The T13 Roleplaying Game

Drama

Drama in T13 is a result of the Suspense in the Plot, and Stress in the Characters, bubbling over. When Drama occurs the Yarn-Teller should assess the current state of the Game and Story and decide how to move forwards. Sometimes, the Drama created by the system will be appropriate, sometimes it won’t, but Yarn-Tellers can adjust the result if necessary to create better Narratives. For example, if a Prod is rolled and perhaps a Hook was suggested, but every Embodiment Character is engaged fully with the Plot, then a Prod is out of place and redundant. Instead, the Yarn-Teller should ignore the listed Drama and add an Atmospheric, Hazard or a Break instead.

Yarn-Tellers can use a moment of Drama in a number of different ways, depending upon the Genre, Tone and the specifics of the Tapestry or Plot. Drama might be a jump scare, a touch of world-building, a nudge, complication or an aside from the main narrative. Drama is always broken into the following types:

RollCardTypeDescriptionStress Relieved
1Diamonds 2-10 PipsAtmosphericsAtmospherics are simple “Flavour-text” events like torches guttering in the wind, changes in the weather, curtains flapping in a breeze, strange howls in the distance, raised voices out in the street, or whispering in the darkness. Atmospherics usually have nothing to do with the Conflict, but help to build Suspense in the Players and ground the adventure showing a passage of time. Atmospherics can be used to foreshadow later events (the howl in the distance is the wolf pack that should be hunting the party in the late Loom)1
2Hearts 2-10 PipsNarrative MomentNarrative Moments are small (often social) moments in the Character's life. These are intended to give us insight into the Character and who they are. Narrative Moments are specified by Facet and can tie to the Conflict especially at higher Suspense Levels, but are usually randomly determined.Varies as the Character’s Facet Dice.
3Spades 2-10 PipsHazardHazards are some danger, threat or risk to the Characters. Hazards can be as simple as an imposed number of Failure Levels (1 to Current Suspense Level), an Ordeal Obstacle or Facet Hurdle, where something gets in the way of their investigation or adventure, or it can be a Snag or Fray in its own right. Some gamers will be familiar with Hazards as an encounter with a trap, wandering monster or guards.Varies 2+
4Black Cards & 11+ Pips (includes Black Joker)ProdProds are meant to force a Hooked Character to pay more attention to the Plot. If the Referee or Yarn-Teller has noticed a Character isn’t particularly engaged, or isn’t acting as Tense as the Suspense Level suggests, then the Yarn-Teller should use a Prod. The idea of a Prod is to raise the Suspense, accelerate the Story and push things forwards, how hard the Character need to be Prodded is up to the Yarn-Teller.2
5Red Cards & 11+ Pips (includes Red Joker)BreakBreaks are used by the Yarn-Teller to slow the pace of the Story down. If a Character is making too much progress too quickly, or if the Suspense has risen too quickly, or higher than intended, or most Characters acting more nervous and jumpy than the Suspense Level and Stakes suggests then the Yarn-Teller should consider using a Break.All Current Stress
6Clubs 2-10 PipsRatchetRatchets are the way the Yarn-Teller (or a Plot) applies a direct connection between the Suspense, Stress and the Narrative. Ratchets imply a change in circumstance in the Story, that might indicate how alert the local guards are, or how agitated the spirit world has become, or how close to eruption the volcano is. Most often the Ratchet will Ratchet together the Dominant and Pressed Sides Embodiments. Ratchets can tighten and sometimes loosen based on the Suspense Level and Narrative.Varies 2+
RollCardTypeDescriptionStress Relieved

Dramatic Systems

Drama occurs naturally in real life, we don’t need to invent or inject it. Our emotions, successes and failures combine to create a natural Drama that we live through as the story of our life. In stories Drama needs to be injected, the author raises and controls Suspense, making the audience worry about Characters and their situation. In a gaming context, we need to build Suspense and create Drama in other ways. So we have some Dramatic Systems that we use to inject that Drama into the game and the narrative.

There are a number of ways that Drama can be injected by the game by the system, they are in no particular order.

  • Player Choice: Characters can become awash with Stress and Strains, placing them one mistake away from being Shocked or suffering Traumas. To avoid this fate a Player can elect to relieve Stress with Drama (subject to the Dramatic Stress Limit).
  • Shock Dice: Shocked Dice (that are Stressed or Strained beyond their limits) can roll a result that will create Drama (or at least the opportunity for Drama).
  • Drama Dice: Drama Dice can directly create Drama from the Drama Pool.
  • Drama Cards: Yarn-Tellers can create Drama on each other and other Characters, by using their Yarn Cards as Drama.

Drama Dice Pool

In T13 we can model Dramatic Tension or Suspense with the Drama Dice Pool. Each Drama Die that is added is rolled into the Drama Pool. Drama Dice can vary a lot depending upon who is adding the Drama Die and why they are adding it. Drama Dice Pools can vary in size, but always begin with 0 Dice at the start of the episode, or session (although Drama Dice Pools can be preserved and recorded to continue later if need be. Typically only the size of the Pool is recorded when this is used. With the Referee rolling this new Drama Dice Pool at the start of the new session.

Various players can add additional Dice to the Drama Dice Pool at various times.

