeal Text: Ordeal Types: Travel (e.g. Chase, Race) / Creativity (e.g. Smithing, Painting). Diamonds act as Trump for the following Action Types: Art, Building, Charming, Crafting, Driving, Emoting, Forgiving, Keeping Your Cool, Listening, Meditation, Motion, Prayer, Preparation, Research, Sprinting and Working in general. Any type of action can be prepared with a Diamond. Parry:Seize the initiativeThe cards of the original attack (less the matched card) are immediately added to the Defender’s Ordeal Pool. They may then play as many cards as their Descendant/Annex normally plays including the Parry card (1-4) usually into one of their Style Reserve, and then immediately discard any cards over Pool Limit. Soak: ReadyThe matched Attack card is immediately Prepared by the Defender (as they wish). The Soak card is discarded. | Learned — The Nimbed of Orthodox is learned, a learned Annex might be learned from a book, a course, a teacher, and can be taught to others. The first Learned Proficiency means that this Annex does not fill the normal slot for its Annex type, but one slot lower. So a Learned Talent fills a Skill slot, a Learned Power fills a Talent Slot etc. The second and third Learned Proficiencies add the Orthodox Instructive Edge and Glow respectively. Each extra Learned Proficiency after that adds a Theoretical Success. | Instructive — An Instructive Annex or Descendant can teach lessons to others (usually the User or Target). The Instructive Edge usually teaches the Owner of a Descendant with it enough Proficiencies that they will be able to roll at least one Proficiency die when using the Descendant the first time they touch it (often a Specific Proficiency in using the Descendant), if they already have Proficiencies enough then it does not immediately instruct them. An Annex or Descendant that has an Instructive Edge can duplicate a Proficiency from the Annex (or Descendant) to a Target, or from the Target (or Descendant) to the User, if any Proficiency Die rolls maximum. This Instructed Proficiency will fill any available slot, including those within Talents or Powers. | Instructive — The Instructive Glow empowers the Instructive Edge such that it will transfer one Proficiency for each Proficiency Die rolled, and should any Die roll maximum (including the Annex Dice) it will duplicate a Skill (including creating a new Descendant on the Target or User if they have no free Skill Slots) instead of just a Proficiency. | Theoretical — Theoretical Successes may sound like they are not practical, but a Theoretical Success when shopping would represent having done your research, and finding the model you want for cheap somewhere (or a suitable replacement brand with the same features), or when throwing a punch a Theoretical Success might be used with a supposition, such as “High Impact armour is generally weak against a slower-moving, soft mass,” to negate the High Impact armour for the attack. If nothing else a Theoretical Success can offer an answer to a single yes / no question about the Target, simply make a supposition, and it will be revealed as true or false by the Theoretical Success. 2 Theoretical Successes can be traded in for a Clue or can be used to lower the Difficulty of any task effectively altering the effectiveness of the Action a level (Banal > Intrepid > Bold > Monstrous > Twisted) by making a suitable “Theoretically, if we…” statement. 3+ Success Levels can be traded for a Revelation, or can permanently shift the effectiveness of a single Action in the setting with a suitable “Theoretically…” | Calculated J♦ — An Calculated Critical is one that comes about through a careful amount of pre-planning. A Calculated Critical might allow you to manoeuvre your opponent to a cliff edge, or onto a rug that can be pulled, or allow you to appear to miss, cut a rope and drop a chandelier on the enemy. A Calculated Critical doubles an Attacks Pips for calculating the Wounds summoned in the current Stakes. However, the Pips may instead be used to move the target, or you may use them as though you had Prepared them into a suitable Style Reserve. |
Phoenix ⚊ ♥ Suit: Hearts ♥ Ordeal Trump: Healing (Survival / Magic) / Deception (Hide / Feint) / Magic (Positive) Description: Hearts represent Love, Family and the comforts of home. Hearts are the warmth of a cosy fireplace, and social wealth rather than material. In the Tarot the suit is called Cups, and represents the feminine and elemental Water. Tarot Meaning: Love, Relationships, Affections, Family, Sympathy, Peace. Ordeal Text: Ordeal Types: Nurturing, Farming, Relationships, Medical. Hearts act as Trumps for the following Actions: Blending in, Cooking, Escaping, Healing, Hiding, Hunting, Insulting, Joke-telling, Lying, Magic, Mimicry, Riddling, Spinning a tale, Surgery, and Survival. Any type of Wound can be healed with a Heart. Parry:Locked RespiteAll unmatched Cards from the original attack are Discarded by the Defender, however with each card they Discard they may either use the card to Heal/Stabilise one of their own wounds (or damage to the Parrying Descendant), or they may use the card to slow their attacker with additional RT (Pips) or GRT (Pips/5). Soak: DisengageThe Soak Card acts as a Heal card, and is discarded along with the Attack card. This immediately Heals all Wounds in play that have less Pips, including the remaining Wounds in the Attack, by one Wound Level (discards Distracts). | Blazing — The Nimbed of Phoenix is blazing, the Annexes that have it can create light, whether in the form of glowing divine blue, or flickering orange hell-flames, and an additional blazing effect that reflects the source of the Annex’s power. The first Blazing Proficiency causes Nimbed Phoenix Draw Umbrals from the Annex to effect the target automatically. The target must pay the Umbrals during the Annex’s action or immediately take a Failure Level of the Umbral Facet, which will linger until their next action. The second and third Blazing Proficiencies will add the Flaming Edge and Glow respectively, and each additional Blazing Proficiency will add a Relief Success level to the action. | Flaming — A Flaming Edge can make an Annex or Descendant have a shimmering, flaming effect. The Flaming Edge need not actually involve flames, sometimes a glowing inner-light or an aurora will be more appropriate, although if an exhaust can spit flame it should. The Flaming Effect allows all Hearts played by the Annex or Descendant to add the Phoenix Score to their Pips, it can also increase all cards of a “Burn” Attack. | Flaming — A Flaming Glow allows all cards played by the Annex or Descendant to have Pips added equal to the User’s Phoenix Score. However this activation Relieves 1 Stress for each card. | Relief — Relief Successes are used for curative, healing, and assistance effects. 