The T13 Roleplaying Game

Character Arcs

In T13, Character Arcs can be handled in two different ways. The first way is simply that a Yarn-Teller is assigned to run the Character Arc as an Arc level Plot. With the standard Conflict and so on. This is considered Plot-driven play, and is fairly standard. The other way is Character-driven Character Arcs and they function in a very different way.

Compositions

Compositions are a musical term, that can cover pretty much any piece of music, from any genre, whether it is a guitar/jet-engine riff from a Death Metal track or a piano concerto they are both Compositions. They share a lexicon of music, such as Pitches, Rhythms, Chords and Time Signatures, and in T13 we hijack that lexicon and way of thinking to consider interpersonal Character relationships and how they are modelled.

A Composition then in T13 is something akin to an film score, telling us the emotional beats and thrills of the Characters, this can work along side or instead of plotted drama to create Character Drama. To do this we need to open our model and look at what we mean by a Composition.

  • Tuning — Tunings are collections of Pitches, Notes, Tones and Keys that create a “Tune”.
    • Each Character has a Key and so they may be “in tune” with a Composition if it uses certain Pitches and Notes.
    • Each Pitch, Note and Key has a unique relationship with every other Pitch, Note and Key, they all interact differently.
    • Pitches, Notes and Tones can be arranged, and played together as Chords. Chords have a stronger impact than an individual Pitch, Note or Tone.
    • Pitches, Notes and Tones (and Chords) can be arranged in sequences, with Rhythms to create lines, voices, melodies or tunes as well.
  • Rhythms — Rhythms are patterns of events such as movements, that define the Beats, Bar and Tempo of the Composition.
    • Beats — Beats are of course related to Yarn Card Story Beats, however which beat is used is defined in a more formulaic way that still allows for improvisation. Rhythms are made of Beats that alternate these are called Strong Beats (that often begin a Bar) and Weak Beats that normally end a Bar
    • Bar — The Bar (or measure) is a segment of time that can hold a number of Beats. In Character Compositions the Bar is often the equivalent of a Scene although it can also behave as an Act. The number of Beats in the Bar defines the Time Signature of the Composition and typically defines how many Beats we get before a Chord Change, and how many Pitches, Notes and Tones are allowed within the Bar.
    • Tempo — for a Composition the Tempo is not usually expressed in Beats per minute or a similar metric meter, instead use a scale of heavy, creeping, leisurely, moderate, brisk, hurried and hasty. With implied Difficulties, Obstacles, Hurdles and Stakes varying across Tempos.
  • Lyrics — Lyrics often contain narrative details that help flesh out the emotional story of the Composition, perhaps explaining the fear, or happiness with some words. Lyrics can have powerful effects on Extras, becoming almost a script they are using.

The Types of Compositions

There are various types of Composition that a Yarn-Teller (or Conductor as they are often called because they “run” or “conduct” Compositions) can choose to employ, based on the Characters and Descendants that are available. Although they are given differing names, and can have special rules and uses, they all conform to the same rules of Compositions, and fundamentally behave in similar ways.