  • Characters typically add Character Drama Dice when they wish to Relieve Stress with Drama.
  • Yarn-Tellers may add Atmospheric Drama Dice to the Drama Pool for 1 Chi when they are narrating.
  • Yarn-Tellers and the Referee can add other Drama Dice, each Plot should have its own Drama Dice and Pool type which varies how, when, and what types of drama can occur.
  • After any change in the Dice Pool size or composition a Yarn-Teller can reroll the entire Dice Pool, potentially creating Drama, for a cost of 1 Yarn. This is usually used if a Character removes Drama Dice, but the Yarn-Teller wishes to raise Suspense immediately or if adding an Atmospheric Drama Dice didn’t create Drama when they wanted some.
Drama Dice Types
TypeDrama DieDescriptionDramatic Threshold ModifierRules
AtmosphericD2Atmospheric Dramas build rapidly and create an almost constant stream of either Atmospherics or Narrative Moments. Drama is quick, inevitable and Drama Storms are common. Because Drama occurs so often Yarn-Tellers should have plenty of prepared Atmospherics.Variable up to +3Because Atmospheric Drama occurs so regularly the Dramatic Threshold is often raised by the Referee. This reduces how often Drama can occur, but it is still inevitable. Yarn-Tellers should expect to have to create Atmospherics and Narrative Moments based on the rolls, or add an extra step and roll a D6 after a 2 is rolled to decide the Drama.
CharacterD3Character Dramas are extremely dramatic, Drama is still created quickly and happens often. Character Drama creates Atmospherics and Narrative Moments naturally, but can generate the other types occasionally.Variable up to +2Because Drama occurs so regularly the Dramatic Threshold is usually raised by the Referee, creating a longer gap between Dramas. Even so a Yarn-Teller will be expected to create many sorts of Drama on the fly (a roll of 3 will result in a d6 to decide Drama) and should have a good number of prepared Atmospherics and narrative moments to hand.
ElectrifyingD4Electrifying Dramas are tense and thrilling. There is only a 1 in 4 chance of two Electrifying Dice rolling the same numer, and this means Drama Pools are more active. Atmospherics, Narrative Moments and Hazards are naturally generated by the rolls.+1Typically the Referee will raise the Dramatic Threshold by 1 when Drama Dice are Electrifying to create a more tense play situation before Drama occurs. Naturally Breaks and Ratchets cannot be rolled by the D4 so usually any 4 results in a D6 being rolled to define the Drama.
MelodramaticD5Melodramatic Dramas have slightly more Drama than normal, but that Drama can take a while to accumulate. Melodramatic Drama is often light on Atmospherics as one is added to the dice roll for Drama.0Melodramatic Dice are suggested for Melodramatic situations, where Plot Suspense is less important than Dramatic and Character Suspense. Melodramatic Dramas are often light on atmospherics, with more emphasis on Ratchets that are directly tied to the Plot and Conflict (effectively adding +1 to the Drama Result). However a roll of 1 can open up a D6 roll.
DramaticD6Dramatic Dramas have a nice balance between Plot Suspense and Dramatic Tension. Drama occurs eventually, but it can take a while to build up, which lets the Plot get worked, but Dramatic Tension will occur allowing Breaks or Prods to adjust the conflict and Plot Suspense.0This is the standard Drama Dice suggested for normal play. A good Yarn-Teller will have at least one Ratchet built into the Plot, as well as a handful of prepared Atmospherics, Narrative Moments, Hazards, Prods and at least one Break. Typically Dramatic Drama Dice also guide the Drama Type, with rolled 1s producing an Atmospheric, removing a step in resolution for speed.
TenseD8Tense Dramas have less Character Drama, Drama Pools will grow larger than standard which creates Suspense during play as players nervously add to the Drama Pool. The options to use Dramas to adjust Plot Suspense occurs less often with Tense Dice, so the Plot should always be more slow moving, rather than fast paced, making it suitable for longer Stories and Arcs.0Tense Dice do not modify the Dramatic Threshold so Drama will occur less often than normal. Best used on slower Stories and Arcs as there is less opportunity for the Yarn-Teller to adjust the Plot Suspense. Typically rolls of 7 and 8 result in a D6 roll to determine the Drama.
WearingD10Wearing Dramas are low on impactful, Dramatic Events, and are somewhat best used on very long term Plots, such as Volumes and Epics. Wearing Dramas can build large Pools before Drama occurs, and this is magnified by the Dramatic Threshold if unmodified considerably.Varies between 0 and -2Referees will usually reduce the Dramatic Threshold by 1 or 2, this can effectively remove Metal and Eath Dramatic Styles though, although an unmodified Wearing Metal Drama may be suitable for a strongly plotted story where the Author wants very few surprises along the way. Wearing Dramas do not ask much from a Yarn-Teller, other than working a Plot, and most Dramatic moments are usually required to affect the Plot’ Ratchet. This can lead to a loss of Atmospherics and narrative moments, unless the Yarn-Teller is careful to include at least one each session. Rolls above 6 result in a D6 roll to determine the Drama caused.
RunningD12Running Dramas tend to activate rarely, with Drama occuring infrequently, which is good for uninterrupted Conflict-driven Plot events (although Character driven and Atmospheric Drama may still occur, and other faster, more dramatic Plots are likely to interfere). Even Water Pools will often reach 6-10 Dice before any Drama occurs. As such they are best used as Epic or Cycle Plots, only occasionally affecting the story, but they are often important when they do.Varies between 0 and -3Because Drama occurs so infrequently Referees may decide to lower the Dramatic Threshold for the Drama Pool by up to 3 Dice. This effectively removes removes Wood, Earth and Metal from play. Although Cycles can operate well in unmodified Running Drama Metal Pools, most Epics will require a faster Pool type. Running Dice can also indicate the Drama that occurs by taking 6 from any result of 7-12, thus a roll of 6 or 12 would activate a Ratchet.
Drawn-outD20Drawn-out Drama effectively neutralises the Drama Pool. Even a Water Pool could reach a 20 Dice Pool before Drama occurs, although this is very unlikely.Varies 0 to -5Drawn-Out Dice can already create huge Drama Pools, although they tend to reach 10 and Drama begins regularly in Water Pools. Because of this it may be necessary to reduce the Dramatic Threshold by up to 5 Dice although this creates only two Pool types, Water where any two Drama Dice create Drama and Void where all but 5 Dice must roll the same. Drawn-out Pools can work very well in Character driven play, when Plots are less important and you want to give plenty of time for Characters to interact and grow, with a few random surprises along the way. Although Drawn-Out Metal Plots can work at Cycle levels they are best used to consider Deep Time scale events, where eventually something must happen. Typically 1-6,7-12,13-18 rolls decide the Drama (taking 6 or 12 from the roll) with a 19 and 20 resulting in a D6 roll.
TypeDrama DieDescriptionDramatic Threshold ModifierRules

Triggering Drama

  • Drama is triggered and created by two (or more) dice rolling the same number in the Drama Pool. The type of dice rolled does not matter a 1 is a 1 whether rolled on a D20 or a D2
  • Plot Authors (current Yarn-Tellers) and Referees can set Plots to have specific Drama Dice (see above table) and Drama Pool Types as follows:
    Drama Pool Types
    TypeDescriptionDramatic ThresholdRules
    WaterThis Drama Pool will generate Drama with a frequency and intensity that resembles the most dramatic soap operas. It can even generate multiple different Dramas at the same time.2A Drama is created if any two Drama Dice roll the same result, if multiple dice roll the same result then each pair will generate its own Drama.
    FireThis Drama Pool generates Drama quite consistently, creating twists, turns and hazardous fights often and is suitable for the most dramatic action sequences. Generally only one Drama can happen at a time.3Drama is created if any three Drama Dice roll the same result.
    WoodThis Drama Pool generates Drama consistently, not too often, and usually one at a time.4Drama is created whenever 4 or more Dice roll the same result.
    EarthThis Drama Pool generates Drama more infrequently, creating a more stable, less chaotic story with less surprises.5Drama is created when five or more Dice roll the same result.
    MetalThis Drama Pool generates Drama most infrequently, this makes the most stable stories, but the Suspense can be more palpable.6Drama is only created if 6 Dice roll the same result.
    VoidThis Drama Pool will generate Drama erratically, Dramatic Tension may build, or collapse randomly, but can only create one Drama at any time.AllDrama is only created if all Dice currently in the Drama Pool roll the same result. Although this can be modified by larger Drama Dice.
    TypeDescriptionDramatic ThresholdRules
  • A single Die cannot create Drama alone, ever.
    • Not in a Void Pool, even with ignored Dice.
    • Not if the Character is Overstressed
    • Not if the base required for Latent Drama has been lowered to 1.
  • Any Drama for any Plot can be triggered, but typically the smaller Pools will trigger more often, because of this the largest Pools are given preference, if 3 1s are rolled in the Drama Pool, if no Fire Plot is currently available, then a Water Plot could trigger off 2 of the 1s and create an Atmospheric instead.
  • It is possible for multiple Plots to trigger Drama simultaneously, but they cannot use the same dice. If five dice were rolled and rolled 3 4s and 2 3s the Water Plot would create a Hazard and the Fire Plot would create a Prod. When this occurs both Yarn-Tellers are current, although they can only narrate their own Plots, the Referee may direct the order of narration (largest Plot / Pool first / by Drama Type e.g. Numerical Order, etc) or they may compete to narrate as usual.
  • The Drama Pool can grow to a maximum size that will then Trigger Drama regardless of the numbers rolled on the Drama Dice. We call this Latent Drama, and the Pool’s maximum size is called the Latent Drama Pool Limit. The Latent Drama Pool Limit is usually set by the Yarn-Teller (or Referee or Author) from the current Scene’s Suspense Level Latent Drama Pool Limit.
  • Latent Drama completely empties the Drama Pool when it occurs, so Latent Drama can only occur infrequently.
  • Only one Plot may claim Latent Drama at a time, the Plot must be present in the current Scene, and ideally should be a “parent” of the current Scene. Smaller Stories and Arcs take preference over Volumes, Epics and Cycles, generally.
  • The same Plot can only claim Latent Drama up to 3 times in a row, and then another Plot (often a grandparent Plot) must receive the Latent Drama.
  • Characters who are Overstressed on any Die require 1 less Drama Die than normal to trigger Drama (think of the Overstressed as rolling an extra die with every result (although again they cannot trigger Water Pools with only 1 Die).