1 Relief Success can be used to Relieve 1 Shock, 2 Strains or 5 Stress instantly, or it might Stabilize any single Fresh, Untreated, Re-opened, or Festering Wound the Target has, can Remove any single Fresh Wound completely, can lower the Level of any Stabilized Wound by one, or allow you to play one extra card from your Pool to assist another’s Action. 2 Relief Successes can be used to Pull and Play a card to help another’s Action while performing your own, makes the Target of the Action Discard one card from their Ordeal Pool, Adds +5 Pips to all cards in anothers Action or can Relieve all Stress, Strains and Shocks stored on a single Die. 3+ Relief Successes can Stabilize all Wounds and Heal them all one Level simultaneously, or can completely remove one Wound, or the Target may be affected by any Umbral Effects of the Annex rather than the User, failure to pay Umbrals by the Target results in a 2 GRT/Shock penalty per Umbral, or all Stress, Strains and Shocks are instantly Relieved for the Target or User. | Flame K♥ — Flame Criticals are some of the most powerful Criticals in the game, they usually involve actual fire, but can just be a directed stream of vitriol. Flame Criticals draw an extra card and add it automatically, and allow you to play an extra card from your Pool on top of that. Flame Criticals are Destructive (usually to flammable things although reputations and honours are also easily destroyed) and Splash, harming those around the target (although they can Splash back on you). |
Quiet ♦ Suit: Diamonds ♦ Ordeal Trump: Preparation (Research / Work / Patience) / Movement (Sneaking / Sprinting) / Listening Description: Diamonds represent the finer things of life, they are bright and sparkling. Representing the creative even spiritual aspects of materialism such as beauty and art, that transcend base materialism like wealth. Despite this the Diamonds are recognised as being the Coins suit of the Tarot, with a strong tie to Elemental Earth. Tarot Meaning: Travel, Money, Business, Contracts, Deals, Voyages. Ordeal Text: Ordeal Types: Travel (e.g. Chase, Race) / Creativity (e.g. Smithing, Painting). Diamonds act as Trump for the following Action Types: Art, Building, Charming, Crafting, Driving, Emoting, Forgiving, Keeping Your Cool, Listening, Meditation, Motion, Prayer, Preparation, Research, Sprinting and Working in general. Any type of action can be prepared with a Diamond. Parry:Seize the initiativeThe cards of the original attack (less the matched card) are immediately added to the Defender’s Ordeal Pool. They may then play as many cards as their Descendant/Annex normally plays including the Parry card (1-4) usually into one of their Style Reserve, and then immediately discard any cards over Pool Limit. Soak: ReadyThe matched Attack card is immediately Prepared by the Defender (as they wish). The Soak card is discarded. | Listening — The Nimbed of Quiet is listening, this makes an Annex quieter than normal, but also means that the Annex can listen for a particular trigger and act automatically when that trigger occurs (a trigger can be a specific sound, such as a specific spoken word, or a specific event — such as being attacked). The first Listening Proficiency allows the creator to activate the Annex (paying all the Umbral and Tangle costs), set this listening trigger and the Annex then waits quietly, when the Annex is finally triggered it can roll, Draw and Play, to Attack, Block, Move, Prepare, Soak or whatever it was set to do. The second and third Nimbed Quiet Proficiencies add the Muted Edge and Glow respectively, so that even when it is triggered it remains quiet, and each additional Nimbed Quiet Proficiency will add an Unheard success. | Muted — A Muted Edge makes the effects of an Annex or Descendant less loud, more quiet, or softer sounding than normal. This is adding a silencer on a gun, or engine, or a mute to a trumpet. Hearing the Annex or Descendant effect will have to beat the Quiet Score with a Key check or a Quiet check of their own. | Muted — A Muted Glow deadens all sound around the active Annex or Descendant. This is more like the Silence spell, or a security cone effect. Hearing any noise in the Location, Stage, or 4 metre radius requires beating a Quiet Boon difficulty with a Quiet or Key Test. | Unheard — Unheard Successes are for when things happen quietly, or you want to muffle a loud noise. 1 Unheard Success can Draw and Play a card if the Action is silent, or can cancel 1 card of any Emotional Effect automatically, or can allow you to Draw an extra card during your action. 2 Unheard Successes will try covering the noise with some other distraction (Draw and Play a card as a Splash 💦 Attack with both Strike and Splash Limited to Distract Wounds), cancel 2 cards of an Emotional effect, or allow an Annex to be primed to automatically activate in response to certain stimuli. When activated by the “trigger” the Annex does not use up a Descendant or Character’s action, although GRT and RT will apply normally. 3+ Unheard Successes may Draw and Play a card as a Yarn Card Snag or Fray on everyone that hears the Action, this Snag/Fray should interfere with their ability to respond to the noise even if they hear it, cancel all 3 cards of any Emotional Effect, or you may add +10 Pips to all cards currently being played in the Action. | Serene 10♦ — A Serene Critical takes place in near silence. If an attack, it happens without the victim screaming out, perhaps without them even noticing. Movements are light, unhurried and calm. Serene Criticals Draw and Play one additional card to any action, which is prepared to a “Serenity Pool” that is solely used to hush the scene, making it harder to hear (and in some cases even perceive) the events that are taking place. The Player may play additional cards to the Serenity Pool during any Serene Critical that occurs. The Serenity Pool adds to the Difficulty of all sound and emotion based perception, and may also be spent on Psych Defences as required. The Serenity Pool is separate from any Style Reserves or Monster Pools. |