Latent Drama

Latent Drama unlike normal Drama is inevitable, rather than random. Random Drama may postpone the Latent Drama, but eventually the Latent Drama should occur. It is because of this that Latent Drama can only be claimed by the same Plot upto 3 times in a row. Ideally Yarn-Tellers should vary the Latent Drama as much as possible, swapping which Plot receives the Latent Drama each time, but it is not always possible, and sometimes you want to focus on one Plot for a time. However this 3 Latent Drama Limit forces Yarn-Tellers (or Referees) to change it up eventually. Because Latent Drama is not random it does not randomly decide what Drama occurs. Instead Latent Drama is both formulaic and gives the power to the Yarn-Teller as follows:

  • Latent Drama always includes an Atmospheric or Narrative Moment. The Latent Drama will always ground the Drama in the world somehow, usually by use of a genre specific Atmospheric or Character-driven Narrative Moment.
  • Latent Drama always creates additional problems for the Characters when it occurs. So Latent Drama will always add a Hazard often a Fray (although note that Hazards should always be appropriate for the Suspense Level).
  • Latent Dramas may additionally act as a Prod, Break, or Ratchet for any Character or the Plot, but it may only act as one. Typically Latent Dramas will work Plot Ratchets first (especially if the Ratchet has not been used yet), Prod Characters (targetting the ones who are most unengaged with the Plot), or give Characters a Break (targetting the Characters who are most injured or deepest engaged in the Plot) with that priority.

Drama Storms, How We Avoid Them, and Why We Sometimes Don’t

When Characters are over-stressed, especially in smaller pooled, higher Suspense Plots, then it is possible for Drama to trigger immediately after another Drama. When this happens it can feel like the Drama is taking over. This is called a Drama Storm, where the Plot or Yarn-Teller loses control of the Narrative as Stress and Suspense Levels take over as the major forces. Drama Storms may seem like they might be fun, but they can overtax the Yarn-Tellers and Referee. So instead of letting Drama Storms just happen continuously…

Immediately after rolling to create Drama, the Drama Dice that rolled the same results are removed from the Pool. If, for example, six dice roll the same result triggering Drama (or possible Dramas if Water or Fire types), but this removes those 6 Dice from the Drama Pool. This decreases the chance of more Drama immediately occurring. Although Drama Storms are still possible in large Drama Pools they should quickly empty the Pool and stabilize.

Optional Rule: When Drama occurs the Yarn-Teller (or Referee) can elect to remove additional Drama Dice from the Drama Pool. This is always based on the requirements of the current Plot, which will not want too much random Drama occurring during certain dramatically important Scenes, as random hazards, breaks, prods and even atmospherics can make for a confusing element if they coincide with an intended Story Beat, especially a Revelation or a Hook for some new larger Plot. It can appear tempting to remove additional Drama Dice if many Characters are already Overstressed, Strained and Shocked, but this will reduce the chance of Drama reducing these Characters’ Stress, instead allow or even encourage the Drama Storm, hand out Breaks, Atmospherics and Hazards and once the Drama has unfolded the Characters should be less Stressed and able to continue.

Suggested and Rejected Drama

When the Drama Pool dice roll the same number that creates Drama. The exact type of Drama created is suggested by the number the Dice rolled. There are after all 6 types of Drama and 6 sides to a d6. It only makes sense that if you roll six 3s then the Suggested Drama is a Hazard.

Of course, if the Yarn-Teller does not concur with the randomly rolled Drama (or cannot work out how to integrate it into that Character’s or Plot’s current narrative) then they can reject that Drama in one of two ways.

  • Reject the Drama Type — The Yarn-Teller believes that Drama Dice has rolled a result that makes no narrative sense for that Character, but the Character does deserve some dramatic attention and so the Yarn-Teller can change the Drama Type to something more suitable. However, this change is not free and will cost the Plot or Yarn-Teller 1 Yarn.
  • Reject the Target — Sometimes the Drama is perfect for the setting, has perfect timing and makes perfect narrative sense, just not for the current target. When this is the case the Yarn-Teller can redirect the Drama to another Character for a cost of 1 Yarn. The Character that created the Drama should automatically lose 1 Stress, Strain or Shock regardless, but will not lose Stress, Shock or Strains from the Drama. The Yarn-Teller should also play a card as a Drama on the original Target, which they can select from their Hand or Pool.

The Character that created the Drama should automatically lose 1 Stress, Strain or Shock anyway. If their Drama is rejected their Player can Play any Wyrd Tarot or Ordeal Card from their Pool or Hand as a Stress Effect on the Character, which may create a Trauma under the usual circumstances.

The Yarn-Teller can redirect the Suggested Drama, however, redirecting say a Prod to a Character who needs Prodding instead of the Character who triggered the Drama is not entirely free. First, the Character that rolled the Drama has to have their Drama rejected, as above, allowing them to reduce their Stress.

Secondly, the Yarn-Teller must spend 1 point of Yarn to redirect the Drama to a Character that needs it. This might direct a Prod at a Character who is ignoring the Plot or a Break to a Character who is too invested or Stressed.

Card based Drama

Yarn-Tellers can play cards as Drama. They simply play the card they wish to use and claim it as Drama, just as they can play cards to create new Scenes or even new Stories as easily. In fact, creating Drama should be cheaper, and in terms of cards is generally cheaper as a single card can define at least some Dramas. You can see how the cards are used on the Suspense Dramas table above. The Cards can of course also suggest Drama in other ways, for example a Hazard suggested on the card may be perfect.

Atmospherics

Atmospherics are simple “flavour-text” events that happen to keep the Player (and Character) tension up, or can relieve some tension and relax the Suspense. Atmospherics relieve 1 Stress from the Stressed Character, as they experience some relief from the Stress of the Situation, but not much. They can also indicate a change of Suspense Level up or down one. Atmospherics are commonly genre specific and can and should vary considerably. Every Location and Story should have a least one example Atmospheric that you can use once or twice. Some good examples include:

  • Contemporary genre specifically uses Atmospherics to ground the story in the current Era. Social media notifications (in the very modern day), news coverage (from apps, TV, radio, newspaper vendor, or a herald depending upon the era), real world events, spilled drinks, sticky floors, shouts from the street, nearby traffic noise (perhaps occasionally a crashing noise), distant sirens / bells or owl hoots.
  • Horror specifically uses Atmospherics to add spooky factors to otherwise mundane activities (an ill omen such as an owl screech, strange knocking or scraping noises outside, off-colour skies, a door they know was closed is found open, or even a glimpse of something terrible).
  • Cosmic Horror often uses Atmospherics to enhance the sense of despair and existential angst that floods the genre. Bizarre corpses, unexplained illnesses, odd individuals (specifically Extras that seem “off” somehow), or unusual languages, texts or artistic endeavours, madness and terror run hand in hand in Cosmic Horror too, unsettling atmospherics serve both.
  • Fantasy usually uses Atmospherics to imply a sense of the extra-mundane. Weird tracks in the forests, odd foods or flowers, strange noises from a bush, weird glowing writings, enchanted mushrooms, and monstrous corpses, statues or skeletons.
  • Dark Fantasy uses Atmospherics like Fantasy, but emphasises the grim reality of the world. Things like starving peasants, lame animals, strange smells, beggars, animal dung, and the occasional gibbeted criminal.
  • Science-fiction uses Atmospherics as part of world-building, such as watching the two suns set, observing an unusual alien as it glides past, weird holographic advertising drones, minor malfunctioning robots, sunlight catching the planetary rings, glinting off a space station, sky hook, or defence shields, or watching an armoured moon rise.
  • Cyberpunk uses Atmospherics like science-fiction, but also adds in more punk and noire aspects that act to ground the science-fiction in piles of grit. Flickering LEDs flash in piles of garbage; drug-dealers push their genetically modified, synthetically engineered and designer wares; surveillance drones hum and patrol overhead, issuing fines electronically direct to your phone; flickering screens flash personally selected advertisements at any persons retina that points their way, while overly loud and catchy music from a dozen shops and floating signs mix into a pink noise that sets the nerves on edge as it force pumps nostalgia direct into the ears.
  • Steam-punk combines Cyberpunk with Fantasy to create a blend of the two, only with even more smoke and noise. Distant engines, oily smells, clouds of smoke, clanking automatons, distant air ships, sudden klaxons, sirens, bells or whistles as some eccentrically engineered invention rattles past, holes punched in ticker-tapes hiss through reels as ticking but sonorous auto-orchestras, belt out advertising jingles and military marches, and just occasionally, a sprinkle of faery dust and soot.
  • Science-Fantasy blends the best of Sci-Fi and Fantasy together, and so its Atmospherics blend the two as well. Ancient space ruins, weird aliens with laser swords, barbarians with plasma guns, robot slaves working and secretly planning a revolt, space-wizards with special effects, or crashed space cruisers are all valid Atmospherics.
  • Thrillers usually uses Atmospherics to ground the story and give some sense of a broader conspiracy. Strange overheard conversations, news coverage of Embodiment Characters, a sense of being watched, strangers in town asking questions, or hearing a strange noise when ending a phone call.
  • Comedies usually uses Atmospherics as a set up for a later joke. Although the occasional jump scare or surreal event also appears. Weird behaviour, funny posters, bizarre character names that turn out to be important to a pun later are all good choices.
  • War stories and Disasters usually use Atmospherics to remind the Characters (players and audience) how dangerous the situation is. Distant explosions pounding the souls of your feet before the sound reaches you, acrid scents tinge the air, as unknown materials smoke and burn, and who knows what chemical weapons drift on the wind, zinging ricochets impact walls and floors near the characters, the sky makes a sound like unzipping thunder as one side’s air support overflies the area, burning rubble shrieks as though tortured as it collapses under its own weight, twisted metal skeletons mark the graves of buildings, machinery and crashed vehicles, some remains of a telephone exchange, power substation or industrial centre flashes and showers sparks around as it goes, half-skeletal corpses litter the streets, encouraging the more adventurous rats out in the daytime, spent ammunition cases jingle as they are kicked by marching boots, and sliding into a water-logged crater to claim its cold, wet mud as cover, only to discover the gas victims that line the pool, are all good War Atmospherics.

Narrative Moments

Narrative Moments are small (usually social) events that examine some aspect of the Character. Narrative Moments are intended to represent a moment of characterization, perhaps revealing something about a Characters nature or persona that wasn’t shown before, but they can also become a Break from the Plot, or a Prod in the right direction from another Character, if that is needed. While Narrative Moments can become Prods and Breaks if needed, they generally focus on mundane and social situations and interactions that are at best peripheral to the main Conflict and are usually far removed. Narrative Moments usually relieve Stress based on the Facet Dice of the Character’s Narrative Moment Facet (e.g. A Narrative Moment for a Character with a Fury of Boon 19 would create “Fuel for the Ire” which will then relieve 1d8+1 Stress). Narrative Moments are associated with specific Facets (and can therefore be determined randomly from Cards as required). Some solid examples include:

  Facet    Narrative Moment  
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.

Inner-Life —This Narrative Moment is about showing a Character’s Inner or spiritual life. Are they a church-goer, a true believer, an optimist, hopeful, a lapsed believer, a doubter, are they agnostic, a pragmatist, realist, pessimist, humanist or atheist? If a Character stops to pray, or if they attend church on holiday, it tells us something about them, as would the Character meditating, or daydreaming. It can appear as simply as how the Character blasphemes, or swears, or the way they gaze out of the window on the bus, instead of at the other passengers, or their phone.
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.

Household Burdens —Households have material burdens that must be performed, whether its paying the landlord (or mortgage), maintenance such as cleaning, laundry, or washing up, or provision for the family or group such as grocery shopping, cooking a meal, or ordering and paying for take-out. This moment grounds a Character making them feel real, after all, we all need to do these things.
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.

Quirk —Every one has quirks, something that they are the only person they know that does this thing. It may be a weird hobby, or professional specialisation that is very rare, or perhaps they just always keep a pencil tucked behind their right ear. This is a moment that is dedicated to lamp-shading or drawing attention to that quirk. We show off the quirk to make a Character feel more dimensioned, or deep, however quirks can be annoying and silly if they are overplayed or overused, so handle with care.
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.

Networking Interface —Networking is the use of social situations to further your own personal or professional life. Important people, or an important person, will be at a certain conference, meeting, lunch, gala, theatre, or party, and there are professional (or personal) reasons the Character needs to attend. Networking is a good way of showing a Character as a person, are they charming or obnoxious? Poised or pushy? Polite or rude? But it also gives us a chance to see their ambitions and professional expertise in a social setting, as well as their work friends, allies and rivals.
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).

Secrets —Secrets are moments that a Character does not want public, for whatever reason, the Character has something they must do in secret. There are lots of reasons a Character may have secrets, secret lives, secret job interviews, top secret job interviews, affairs, hobbies, secret families (and family secrets), surprise parties, secret Santa presents or perhaps a Character is just naturally private. These secret moments can lead to lies and betrayals, or exposure and confrontations, and are always a source of drama.
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.

Fuel for the Ire —These moments are when events pile up the minor irritations, annoyances, inconveniences and small miseries. It is the day when hailing a cab in the rain gets one splashed by a passing bus, it is a day when everyone seems to be deliberately trying to wind the Character up. The question becomes how the Character responds to this stress, do they accept it with grace and a smile, grimace and bear it, or do they snap and go postal?
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.

Bad Hair Day —Maybe the Character didn’t get a good night’s sleep, or perhaps they annoyed an elf, but they are having a bad hair day. Sometimes this means a day full of minor annoyances and headaches, but it is also possible that the Character just has unmanageable hair. The Bad Hair Day is a good Character event to place a little stress on the Character during an otherwise normal day; this makes it a slightly more interesting take on the day-in-a-life than it might otherwise appear.
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).

Bluffs, Lies and Sophistry —We can learn a lot about a Character from what they are honest about, but sometimes we can learn a lot from how they bluff, and what they lie about. Sometimes the lies are those they tell themselves, other times they are subterfuge and tactics, and sometimes they are just trying to maintain a lie someone else has told (often a friend). These are strong Character moments, but can be difficult to arrange in some genres, so are often avoided in games.
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.

Callback —Characters have back-stories, who they are now is never exactly the same as who they were in the past, but this moment is an echo of who they used to be. Perhaps, it is a police inspector who was once a charms-man, muttering a little spell during an interrogation, a grizzled war-veteran who was once an altar-boy crossing himself when he stumbles upon a bloody pentagram and goat’s head, or a former-assassin turned butler checking one of the concealed weapons he has stashed around the residence. In games, this usually plays out as some callback, recall or reminiscence of some former adventure, or something from their back-story. These moments are usually fleeting, often nothing more than a gesture, or a phrase dropped into conversation, but they can carry a wealth of information.
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).