Rook ♣ Suit: Clubs ♣ Ordeal Trump: Defence / Trade / Control / Magic (Negative) Description: Clubs represent the power of politics and a stoic, blind materialism. Clubs can be seen as a dark corrupting force on the world, crass materialism, sin, magic and anger, but the club is also symbolic of protection, law and justice. In the Tarot the Clubs are called Staves or Wands, in some traditions they represent Intellectual Air, but in most they are Fire. Tarot Meaning: Power, Fame, Politics, Ability, Money. Ordeal Text: Ordeal Types: Wealth, Politics, Power. Clubs act as Trump for following Actions: Bartering, Controlling, Corrupting, Emotional-intensity, Guarding, Magic, Displaying might, Politics, Self-Defence, Socializing, and Trade Negotiations. Clubs can be used to defend any type of attack. Parry:DisarmAll the cards of the attack are immediately discarded, along with the Parry Card. The remaining cards of the Defender’s Parry can now each be used to cause the Attacker to drop a Descendant (starting with the attacking weapon usually), can also cut armour straps, belts etc, or steal hats. This basically adds RT equal to the card Pips to the Annex that was used to attack. Every 5 Pips also creates a point of GRT for the Character (representing how much time the Character must spend picking up, or readying the weapon again. Court cards additionally may damage the Descendant that was disarmed, as standard for the Stakes. Soak: WardThe matched Attack card, and one other randomly selected Attack card are discarded. | Protective — The Nimbed of Rook is that it grants the Annex the ability to be protective like a Soak-Layer. The first Protective Proficiency grants the Annex the ability to activate passively. This allows the Annex to Play Nimbed Rook Draw cards from the User’s Ordeal Pool passively (usually when being attacked as a Soak) without incurring any RT or GRT penalty (although note that passive defences can drain your Ordeal Pool). The second and third Protective Proficiencies add the Defence Edge and Glow respectively. Each additional Protective Proficiency adds a Shelter Success Level to the action of the Annex. | Defence — A Defence Edge attempts to protect the User from attack. This allows the Annex or Descendant to act as a either a passive Soak-Layer, or an active Block action, against Energy, Magic, Physical, Psych, or one Resource Attack Type (affecting Health is usually considered the same as normal Physical for example). Some other Edges may logically expand the Defence Edge to include additional types, such as a Numinous Edge on a helmet that is a Physical Soak-Layer would allow the helmet to be used for Psych Soaks too. A Passive Soak-Layer Draws Ordeal Cards, but after Playing Cards from their Pool and only the Annex Draw, if a Defence Edge Annex has a Draw of 2 but can passively Play 3 then they will only draw 2 cards back. Active Defences usually roll and vary the number of cards drawn. | Defence — A Defence Glow improves on the Defence Edge by providing a Soak-Layer that automatically Prepares Stalled cards in the Soak-Layer as additional Prepared Defences (pick a Defensive Sub-Style) as they are Stalled. | Shelter — Shelter Successes are able to cancel cards of Attack or create shelter. 1 Shelter Success can discard one card randomly from an incoming attack, lower the Stakes one Level, or you may Prepare a card from your Pool to a “Shelter” Prepared Defence. 2 Shelter Successes will Draw and Prepare a card to a “Shelter” Prepared Defence, or may place an Annex into “Passive” mode, where it will produce its Score without rolling as a Half-Action, which can Draw as Normal or Play 1 + Rook Draw cards from your Pool. 3+ Shelter Successes will allow you to find actual shelter, a small location (Yarn Based Gain) that will be appropriate for the Era and Stage/Location, or Play a Card as a Yarn Sweeping effect on yourself, or completely cancel all incoming Attacks or Actions in this Phase. | Revoke 10♣ — Revoke Criticals can be incredibly powerful, as they cancel an Opponent’s Preparations. All the Prepared cards the Opponent has are discarded, including all Style Reserves the Character may have. Monster and Ordeal Pools are not affected. Then the Critical Action is resolved as normal. |
Sin ⚊ ♣ Suit: Clubs ♣ Ordeal Trump: Defence / Trade / Control / Magic (Negative) Description: Clubs represent the power of politics and a stoic, blind materialism. Clubs can be seen as a dark corrupting force on the world, crass materialism, sin, magic and anger, but the club is also symbolic of protection, law and justice. In the Tarot the Clubs are called Staves or Wands, in some traditions they represent Intellectual Air, but in most they are Fire. Tarot Meaning: Power, Fame, Politics, Ability, Money. Ordeal Text: Ordeal Types: Wealth, Politics, Power. Clubs act as Trump for following Actions: Bartering, Controlling, Corrupting, Emotional-intensity, Guarding, Magic, Displaying might, Politics, Self-Defence, Socializing, and Trade Negotiations. Clubs can be used to defend any type of attack. Parry:DisarmAll the cards of the attack are immediately discarded, along with the Parry Card. The remaining cards of the