Awkward Moment —Awkward and embarrassing situations can be the worst, situation comedies can, of course, raise this awkwardness to cringe levels that no one in reality would ever blunder through. However, knowing what embarrasses a Character has a powerful effect of grounding and humanising them, which can be very useful for building sympathetic bad guys.
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.

Lost Keys —It might not be keys, but something important(ish) and sometimes quite personal, but ultimately replaceable has gone missing. Searching for the keys, phone, wallet, pen, or whatever, usually prompts whatever extra-dimensional entity that had borrowed it to return it, in either the first place the Character looked, or somewhere else that is slightly inexplicable (such as in a cupboard, bread-bin, laundry basket, or perhaps delicately balanced on the back of a chair, toilet, or door).
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).

Tergiversation —Some Characters change their minds often, in fact they can be dizzyingly indecisive, other Characters are steadfast and decisive, so when they change their minds, it really is a strong Character moment. The goal of this event is to make a character change their mind, this may involve being persuaded to change their minds by an NPC (or repeatedly in some cases), can be difficult to arrange in game.
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.

Insomnia —When a Character can not sleep there is usually something stressing them out. This is a great Character moment for showing what a Character worries or thinks about. Are they plagued by a Lament, or is there a Destiny event building (events that a Character knows are coming, such as a wedding day or exams), or are they being supernaturally disturbed by some Curse or Demon? Insomnia events are also used to ruin restful Wefts and maintain Tension.
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).

Quirk-of-Nature —Every one has quirks, something that they are the only person they know that does this thing. It may be a weird hobby, a bizarre tick, a professional specialisation that is very rare, or perhaps they just always keep a pencil tucked behind their right ear. This is a moment that is dedicated to lamp-shading or drawing attention to that quirk of the Character. While quirks make for well rounded Characters, care should be taken not to focus on a particular quirk too often.
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.

Introduction —The Character meets a new Character, this may be a new potential Love Interest, Rival, Ally, or some other Secondary Character, who will be important later. They may even be a future Monster or Big Bad, it is up to the Yarn-Teller. Such introductions often act as a Break to the current tale, although they are often also act as a Prod to a different Plot. Introductions can be quite formal with the new Character being given an introduction by a mutual acquaintance, or they can be more accidental meetings as the Yarn-Teller requires.
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).

Sympathies —This is the moment when an ally, or friend, needs help, or at least sympathy, during a bad situation, such as a messy break up, or recuperating after an accident, illness or attack. It is great for showing the human side of otherwise inhuman Characters, and is an excellent way of building a sympathetic bad guy, or building up a protagonist into a hero. Conversely, a Character snubbing sympathies offered, or failing to offer their sympathies can also be great Character Moments, telling us a lot about the Character.
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.

The Quiet One Speaks —This is not as simple as a quiet Character suddenly talking, the moment is what makes them speak, and it doesn’t have to be speaking. If a Character never laughs, then this is an event that tickles their humour. A Character who never cries will burst into tears due to this event. Then again it can also be the moment that the silent Character suddenly decides to share a profound story or observation. Such events depend on the Character obviously, but they usually evoke an emotion that the Character has not yet (or rarely) displayed.
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.

Defence —Defence moments are those social moments where we have to defend ourselves, our friends, or our actions. Sometimes a defence will consist of rationalization, an attempt at justification, an excuse, or most often an apology. Sometimes Characters will be made to defend themselves by another Character (parents, bosses, and cops are often involved), but these moments occur best when a Character defends a friend, or just a passer-by, from some embarrassment, or other social, emotional or even legal repercussions.
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.

Dark-side —Every good hero has a dark side to their personality and every excellent villain is occasionally nice to throw their dark side into stark contrast. This is such a moment, and lets the Character show their other side. It is difficult to force a PC to show their dark-side, but villains can show a lighter side occasionally.
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.

Game —A Game moment can be a Character moment where we see that Character play a game, often with friends or family, this could be a video game, a board game (chess), a quiz night, it might involve gambling and cards, it might include a gym visit, or some other fitness (race you to the pub), or sports activity (bowling, soccer, darts), or it might be a moment showing the Character hunting. Then again the game that is being played may be the dating game, with the Character trying to find a quick hook up or their soul-mate, depending on the Character and Yarn-Teller.
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.

Ties That Bind —One of the Character’s friends, Allies, or family is having an important event, such as a birthday, wedding, christening, bar mitzvah, business launch, court case, thanksgiving, soul-feast, recital, party or funeral, and the Character is expected to be there. More often events like this form part of a proper plot, but occasionally they just happen to Characters almost out of the blue, with little notice other than,”I’m having a party tomorrow, be there.” These events help to ground a Character, showing them interacting with Characters outside the normal flow of the tale, in a relaxed (or occasionally highly pressured) social setting.
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.

Shadows from Above —These Moments show how the Character reacts to authority, it may be by having the CEO of the company meet them in the lift, or by having the police pull them over (usually over a misunderstanding or error in their records, although occasionally it will be because of prejudices). It is an ideal moment for a Character to demonstrate self-control, or disdain, depending upon their temperament, and is also a good moment to show the Above or Shadow sides (if they have not appeared). The results of the Shadows from Above moment can be as simple as the correct time, a set of directions or as complex and dangerous as a high speed pursuit, through a shopping mall, with automatic gunfire if Hollywood is to be believed.
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.

Chat —A chat is usually a chance meeting, or phone call (especially in the form of messages and then a returned call) with someone known to the Character (often a relative or old friend), who wants to catch up. They don’t need to be family members, or friends, variants include: Parent of an old school friend, an old teacher, Grandparent’s neighbour, co-worker from a former job, the cashier from the corner shop, or that family that they met on holiday last summer. Chats help ground Characters, setting them as some one who is part of the society. They can occur by chance, or occur regularly, such as chats with a doorman, bus driver, cabbie, child’s teacher, receptionist or anyone who you meet regularly. Chats can also introduce new Characters, with Characters from other Plots sometimes appearing as a Chat Moment before they are later revealed as an Embodiment, perhaps as the new receptionist or colleague.
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.

Motivation —Characters have ways of gaining Sway from Persona, Core, Geometry and I-Ching. This Moment is meant to allow a Character a chance to gain Sway from one of these methods. These are often created by Yarn-Tellers for their own Characters, but can be fun to create for others, although obviously more difficult if little is known about the Character. Tale-wise these moments reveal Character motivations and drives, it shows the audience what this Character wants out of life (or at least out of life right now). A Motivation moment can reveal Personas, Cores, Geometries and I-Ching, as well as occasionally Hitches and Annexes. Although it will often only reveal one, this can be helpful information to have if you want to motivate the Character yourself later, and knowing the Persona may be important for a friendship or alliance.
  Facet    Narrative Moment  

Hazards

Hazards are events that pose some danger or threat to the Character. They vary with the Suspense Level, current Stress, and Stakes significantly and come in a number of different types. Hazards can be anything from a slippery wet floor, through wandering monsters, to a random stop by a psychotic cyborg cop.

Hazards vary in Stress relieved by Type, but have a minimum of 2.

Minimum Suspense LevelMaximum Suspense LevelTypeDescriptionRulesStress
NoneHighFailureHazards can just be small collections of failures that build up to a breaking point.Adds a Failure Level to the Character’s current Action or Ordeal Stage for every 2 Stress relieved.Varies (2+)
LowTragic ConflictObstacleHazards can just be the same as Obstacles, minor inconveniences and blockages, or more complex things like traps.Draws and Plays one card as an Ordeal Obstacle, for 1 Stress. Additional Stress will add additional cards (usually between 1 and 3) that increase the Difficulty of this Obstacle. Hazards add triple the current Suspense Level (0-15) as Pips of Difficulty to these Obstacles.Varies (1-4)
LowOpen ConflictHurdleHazards can complicate an entire Narrative in small, but important ways.Adds a Facet Hurdle (usually based on the Facet of the card atop the Discard Pile) that will affect the current situation and story. The Hurdle will not add a new Scene, but will complicate the current Scene somehow. This relieves 5 Stress.5
LowTragic ConflictSnagHazards can make everything about a Scene just a little bit harder, by adding a Snag.Draws and Plays one card as a Snag that will affect the current situation and story. The Snag will not generally add a new Scene, but can if necessary. This relieves 6 Stress.6
LowTragic ConflictPlightHazards can mean a problem in its own right, rather than just being some complication to another situation. This Hazard is a complex Situation of its own, also called a Plight these are usually a simple small problem, smaller than a Sub-Plot or a true Quest.Draws and Plays 3 Cards as a Plight or History-Situation-Solution Trigram Spread. This relieves 7 Stress.7
MediumTragic ConflictFrayHazards can include big problems, ranging from fires to opposing armies. Fray Hazards can add a Scene to a Narrative where the Hazard must be dealt with.Draws and Plays one card as a Fray for the Character and their Allies, this will add a Scene to the Narrative. This relieves 9 Stress.9
MediumTragic ConflictQuestHazards can mean a problem in its own right, in this case a Quest that stands in the way of the Character.Draws and Plays 6 Cards as a Quest spread or Hexagram Spread. This relieves 13 Stress.13
HighTragic ConflictGeasHazards can mean a problem in its own right, in this case a Geas is placed upon the Character. A geas is a quest wrapped in a curse, or a curse wrapped in a Quest depending upon your point of view.Draws and Plays 6 Cards as a Geas Spread, which creates a Quest, a Revelation and a Lore from the same 6 cards. This relieves 18 Stress.18
HighTragic ConflictSub-PlotThe most complex and powerful Hazards can spawn Sub-Plots, complete with their own Conflict and Characters that are set to oppose this Character directly.Adds a Sub-Plot that targets this Character as the Pressed Side of this Conflict. Sub-Plots relieves all current Stress.All Current
Minimum Suspense LevelMaximum Suspense LevelTypeDescriptionRulesStress

Prods

Prods are events that happen to the Hooked Characters either when they ignore the Plot, the Plot thinks they are ignoring the Characters on the other sides of the Conflict, or their Player underplays the Suspense Level in their roleplay and the Yarn-Teller feels they need a reminder. Prods can also raise the Suspense Level or Stakes of a Scene, should the Yarn-Teller or Referee feel it necessary.

Prods can vary greatly in what they accomplish and should be tailored to the Character and Plot or Scene that is being played through. Prods generally relieve 2 Stress.

Essentially a Prod is like an Auxiliary Hook, if the Character wasn’t Hooked well enough, they may need a Prod to keep them involved. That isn’t to say that there was some failure of the Hook, necessarily (although that can be the problem sometimes), but rather that even the best players, and most dedicated Characters need a Prod in the right direction sometimes.

You may also need to tailor particular Prods for particular Players. If Geoff is always ruining the drama between two other Characters with off-colour jokes, and inappropriate comments, then perhaps it would be appropriate for the town-guard to find his humour less than respectful, and for him to spend a night in the cells, or having to pay a hefty fine. Similarly, Janet, who plays a red-suited mercenary superhero type, insists on making apparently fourth-wall breaking comments, that Janet apparently thinks she’s making out-of-character, she might be surprised to have the head of the tech firm she’s working for respond to the comment, and have Janet’s Character sectioned and treated for their delusion.

Be careful with using Prods on Players this way though, everyone should be having fun, even Geoff and Janet. These sort of Prods should only be used if Geoff, or Janet, are ruining the game for others, if everyone laughs at Geoff’s jokes and then is straight back to the action, or enjoys Janet’s meta-commentary, and it leads them to realise some plot point that they had actually overlooked, then all is good, don’t Prod them.

Of course, if Geoff’s jokes are getting in the way, like he made everyone laugh when they were supposed to be sneaking, or Janet keeps telling the guys she’s fighting that they can’t hit her with a 7 then absolutely use the Prod. Just remember that the Prod has to move the Conflict on somehow, it isn’t a punishment for Players, it is a Narrative Device that raises the Suspense Level or Stakes, and pushes the Story forward.

Perhaps Geoff, after getting arrested, hears word of a criminal mastermind who fits the description they have of the baddy. Or maybe Janet discovers that the Doctors in the Sanatorium that she was sent to are all heading into the basement every eighth day wearing red robes and masks, just like the cult they were trying to track down (they could be another “cell” or the people they are looking for).

It is good practice to create a Prod for each Scene you are creating as an Author, just in case the Players try to ignore or bypass this Scene. In these cases, the Prod may be obvious, such as if the “Lord of Light” is gathering his troops for battle and the Players decide to ride away, the Prod would indicate that the Lord of Light should capture the town, and will have plenty of time to find out from the inhabitants who was there before he arrived, also rumours of the PCs cowardice in the face of the “Lord of Light” might may start to spread, probably only a few hours behind them.

Prods can vary in type greatly, and should really be specific to the Scene and Plot, but here are some simple, generic examples to give you some ideas:

Prods
TypeDescription
Another One Bites The DustOne of the other sides captures, kills, eats, infests, or psychically subjugates random NPCs until they are dealt with (common for a Monster Embodiment). If the PC continues to ignore the plot then you might need to shift focus on NPCs that mean more to the Character, like their friends, boss, family members, lovers, etc.
BetrayalAn Ally abandons, betrays, or turns on the Character.
Break upAn Ally, Mentor, friend or Love Interest, and the Character have a disagreement, that escalates into an argument, perhaps even a physical fight, and into the Ally leaving. They may be back, and often make up later. Often the argument is about how the Character is doing nothing to forward the plot (metaphorically, no one ever says they are leaving because you aren’t forwarding the plot, although in a romance this may be precisely true).
ChainedCharacters from two sides are locked in a room, stuck in an elevator together, or literally chained, roped or handcuffed together. They may fight, but it won’t help them get out any sooner. Usually they have to work together, or await help from one (or both) sides.
Chandler’s LawSomeone (usually a man — although women, robots, toons, ghosts, an army of ninja, demons, goblins, or mutant dogs can fulfil this role too) bursts into the room holding a gun (or similar High-Stakes weaponry). This instantly raises the Stakes, and often the Suspense Level. Often this NPC will insist the Player Characters do not get involved in the Plot. Typically this person is an Ally of another side’s Rational Embodiment.
ColleaguesCharacters from two different sides are forced to work together by a mutual boss, a judge, or a Lord. They may argue, or fight, but it won’t get the job done any faster, and there will be repercussions (which are like consequences only worse) for failure.
ConscienceSomeone on the other side develops a conscience and tries to make amends for what their side did, or perhaps is about to do, to the Character. They may send a warning, try to make an apology, or turn themselves in.
Diabolus ex MachinaAn unexpected force, being, ability, Descendant, or entity appears, apparently from nowhere and makes things worse for the Character. This is sometimes in the form of a Lore that is revealed by a Character Embodiment (such as revealing the bad guy is a former marine, or is psychic). This is fine during the Frame or the early Loom, but try not to use this during the Late Loom or Zenith, without first foreshadowing that the enemy has unknown allies, or abilities. This can best be employed in the late Story by acting as foreshadowing (or a Revelation) for the next Scene.
HookJust use a Hook, you don’t usually need a Hook Aspect, just the Hook. For example, the Crystal Hook would just offer to pay the Character to get involved, so maybe a rich neighbour offers to pay them to deal with the issue. If they are already getting paid, maybe a second person offers to pay them more to do the same job.
InterferenceOne of the other sides will interfere in the Character’s plans somehow, this is usually not a deliberate interference but rather an coincidental action caused by their opposed or misaligned goals.
Murphy’s LawAnything that can go wrong will go wrong, usually in the worst way possible… And if something looks like its going right, it’s probably to throw you off-guard for later, or will turn out that was the wrong choice in the first place. This may result in batteries going flat, papers going missing, computers and cars crashing, traffic snarls and jams, road rage, random accidents and muggings, pens running out of ink or leaking, catching your nose on a door you open, banging your head on an open cupboard door, or dropping what you are carrying as someone barges into you.
ObstacleHowever the Character attempts to avoid the Plot they will find themselves confronted by an Obstacle. Maybe they want to drive away from the situation and discover the bridge is out, that a tree has fallen on the road, or simply that the car is out of fuel and they will have to walk, fill a can at a garage, and walk back. Then again maybe they want to stay in bed, but their guardian spirit appears in their dreams, with a nightmare letting them know what they should be doing, or else.
Public MeetingEmbodiment Characters from two sides of the Conflict meet in a crowded public place, such as the street, a restaurant, a port, a train station, a shop or a library. Generally this public meeting will not result in a fight breaking out, as passers-by would be caught up, and police would be called.
SnagWhatever the Character is trying to do to avoid the Plot will suffer a Snag. If they are trying to relax, the enemy will find them. If they are trying to settle a debt, the bank will get robbed while they are making a payment or withdrawal. Or if they are just chatting with a friend, they will get called out in a lie, or whatever the Snag selected may be.
ThreatsThe other side will threaten, kidnap, attack, seduce, employ, or possibly even kill (if Suspense and Stakes are high enough) an Ally, loved one (often the Character’s Love Interest), or the pet of the Character. This depends upon the nature of the Conflict, the Stakes, the Suspense and aggression of that side.
TypeDescription