Defender’s Parry can now each be used to cause the Attacker to drop a Descendant (starting with the attacking weapon usually), can also cut armour straps, belts etc, or steal hats. This basically adds RT equal to the card Pips to the Annex that was used to attack. Every 5 Pips also creates a point of GRT for the Character (representing how much time the Character must spend picking up, or readying the weapon again. Court cards additionally may damage the Descendant that was disarmed, as standard for the Stakes. Soak: WardThe matched Attack card, and one other randomly selected Attack card are discarded. | Fiendish — The Nimbed of Sin is Fiendish, the first Fiendish Proficiency in the Annex adds the ability to either drain Nimbed Sin Score points of Chi from the Target to the User with every successful use, or to move Nimbed Score points of Stress from the User to the Target. The second and third Fiendish Proficiencies adds the Wicked Edge and Glow, and each additional one after that adds a Sinister Sin Success Level. | Wicked — A Wicked Edge makes an Annex or Descendant can render the attack addictive to the Target, any ♣ Played in the attack will create an Emotional Effect on the Target, that even if a Positive Emotion will behave as a Negative Psyche Attack, leaving them wounded (Mortal+ Wounds may create “Addiction” Hitches). | Wicked — A Wicked Glow makes an Annex or Descendant attack addictive to the Target. Up to 3 cards from the Attack will also have an Emotional Effect on the Target, that even if a Positive Emotion will behave as a Negative Psyche Attack, leaving them wounded. This effectively doubles an attack, making it both physical (or energy etc) and an additional Psyche Attack disguised as a Positive Emotional Effect. | Sinister — Sinister Successes are what make dark deeds dark, exploiting peoples weaknesses and pain. 1 Sinister Success can add a level to the largest Wound on a Target or created by the Action, it can Play a card as a 1 card Emotional Effect on the Target, or if a Hitch can be Triggered on the Target you may Draw and Play an extra card on the Action. 2 Sinister Successes can create a two card Emotional effect, it can cancel the GRT and RT of the current action, or all Pips of damage caused by the Attack will Drain Chi from the Target(s) and give it to you. 3+ Sinister Successes can Draw and Play a Yarn Card, usually as a Fray, Snag, Fight or Obstacle on the Target. | Cheat J♣ — A Cheat Critical is immoral, illegal, or wrong somehow, something about the Action would be considered Cheating by some rules. Examples might include, hits below the belt, blinding, hair-pulling, using an illegal weapon, kicking a downed opponent in the head, etc. Cheat Criticals raise card Wound Limits by one level, and additionally allow the Cheat to Play 1 extra card from the Round Pool (without it being a Trick) and and extra card from their Ordeal Pool. A Cheat Critical will often win a fight, but in a formal setting if the Cheating is spotted (some Pips/cards may be used to “hide” the cheating) the Cheater will be disqualified or even arrested. |
Trial ⚊ ♠ Suit: Spades ♠ Ordeal Trump: Attack / Perception / Penetration (Opening / Navigation / Logic) Description: The Spades Suit is the suit of suffering, said to be good for the soul, but miserable for a Monday. Competition, perception, endurance and curiosity are positive aspects associated with the suit, but spades also represent destruction, betrayal, distance, might and death. In the tarot, the Suit is replaced with Swords, which (depending on the tradition) may represent either damaging Fire, or more commonly the cutting intellect of Air. Tarot Meaning: Misfortune, Suffering, Loss, Mourning, Treachery, Betrayal, War, Lawsuit, Conflict. Ordeal Text: Ordeal Types: Confrontation (e.g. Warfare, Lawsuit), Competition (Sports, Quizzes etc), Perception (Spot Hidden). Spades act as Trumps for the Following Action Types: Attacking, Balance, Climbing, Contagion, Desecration, Destruction, Feats of Strength, Lock-picking, Navigation, Perception (Search/Spot), Staying power, and Stoicism. Spades can be used for any type of attack. Parry:Redirect-AttackThe damage from the original attack (less the Parried Card) is redirected by the Defender to the Attacker, their Descendants or their Allies. Soak: Counter-AttackThe matched Attack card is reflected back at the Attacker, or their Descendant, as Narratively appropriate. | Battle — The Nimbed of Trial is Battle, the Annexes that have it are intended to be used in combat. The first Battle Proficiency makes it so that all Spades played by the Annex add the Nimbed Trial Score to their Pips. The second and third Battle Proficiencies add the Warfare Edge and Glow respectively and each additional Battle Proficiency after that adds a Gladiator Success. | War — A War Edge makes an Annex or Descendant intended for use in Warfare. As such the Edge raises the Stakes to at least High the moment it is used or drawn in the case of a Descendant. Additionally it adds the User’s Trial Score to all Spades played by the Annex or Descendant. However, each non-Spade played by a War Edge adds 1 Stress to the User. | War — A War Glow is a more powerful version of War Edge. Drawing a Descendant with it or using an Annex with it raises the Stakes to Extreme. It adds the Trial Score to the Pips of all cards played by the Annex or Descendant but each Card played Relieves 1 Stress (and requires that Stress to activate). | Gladiator — Gladiator Successes are the little tricks of a seasoned competitor. 1 Gladiator Success can increase or decrease the Wound Limit of a card in the Attack or you may Draw an extra card to your Pool. When trying to attack 1 Gladiator Success may Play an extra card from your Ordeal Pool. 2 Gladiator Successes will cancel the GRT and RT of the current Action, and you may Pull and Play a additional card if you are attacking the Target. 