Breaks

Breaks are in many ways the opposite of a Prod. Where Prods try to move the Conflict forward, raising the Suspense and drawing the sides together so that the Plot’s Conflict is resolved, Breaks pause the Conflict, lowering the Stakes and the Suspense, pushing the two sides further apart again.

Breaks are especially useful if the Player Characters are being a little too efficient in tracking the bad guy down, or have worked out his scheme from the very first clue that the Yarn-Teller dropped. You don’t want the PCs to skip through your prepared materials too quickly, after all. Breaks can also be ideal if a Character has been badly injured, or is very Stressed, has a lot of Strains or Shocks.

Breaks relieve a Character all current Stress, as such they are the perfect way to calm things down for a Character who is Overstressed, Strained or Shocked.

Breaks can also be useful for the following reasons.

  • Ssupense has ramped up too high, or too quickly, and needs to be calmed down again.
  • Players are acting out a higher level of Suspense Level than the Scene.
  • Characters are already very Stressed, perhaps even Shocked, and you know the Plot is about to make things worse for them, and think a little Break may help.
  • Characters are advancing the Plot too quickly and you need to slow their progress to control the pacing.
  • Everything is out of control, you have no idea what is happening and really need some breathing space and thinking time.
  • The Stakes and Story have spiralled out of control and you are about to kill, or have killed, a Character you did not mean to target.

Basically, if Ted keeps insisting that they must storm the castle right now, when you’ve got a whole campaign about raising a peasant army planned, he needs a Break.

A Break should reduce the Suspense Level of the Scene, by at least one, and can even reset it down to Suspense Level 0: “Exhausted” under the right circumstances.

Breaks, like Prods should be specific to the Story and Scene, and are usually prepared beforehand by the Scene Author, but using a generic emergency break is sometimes necessary — especially to calm Ted down. You can get an idea of what might constitute a suitable Break from some generic examples:

Breaks
TypeDescription
Comic ReliefComedy can be a great Suspense breaker, as a laugh will lower Suspense immensely and immediately, and can even cause Characters that were on the verge of attack to stop and reconsider. This Break is often the best to use if the Suspense has ramped up too quickly, as it has little effect on the plot structure. Care should be taken, however as a mistimed joke can ruin the momentum and sense of threat.
ConsequencesThis Break deals with the consequences of the Characters actions. Perhaps they attracted the attention of another force, like the Security services, Police, or even an Increated, while they were going about their business. This could be a chance for a little Karma to fall their way. If they are a murder-hobo then now is the time when someone will decide they need to die for no reason, if they are a dirty double dealing rat, now they’ll get sold out. Then again, perhaps they really are a hero, and have to take time out of a busy schedule because the town decided to throw them a parade.
Cow DropA truly bizarre event happens, like a cow dropping out of the sky to kill a passer-by, or crush your van. Sure it could have fallen from a helicopter, maybe, but why was it on the helicopter, and why no one will even admit to having a helicopter in the area? Each time this is used it should be a new and apparently unconnected event, such as unexplained garden explosions, out of place animals such as a penguin in the bathroom (or the aeronautic bovine), strange lights / colours / sounds / shadows in the sky, odd voices on the TV / radio / in your home that cannot be understood or explained away, or some Fortean event such as a frog fall or Bigfoot sighting.
ExpositionSometimes it is possible to slow things down by adding a dash of exposition. It might be a scientist who is trying to explain things to the Character, or it could be a cop who wants to know exactly what happened and needs the Characters to explain. Exposition can slow the Characters down (although getting the Players to explain what just happened, can be a lot more effective than explaining why they can’t rush on. Used too often though and the Players may feel they are being shown and told the Plot, rather than experiencing it.
Gone to GroundIf the Characters are hot on the trail of the villain, they just seem to vanish. Gone to ground can also cause a Love Interest, or Mentor, to disappear, perhaps on a holiday, a work trip, or occasionally something worse. A Character may decide to avoid the Character because they seemed too intense, or other reasons. Sometimes there are clues where they might be hiding, or what happened to them, but other times it will take a Revelation to reveal where they’ve gone and maybe what they are up to.
InterruptSometimes the easiest Break to use is simply to Interrupt the current Scene with a Scene (or two) from another Plot (perhaps a higher Ranking Plot), or perhaps an Interlogue, Exologue or a Flashback Prologue / Revelation from this one. This can become messy and frustrating if used too often, as it can confuse and muddle Plots together, or make Characters feel like they are not making progress at all.
PostponeThis Break postpones the next Scene, inserting a “randomly created” Scene before the Plot continues. Examples might include: an accident occurring, or some unforeseen Quest that must be resolved, like having to go buy bread for your mum, before you can go off to fight aliens. Postpones can become frustrating if used too often, however so try not to use them unless you have to.
ReversalThis Break turns everything on its head. If the Characters have guessed what the goals of the other side are, suddenly that’s exactly what they wanted the Characters to think. Their real goals are the exact opposite, but they wanted the Characters to work towards their goals, not against. Now the Characters have to undo whatever it was they did. This sort of Break should be used carefully, and rarely, as it can ruin the whole Story if used in the wrong way, or too often. Three Reversal Breaks in a single Plot would be a sign that something was very wrong with the Narrative.
GainSometimes Characters can be distracted from the plot by dangling a carrot on a string, offer them a Gain, and they may slow down to collect it, or argue about who should have it.
SweepingSometimes the easiest way to slow the Characters down is to just give them recovery time. You can use a Sweeping card effect for this purpose.
Left for DeadIf a Character has been badly injured in a fight, they may be left for dead by their enemies and their friends. Typically the Character will spend a period of hours (or occasionally days) unconscious, during which time they Relieve all Stress and Shocks automatically (although they may still have a few lingering Strains). Often the Character will receive narrative Healing one Level (so a Mortal Wound will become a Crippling Wound instead), but such Narrative Healing is easily undone, and can fester or re-open if the Character is not careful, and does not seek out a medical professional or healing priest quickly.
CapturedA great way to change the pace and slow things down is to capture the Characters who are ahead. This mean that having stumbled into the enemy camp ill-prepared they are captured by the enemy, or that perhaps someone else has captured them. Being “Captured” can include being dragged off by friends, having to work late, or having to binge watch a certain TV show with someone. Being captured usually involves some kind of Binding Hitch (ropes, chains, marriage, TV addiction, etc), and can mean a loss of time or loss of Descendants (typically the lost Descendants can be found or bought again at a significant discount). Captured Characters usually have time to Relieve Strains and Shocks, but often remain Stressed for vaious reasons.
Stressed-OutSometimes the break is that the Character lets the Stress of the situation get to them, really badly and they end up taking a Stress Attack or Ongoing Stress effect that will remove Stress equal to the Type. Usually the Stressed-out Character will suffer the largest Stress effect possible. (e.g. a Character with 7 Stress who Stresses-out will spend the 7 Stress on either an Exhaustion Attack or an ongoing Lethargy effect).
TypeDescription