3+ Gladiator Successes can Level the Playing Field, this will remove any advantage the opponent may think they have, removing any Wounds from you that the Target does not have an equivalent of (or jamming a Descendant of theirs you have no equivalent to). This can apply a Yarn Gain for you, or Pull and Play a Yarn Card as a Snag, Fray, Ordeal or Obstacle for the Target. | Win 8♠ — A Win Critical allows the Character to do the bare minimum to “Win” this immediate situation. A Win will automatically pass the Stage Difficulty with only an unsuited 2 being played, for example. Wins will KO opponents, or cause a crash to their vehicle, but will rarely do more than this. Under rare circumstances a Win may be used to kill an Opponent if there is absolutely no other way for the Character to Win. A Win effect requires only a single card to be played. The rest of the cards from the Action may then be spent on additional actions. E.g. If you are in a fight and a Win Critical is rolled or Drawn, then you can play one card to beat the Opponent you are facing. The rest of your Action might be spent Preparing an Attack for the next Opponent, or on a Defence, or moving etc. |
Virtue ♦ Suit: Diamonds ♦ Ordeal Trump: Preparation (Research / Work / Patience) / Movement (Sneaking / Sprinting) / Listening Description: Diamonds represent the finer things of life, they are bright and sparkling. Representing the creative even spiritual aspects of materialism such as beauty and art, that transcend base materialism like wealth. Despite this the Diamonds are recognised as being the Coins suit of the Tarot, with a strong tie to Elemental Earth. Tarot Meaning: Travel, Money, Business, Contracts, Deals, Voyages. Ordeal Text: Ordeal Types: Travel (e.g. Chase, Race) / Creativity (e.g. Smithing, Painting). Diamonds act as Trump for the following Action Types: Art, Building, Charming, Crafting, Driving, Emoting, Forgiving, Keeping Your Cool, Listening, Meditation, Motion, Prayer, Preparation, Research, Sprinting and Working in general. Any type of action can be prepared with a Diamond. Parry:Seize the initiativeThe cards of the original attack (less the matched card) are immediately added to the Defender’s Ordeal Pool. They may then play as many cards as their Descendant/Annex normally plays including the Parry card (1-4) usually into one of their Style Reserve, and then immediately discard any cards over Pool Limit. Soak: ReadyThe matched Attack card is immediately Prepared by the Defender (as they wish). The Soak card is discarded. | Light — The Nimbed of Virtue is Light. An Annex that has it, is bright and light-emitting. The first Light Proficiency adds the Nimbed Virtue Score to the Annex Score whenever taking the Average rather than rolling. The Second and third Light Proficiencies add the Shining Edge and Glow respectively, and each Light Proficiency after adds a Radiant Virtue Success Level. | Shining — A Shining Edge makes an Annex or Descendant capable of emitting a “Beam” attack (which may be as simple as reflecting a beam of light across their eyes, or may be a huge column of laser light depending upon the situation) that can strike multiple Targets. You may Draw and Play an Extra card that can pay Range and Extra Target Pip costs on the Beam. | Shining — A Shining Glow makes an Annex or Descendant capable of emitting multiple “Beam” attacks that can each strike multiple Targets. Usually the Glow works like the Edge version only with multiple Beams (and no extra cards), however if the User spends all their current Merits (and they must have at least 7 Merits in total) they may roll their Virtue Die and Draw and Play that many extra cards on their Beams (which are handled as normal) OR without extra cards the Beams will fill the current Location and strike everyone inside the Location that the User Targets (Fumbles and Failure Levels may strike unintended Targets) for the full normal Strike attack. | Radiant — Radiant Successes are guileless, impulsive successes, usually performed out of the goodness of one’s heart, or without concern. 1 Radiant Success can set the Tone of the Scene to match the current Action being taken, decrease the Stakes one level, or remove one Stress from the Target or User, or one Drama Die from the Drama Pool. 2 Radiant Successes allow a card from your Ordeal Pool to be played as a Wyrd Tarot card on yourself or an Ally or allows you to Draw and Prepare two cards to your Style Reserve while making your normal Action. 3+ Radiant Successes allows a Character to Summon or Gain an Ally, perhaps even making a “friend” during this Scene, or they may, once per Story / Chapter / Session use 3 Radiant Successes to replace all cards an Action is playing with Wildcards equivalent to Jokers. | Perfect 9♦ — A Perfect Critical is, perhaps, as good as a Critical can get. Perfect Criticals first Draw and Play an additional card. Then the Pips of each card played (including the extra one) are Doubled (allowing more and larger Wounds to be summoned). The Wounds Summoned may be made Unsoakable for a cost of 1 Virtue Sway (Merits) each. Finally, a Perfect Critical cancels the RT and GRT of the Action taken completely. The only drawback to the Perfect Critical is that you cannot use it more than once per Scene. Any additional Perfect Criticals during that Scene instead become Fair Fumbles. |
Wyrd ♣ Suit: Clubs ♣ Ordeal Trump: Defence / Trade / Control / Magic (Negative) Description: Clubs represent the power of politics and a stoic, blind materialism. Clubs can be seen as a dark corrupting force on the world, crass materialism, sin, magic and anger, but the club is also symbolic of protection, law and justice. In the Tarot the Clubs are called Staves or Wands, in some traditions they represent Intellectual Air, but in most they are Fire. Tarot Meaning: Power, Fame, Politics, Ability, Money. Ordeal Text: Ordeal Types: Wealth, Politics, Power. Clubs act as Trump for following Actions: Bartering, Controlling, Corrupting, Emotional-intensity, Guarding, Magic, Displaying might, Politics, Self-Defence, Socializing, and Trade Negotiations. Clubs can be used to defend any type of attack. Parry:DisarmAll the cards of the attack are immediately discarded, along with the Parry Card. The remaining cards of the Defender’s Parry can now each be used to cause the Attacker to drop a Descendant (starting with the attacking weapon usually), can also cut armour straps, belts etc, or steal hats. This basically adds RT equal to the card Pips to the Annex that was used to attack. Every 5 Pips also creates a point of GRT for the Character (representing how much time the Character must spend picking up, or readying the weapon again. Court cards additionally may damage the Descendant that was disarmed, as standard for the Stakes. Soak: WardThe matched Attack card, and one other randomly selected Attack card are discarded. | Inevitable — The Nimbed of Wyrd is inevitable, the Annex has a finality to its actions. The first Inevitable Proficiency guarantees the action of the Annex will have the desired effect, if the action fails to penetrate defences (or fail to soak in the case of a defence) then it may immediately Draw and Play Nimbed Wyrd Draw Ordeal Ordeal Cards and add Nimbed Wyrd Score Pips to those cards adding them to the Action underway. The Second and third Inevitable Proficiencies add the Destiny Edge and Glow respectively, and each additional Inevitable Proficiency after adds a Judgement Wyrd Success Level. | Destiny — A Destiny Edge indicates an Annex or Descendant is part of a greater Destiny for a Character. The Annex or Descendant may Play any Ordeal Pool card as a Wyrd Tarot card upon the User or Target with each use. | Destiny — A Destiny Glow indicates an Annex or Descendant that is meant to have a Profound effect upon the Destiny of a Character. The Annex or Descendant will Draw and Play an extra card as either a Wyrd Tarot or Yarn Card each use. However, playing as a Yarn Card causes the User to Gain Stress. | Judgement — Judgement Successes represent the judgement of the law or the Wyrd, they can be used for invoking the law of the land or laws of magic. 1 Judgement Success can invoke a law or precedent, or if in a liminal space or time (doorways, dusk etc) then you may Play an extra card from your Ordeal Pool . 2 Judgement Successes will allow a Character to Draw 2 Wyrd Tarot Cards to their Hand, or play an Ordeal Card or Wyrd Tarot Card as a Wyrd Tarot Card on themselves, or the Target of their Action. 3+ Judgement Successes allows you to Draw and Play a card as a Yarn Card upon yourself as a Scene Significator, Gain, Revelation, or Sweeping effect, or on your Target as the same or more often as a Fray or Snag. 3+ Judgement Successes can also be used to reverse the last decision that affected the Character, creating a Crux Event with Wyrd Score Yarn Stored in it. ` | Magical K♣ — A Magical Critical is just amazing, sure it might have been a coincidence, but maybe it was destiny, or the gods working a miracle. Magical Criticals are extremely unlikely events, things that are theoretically possible, but they are not things you normally observe. Magical Criticals immediately move all cards from your Wyrd Tarot Hand to a “Magic” Style Reserve, and restock the Wyrd Tarot Hand. This “Magic” Reserve can be used in the Critical Action as desired. Additionally Magical Criticals allow one Ordeal card from an Action to be played as a Wyrd Tarot Card on either Character or target. |
Yonder ♠ Suit: Spades ♠ Ordeal Trump: Attack / Perception / Penetration (Opening / Navigation / Logic) Description: The Spades Suit is the suit of suffering, said to be good for the soul, but miserable for a Monday. Competition, perception, endurance and curiosity are positive aspects associated with the suit, but spades also represent destruction, betrayal, distance, might and death. In the tarot, the Suit is replaced with Swords, which (depending on the tradition) may represent either damaging Fire, or more commonly the cutting intellect of Air. Tarot Meaning: Misfortune, Suffering, Loss, Mourning, Treachery, Betrayal, War, Lawsuit, Conflict. Ordeal Text: Ordeal Types: Confrontation (e.g. Warfare, Lawsuit), Competition (Sports, Quizzes etc), Perception (Spot Hidden). Spades act as Trumps for the Following Action Types: Attacking, Balance, Climbing, Contagion, Desecration, Destruction, Feats of Strength, Lock-picking, Navigation, Perception (Search/Spot), Staying power, and Stoicism. Spades can be used for any type of attack. Parry:Redirect-AttackThe damage from the original attack (less the Parried Card) is redirected by the Defender to the Attacker, their Descendants or their Allies. Soak: Counter-AttackThe matched Attack card is reflected back at the Attacker, or their Descendant, as Narratively appropriate. | Distance — The Nimbed of Yonder is distance, and allows the Annex to be used at a distance more easily than other Annexes. This might be good to slap on your Psychokinesis to upgrade it to real Telekinesis, for example. The first Distance Proficiency adds Nimbed Yonder Score to the Pips of any action that has a Range or Reach Difficulty. The second and third Distance Proficiencies add the Ranged Edge and Glow respectively, and each Distance Proficiency after adds a Spatial Yonder Success Level. | Ranged — A Ranged Edge allows an Annex or Descendant to be useful at longer-range. The User’s Yonder Boon divides the Range before Difficulty is calculated. Confined Terrain divides Range in metres by Yonder Score, Closed Terrain divides by Yonder Boon and Open Terrain by Yonder Value. e.g. Boon 13 gives 4 / 13 / 66 divides Confined Terrain Ranges by 4, Closed Terrain by 13 and Open Terrain Ranges by 66. | Ranged — A Ranged Glow on an Annex or Descendant can ignore all Range costs for any Full-Action once per Scene. Otherwise it functions as the Ranged Edge | Spatial — Spatial Successes allow the warping of space during the Action, this can alter Range, Reach and Movement Difficulties or even Teleport Characters around. 1 Spatial Success will allow a Character to play an additional Card from their Ordeal Pool to pay for a Range, Reach or Movement Difficulty (or increase a Difficulty). 2 Spatial Successes can Draw and Play a card to pay for Range, Reach or Movement Difficulties, or can Open or Close the Terrain Type by one for this Action (as Crowds suddenly part and Confined becomes Closed, or smoke engulfs the battlefield and the Open space becomes Closed). 3+ Spatial Successes can contract and warp space for an action, this can divide or multiply the distance in metres between you and any other Character or Descendant by 1 + Yonder Score (Yonder 13 divides by 5) before Range, Reach and Movement are calculated. | Remote J♠ — A Remote Critical can only occur at Range, although the Range can be only a metre (if you are in melee for example). The Remote Critical adds 1 Pip to any attack for each Pip of Range involved, or to put it another way all Range Costs are free. |