Ratchets

Ratchets are a type of Drama that connects the Suspense and Character Stress to the Narrative directly. Ratchets are sometimes one way ladders of events that will occur during the plot. Some may be actual timed events, but they trigger when appropriate to the Suspense and relieve Stress when they do.

Ratchets vary in cost greatly, with a minimum of 1 Stress each Level. Ratchets can have specific Stress costs at Specific Levels as the Yarn-Teller, Author, or Referee prefers.

It should be noted that the more stress-inducing a Ratchet is meant to be the lower its Stress relief should be. A Ratchet that is meant to allow relaxation should have a higher Stress relief. An Average Ratchet Stress Relief should be around a 6 and can vary between 2 and 10.

Ratchets should be events that are specific to the Story being told. Although there are some “generic” Direct Suspense Level Ratchets that can apply to any Pulled or Pushed Character Embodiments, and could be set up for any potential Conflict.

Some examples might include:

Dominant vs. Pressed Sides of the Story represent a fairly repeatable pattern of events tied closely to the Suspense-Level.

  1. Suspense 0: Dominance is impossible without some Tension or Pressure. Embodiments of different Sides of the Conflict should not meet at this level, in fact they can only be present in the Scene together if one, or both, aren’t conscious.
  2. Low Suspense (1-3): Active but limited displays of Dominance can occur, such as privileged, bullish, or other negative behaviours. Pressed side may become aware of Dominant Embodiment through Revelations, but not their actions directly.
  3. Medium Suspense (4-6): Pressed side has at least one negative encounter with an representative of the Dominant Side. Dominant side will demonstrate dominant behaviour such as ordering the Pressed Side, mild insults and ignoring them.
  4. High Suspense (7-8): Embodiments should appear in a Scene together, this may be cordial, formal, a press event, whatever. This is the moment the Pressed Side reveals themself to the Dominant Side by behaviour and speech. From this point forward it should be obvious who the Dominant Embodiment is. Pressed Embodiments should feel the approach of the Dominant Embodiment (or a representative). There will be some demonstration of Dominance, which will involve 2 Failure Levels on all Pressed Actions.
  5. Open Conflict (9-10): The Dominant Embodiment will focus their attention and power on the Pressed Embodiment. The Pressed Embodiment may believe they have some advantage over the Dominant Side. They may be wrong, or very wrong. The Dominant Side will hurt someone, usually the Pressed Side or a Pressed Ally. The Pressed Side should be injured, insulted or humiliated by the Dominant Side during.
  6. Tragic Conflict (10-11), Either or both Embodiments have to be badly injured (Maim or worse) by the end of the Scene. An Ally of one Side (usually the Pressed Side) may sacrifice themself to protect their side’s Embodiment. Dominant Side may express or be replaced by Monster Embodiments. Dominant Side Embodiments that are injured (or killed) may be augmented or replaced by Monster Embodiments.

Often a Ratchet will not have Suspense Levels noted, instead each time the Ratchet is “activated” the Ratchet will climb or fall a layer on a Ladder-like Ratchet such as this one, for a Security Guard Ratchet.

  1. Guards actively asleep at their posts, missing or unconscious. 1 Success Level on Hide or Sneak attempts. Relieves 10 Stress.
  2. Guards bored and distracted: no special rules. Relieves 8 Stress.
  3. Guards are alert, but stationary : 1 Failure Level on Hiding or Sneak attempts. Relieves 6 Stress
  4. Guards patrol, looking for intruders, but not expecting to find them: 2 Failure Levels on Hide or Sneak, 4 Stress.
  5. Guards are aware there is an intruder: 3 Failure Levels on hide or Sneak, 3 Stress relieved.
  6. Intruder alarms are ringing: 5 Failure Levels on Hide or Sneak. 2 Stress.

Which will work for most infiltration Ordeals or Stories.

Then there’s :

  1. Strange smells on the air (Low Suspense), 10 Stress
  2. Animals behave strangely (Low Suspense), 8 Stress
  3. Rumbling noises, but no lightning (Medium Suspense), 6 Stress
  4. Birds leave the area (Medium Suspense ), 5 Stress
  5. Strange auras around the mountain at night (High Suspense), 4 Stress
  6. Volcano erupts (Open Conflict), 3 Stress
  7. Pyroclastic flow engulfs your side of the volcano (Tragic Conflict), 2 Stress

Which can be modified for almost any disaster situation. Ratchets can be easily built for any Scene, Act, or Story adding complications to any situation as the situation responds to Character Stress, Shocks and Drama rolls.

Dramatic Challenges

The Referee or an Author (which might include a prepared Yarn-Teller) can set a Dramatic Challenge, a Dramatic Challenge occurs as a special example of Drama. The point of a Dramatic Challenge is to decide which Yarn-Teller gets to narrate the Drama that is occurring, and the winner of the Dramatic Challenge will usually take the narrative lead on the rest of the Story. A Yarn-Teller might declare a Dramatic Challenge to hand away Narration duties so they can concentrate on their Character for a bit.

  • The Referee (or Author) declares a Dramatic Challenge as well as the Drama such as Hazard.
  • Only Yarn-Tellers (and their ilk such as Demon-Lords) can be involved in Dramatic Challenges. Heroes, Grunts, and even Goblins and Demons cannot Narrate and so cannot participate in a Dramatic Challenge.
  • Each Yarn-Teller must bid Stress that they are willing to take and describe their version of the Drama (e.g. “4 Stress for a Failure Hazard”, etc). The Stress Bid is unrelated to the Stress relieved by the Drama as the Target of the Narration will be relieved.
  • Yarn-Tellers, beginning with the highest bidder, will take the Stress that they Bid and add it to their Stress.
    • If the highest Bidding Yarn-Teller is not Shocked by the Stress they just took, they will now Narrate the Challenge Drama. The Dramatic Challenge is won. Other bidders will now lose Stress equal to their Bids.
    • If the Character is Shocked, or if all their Dice are Overstressed after taking the Bid, they immediately take a Stress Effect (usually a Trauma) and drop out of the Challenge. The next highest bidder will now take the Stress they Bid and repeat until a winner is found or every Yarn-Teller is Shocked.
    • If all Yarn-Tellers are shocked then narration reverts to the Referee, until the first Yarn-Teller is not Shocked again, when they will take over.

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