Zeal ⚊ ♦ Suit: Diamonds ♦ Ordeal Trump: Preparation (Research / Work / Patience) / Movement (Sneaking / Sprinting) / Listening Description: Diamonds represent the finer things of life, they are bright and sparkling. Representing the creative even spiritual aspects of materialism such as beauty and art, that transcend base materialism like wealth. Despite this the Diamonds are recognised as being the Coins suit of the Tarot, with a strong tie to Elemental Earth. Tarot Meaning: Travel, Money, Business, Contracts, Deals, Voyages. Ordeal Text: Ordeal Types: Travel (e.g. Chase, Race) / Creativity (e.g. Smithing, Painting). Diamonds act as Trump for the following Action Types: Art, Building, Charming, Crafting, Driving, Emoting, Forgiving, Keeping Your Cool, Listening, Meditation, Motion, Prayer, Preparation, Research, Sprinting and Working in general. Any type of action can be prepared with a Diamond. Parry:Seize the initiativeThe cards of the original attack (less the matched card) are immediately added to the Defender’s Ordeal Pool. They may then play as many cards as their Descendant/Annex normally plays including the Parry card (1-4) usually into one of their Style Reserve, and then immediately discard any cards over Pool Limit. Soak: ReadyThe matched Attack card is immediately Prepared by the Defender (as they wish). The Soak card is discarded. | Speed — The Nimbed of Zeal is speed, it makes an Annex faster and more potent. The first Speed Proficiency reduces the RT of the Annex by Nimbed Zeal Score (to the normal minimum of the Annex GRT), it also lowers the GRT of the Annex by Nimbed Zeal Draw. If the GRT becomes Negative then rather than actually becoming Negative the GRT remains at 0, however the Annex may Play an additional card for each Negative point or RT. These cards may be played immediately or in any of the following Phases until the next Action of this Character. The second and third Speed Proficiencies add the Potent Edge and Glow respectively, and each Speed Proficiency after adds a Boost Zeal Success Level. | Potent — A Potent Edge is just more powerful than other Annexes or Descendants, the Edge will add the Zeal Score to the Annex Score. | Potent — A Potent Glow is much more potent than other Annexes or Descendants. The Potent Glow adds the Zeal Boon to the Annex Boon (or all Annex Boons of the Descendant) directly. This increases the dice available permenently and the Edge effect also applies to the new die roll. | Boost — Boost Successes lift and move their Targets sometimes literally. 1 Boost Success will allow a Character to Play an extra card from their Pool to move a Target (including themselves) or have a 1 card Emotional Effect. 2 Boost Successes can negate all GRT and RT of the current Action, or Draw and Play a card to move a Target (including themselves). 3+ Boost Successes can be used to create a 3 card Emotional Effect that can also move the Character or a Target as though they were Flying or immediately negate all Shocks and Strains in the Target of the Action. | Manoeuvre 8♦ — A Manoeuvre Critical can change the course of a battle, if performed correctly. A Manoeuvre Critical can only occur if either the Character or their Target moves during the Action. The Character must pay a cost in Verves (Zeal Sway) (mostly to cover the size of the Target or the Base Range Difficulty for the distance, whichever is higher), they may then move the Target(s) and themselves anywhere in the Stage or Location, with appropriate Narration. E.g. “Okay, a Manoeuvre Critical. So my Truck is going to cost me 10 Verve to manoeuvre, so I’ll pay that upfront, that’s what 530 metres in Open Territory, 45m Closed. Alright, I’ll drive up behind the car and shunt it from behind, (so that’ll cost me 6 Verve to effect the car as well). Okay, assuming the Road is Closed Territory because of the barriers and stuff, that sends them into a skid up to 21 metres long, so they should end up about there in this wall, that looks like a crash to me. Meanwhile, I’ll skid the truck to a stop, about another twenty metres past them, and facing back towards them. |
Facet | Nimbed | Edge | Glow | Success | Critical |
- Two Nimbeds of a Facet generally add the Edge for that Facet.
- Three Nimbeds of the same Facet add a Glow for that Facet.
- Four or more Nimbeds of the same Facet each add an Automatic Success Level of the appropriate Facet.
Calculating Boons
Annex Boons are generally calculated by adding Facet Values together for the Root and Channel Facet for a Skill. It is normal, if you don’t know your own Facets (perhaps you are using an Extra), to use the Stats of the Plot, or Setting, or you may assume a Boon of 13 (value 66) that is modified by your current Scale.
If a Character has a Craft of 13 (66) and a Key of 16 (83) then that gives Lock-picking a Value of 149 which gives a Boon of 22. If that Character is raised to Scale 1, then their Craft becomes effective Boon 14 (74) with a Key of effective Boon 17 (92); that creates a lock-picking Value of 166 or Boon 24, raising it by 2 Boons. However, adding another Scale raises that Boon to only 25.
Optional Rule — Monster Facets can behave a little differently depending upon the Setting and Genre.
Type | Description | Rules |
---|---|---|
Banal | Banal Monsters are just humans who are temperamentally monstrous. The Banal Werewolf may believe they are wolf, but they are just some poor deluded soul howling at the moon. Typically such Monsters are due to Genre and Setting Limitations. | Monster Facets are increased in Boon by the total number of Monster Facets available, as though it were a Scale effect. So a Boon 13 Monster (II) would be Boon 15 and add 83 Value to any annex instead of 66. |
Intrepid | Intrepid Monsters are mostly humans who are a little monstrous, although you might encounter the occasional monstrous animal, alien or robot. Intrepid Monsters are often described with animalistic features, such as yellow or reflective eyes, sharp teeth, claws, etc even when they are humans. The Intrepid werewolf may have long pointed nails, sharp canines and wild eyes, but they still look human. | Monster Facets add the number of Monster Facets to the Boon but also adds the original Value. A Boon 13 Monster (II) Facet gives 83+66=149 or Boon 22 (ish). |
Bold | Bold Monsters are pretty monstrous, often having clear signs they are not normal. The Bold werewolf actually becomes a wolf-man, perhaps even having a short snout and fur. Bold monsters are common in fantasy, and can be aliens or robots in science-fiction. | All Monster Facet Values are multiplied by 1 + the number of Monster Facets. So a Boon 13 Monster (II) Facet would have a Value of 198, making it the equivalent of Boon 25 or 26. |
Monstrous | Monstrous Monsters are true monsters. These are the werewolves that have wolf heads, dog legs, are only injured by silver, and tend to be about eight feet tall. Such Monsters are common to Horror Settings and some Fantasy settings. | Monstrous Monster Facets increase the Boon by the current number of Monster Facets, then take the Value as a Boon and halve. So a Monster (II) Boon 13 becomes 15 with so 83 ÷ 2 that becomes Boon 41 adding 448 Value to any Annex. |
Twisted | Twisted Monsters are the worst Monsters, usually fused with the forces of the Increated, although science, aliens and cosmic forces can also twist a Monster. | Twisted Monster Facets increase the Boon by multiplying the Boon by 1 + Number of Monster Facets + Stored Twists. So Boon 13 Monster(II) with 1 Twists gives 13 × 4 = Boon 52. |
Type | Description | Rules |
Super-Annexes work differently, directly adding the Facet Boons, so the Lock-picking Super-Skill would have a Boon of 29 (see Super-Annexes)
Talents
When you are rolling Proficiencies in an Annex roll (perhaps after creating that Lock-picking Skill) if another Proficiency Crisis occurs, you may, create a new Skill or you may add one of the Crisis Proficiencies to the Skill Annex you rolled to create a Talent. Sometimes the Proficiency you rolled is one of the Proficiencies already in the Annex, when this occurs it is usual to purchase another Proficiency from the same Facet for half price.
E.g. if you use the Lock-picking Skill to pick a lock and used “Lock” and “Tool” from the Annex as your Proficiencies. A Crisis occurs which could double up your “Lock” and “Tool” proficiencies, so for 1 Chi you could add the Craft Proficiency “Intricate” or “Lockpicks” and the Key Proficiency “Skeleton-keys”, “Clasps”, “Locking” or “Lock-smithing” or something else entirely as required, and agreed with their Arc Yarn-Teller and the Referee.
Powers
Powers are essentially bigger Talents made from more Proficiencies. They are created when Talents are improved beyond their limits (called a Limit Break), although low-powered Powers can be created from a single Proficiency Crisis, especially if they are given multiple Umbrals early on.
Powers tend to grow slowly if Proficiency Crisis are the only way they are improved, however some Authors and Players will want to rush to maximising the power of their new Power. So they will spend Chi, Sway or time in practice to purchase more Proficiencies for the Annex.
Super-Annexes
Additionally, Yarn-Teller characters can have Super-Annexes, which might be a Super-Skill, Super-Talent or Super-Power, depending how they assign the Super-Annex.
Each Proficiency in a Super-Annex adds the Nimbed of its Facet (or an Edge, Glow, or Facet Success), and Umbrals and Tangles still add Value to the Annex.
Super-Annex Root and Channel add their Boons together directly to find their combined Value. E.g. Super-Lock-picking would add Craft 13 and Key 16 to give Boon 29 and then add additional Value from any Umbrals (such as Quiet mentioned above) on top of a Value of 244, so the Super-Talent would have a Value of 244+83=327 that’s Boon 35. It would also have Craft, Key, and Quiet Nimbeds
Normally a Yarn-Teller may have 1 Super-Annex (although there are some ways to get more). This Super-Annex is promoted from one of the Character’s current Annexes, and although a new Annex may replace the one promoted, this promotion does not deactivate the Slot, so it may still be used to support a Talent or Power.
Purchasing Annexes
Let’s face it, sometimes you need a new Skill, but don’t want to have to wait until a Crisis comes about in play, perhaps you are creating an experienced Character, or adding a new Alternate to a Character, and it doesn’t make sense to make them all start as Fresh Grunts, or then again maybe you have free slots and can get some training from a Guild or Mentor. There’s lots of reasons you might want to purchase an Annex.
Annexes have a fairly easy to calculate Chi Cost:
The Base Cost of the Annex Type + The Boon of the Annex + The Cost of every Proficiency + The Nimbed Boons – The Umbral Boons
Annexes | Description | Chi Bold |
---|---|---|
Proficiency | A Proficiency is a unit of knowledge. It may be a single memory, or it might have come from years of dedicated research or training. Proficiencies can really, describe anything. Even Annexes built from multiple Proficiencies will also have a single Proficiency in their use. | 1 |
Skill | A Skill based Annex, made from two Proficiencies combining two Facets aspects and Values. | 2 |
Talent | A Talent based Annex, made from at least three Proficiencies, a Root Prof, Channel Prof and an Umbral Prof with optional Nimbed Profs. Each Umbral in a Talent may Support at least 1 Nimbed. Nimbeds and Umbrals interact with the Tangle. | 5 |
Power | A Power based Annex or Descendant, made from a minimum of three Proficiencies, a Root Prof, Channel Prof and a number of Umbral Profs with optional Nimbed Profs. Each Umbral in a Power may Support multiple Nimbeds. Umbrals and Nimbeds interact with the Tangle. | 7 |
Personality | Personality Annexes are the Master Annex of all Characters more important than Extras. Personality Annexes grant Characters ways of gaining Chi from their Persona and other abilities from their Core and (Resolved) Hitches. | 8 |
Super-Annex | A Super-Annex based Annex, made from at least two Proficiencies | 12 |
Size | Size Annexes are the Master Annex of a Location Descendant (or a Kaiju Monster). | 12 |
Pact | Pact Annexes are the Master Annex of a Pact Descendant and is governed the most powerful member, the total number of members and the type of Pact. | 16 |
Annexes | Description | Chi Bold |
This means that Lock-picking Skill discussed above could be purchased for a total of : 2+22+2= 26 Chi. These Annex costs are also used to calculate the costs of Descendants, and Characters that have them (although usually Reduced if not a Master Annex).