Character (and Descendant) Composition types
TypeSuitable ForDescriptionRules
ChantExtra CharactersChants are simple Compositions that influence the Extra Characters within the current Setting. Chants are often monotone, or singular chords, and may be focused entirely upon the lyrical content of the chant.A Chant affects only Extra Characters. Chants are melodically simple, focusing on a single note or chord in a certain key (although they may change Chord in any Bar like any voicing). Extras who match key with the Chant (or one of the notes of its chord) will be affected by the Chant. Extras who do not, will not. Up to 12 different Chants can be running at once, with each Conductor able to Conduct up to 3 Chants simultaneously.
MarchGrunt CharactersThe March is the signature Composition of the Grunt Character. A March uses a simple time signature, usually 2:2 or 4:4. That is 2 or 4 beats per bar. Marches typically are 16 or 32 bars long with a single modulation usually from Tonic to Subdominant (and occasionally back — see Intervals).Marches affect only Grunt Characters (usually of a suitable key).
AriaHero CharactersThe Aria is strictly speaking an operatic solo, that conveys emotions rather than the plot, and is named for the Italian word for “air” which is used in the same musical meaning in English. This is a Composition for a single voice that combines a Melody with lyrics to create a specific song style.Arias are strict in their lyrical composition, and must use an AB, ABA, ABB, or ABACA rhyme structure. Hero Characters who are in key with the Aria will experience it as stated. Those Heroes who are not in key may experience distorted versions of the Aria.
LeitmotifLite Characters and DescendantsLeitmotifs are simple recurring musical ideas within other Compositions that influence Lite Characters and Descendants. They are used in T13 Lite games to guide Character Drama and Development beyond any Plots that may be occurring. Leitmotifs can consist of Pitches (often arranged in Melodies or Chord Sequences) and Rhythms.Leitmotifs affect Lite Characters and Lite Descendants that are in key with the Leitmotif.
AnthemArchetype CharactersAnthems are archetypal songs for Archetype Characters. They can be celebrations of nations, careers, and such large groups that they are best represented by Archetype Characters. Anthems are otherwise like any composition.Anthems typically affect only Archetype Characters who are in tune with them. However, it is possible for Archetypes to become swept up in any Character Composition, if it becomes Anthemic during play.
SoloYarn-Teller CharacterSolos are Compositions intended to affect only Yarn-Teller Characters. They are typically intense melodic tunes that affect the Yarn-Tellers who are in tune with them. Often affecting (or even specifying) the Yarn-Teller’s Narration Technique as well as the nature of what they must narrate.Solos affect only Yarn-Teller Characters who are in tune with them. Yarn-Tellers usually respond and narrate Character Compositions for each other, as well as the other Characters, it is worth noting.
SymphoniesAny LocationsSymphonies are Compositions that affect Locations, even Locations as large as Settings. Symphonies can work much like the Score of a Film, with individual Characters bringing their own Tunes, Hymns, Marches and Chants to the Symphony. And Locations can respond to the Character Compositions, but it can also work the otherway. With the Setting and Location defining the Symphony, the Characters, or at least those in tune with the Symphony will be affected by the Location’s influence.Symphonies affect a Location, and either respond to Character Compositions, or direct them from the Symphony if they are in tune.
OperaGroupsOperas are Compositions that affect and influence entire groups of people, often this will be a specific Pact that the Opera influences, but any group of Characters that are thrown together can create a spontaneous “Opera”.Operas typically embrace all the Characters of a group, where possible they will match Keys with all members of the Group, giving each Character a section or voicing where they define the Key. Although additional modulations may be required to reach harmonic resolution.
HymnDivine CharactersHymns are Compositions that affect Divine Characters who are in tune with the Hymn. Hymns can affect and influence religious people, as well as more divine and spiritual entities such as angels and gods, although they will be harmonically aligned.Religious beings in tune with the Hymn are affected, as are Spiritual beings a Perfect Fourth above the Hymn Key, and Divine beings a Perfect Fifth above the Hymn Key.
VoiceAny CharacterA Voice is a melody written for a single voice, it may be a line within a choir, and be a part of a larger chord voicing. Voices are typically written for a specific Character, and multiple voicings can be active at once. Compositions may present Chord sequences as separate Voice lines for individual Characters, or the Character may be allowed to choose the Pitch they voice themselves in an improvisation.A Voice affects and influences a single Character. A Voice will typically sit within a larger Compostion, like a voice in a choir singing a single Pitch to help create the Choir’s chord, and need not worry about whether the Character is in tune with the Voice at all.
MelodyAny CharactersMelodies are a series of Pitches (or notes or tones) along with some rhythms that tell us when to play which pitches. Technically there is no difference between a Voice and a Melody, except Voices are assigned to Characters and Melodies are not.Typically a Melody will affect only Characters who are in tune with the Melody. However, if no Character is in tune with a Melody, then all Characters will experience the Melody, even if they are vastly out of tune.
RefrainAny DescendantA Refrain is a Composition for a singular, specific Descendant. This might reflect a training montage or some similar event in a Character’s story, but is usually some recurring device or idea that various Characters will encounter. If a powerful Descendant has its own Refrain it may have a impact on Characters who are around it, smart-alec magic weapons, and rings of dark lordship often have refrains.A Character Composition for a Descendant. Refrains may affect and influence the Descendants Owner, Creator and Weilders. Typically Refrains do not care if the Weilder, Owner or Creator is in Key, and can have profound effects upon these Characters.
JingleAny DescendantsJingles are short (often a single Bar) Compositions for Descendants. Unlike Refrains that are specific to a singular Descendant, Jingles are more generic. Where the one true Ring of power has a refrain, all electronic products made by a single fruit-named manufacturer might have the same Jingle.Jingles are Compositions for Descendants, they are commonly quite generic and broad (such as all products from the manufacturing company sharing the same Jingle). Typically a Character that uses a Descendant with a Jingle must be “In Tune” to be affected by the Jingle, matching Key in often in Tune, but any Perfect Interval can also count at the Conductor’s discretion.
TypeSuitable ForDescriptionRules

The Composition of Compositions

In T13 we use a lot of terms that borrow from music, especially when talking about Character Arcs. But the chief musical terms here are Pitches, Notes, Tones and Keys. Which with music are largely the same thing, but in T13, each is a unique point of the system that interacts with the other musical terms.

  • Pitches — Pitches are ideas put forwards by each Yarn-Teller during the Bar. Each Pitch asks Questions about the Characters involved in them, but also has a unique relationship with each Character via their Key and the Notes.
  • Notes — Notes are how we think about the Plot like aspects of a Character Arc. Notes can bring back aspects of the Arc from earlier, foreshadow later parts, add Characters and remove them and so on.
  • Tones — Tones are defined for a Scene and are not usually related to Pitches, but can be tied to Notes. The Tone of a Scene defines the sorts of things that can happen during a Scene. See Tones
  • Keys — Characters have Keys set from their Geometry. This Key is defined as part of the Character, and indicates how the the Character is effected by Different Pitches and Notes.

Pitches

A Pitch is the name we give to notes or tones when they appear in Compositions. Characters have a Key defined by their Geometry (in fact the Character’s Geometry defines a lot about how they are represented and affected by the Composition. This is because Geometry is unaffected by the type of the Character. Jonathon “John” Smith the Solo is geometrically identical to Jonathon “John” Smith the Extra.

John Smith here is an G♯ Character. So he will be drawn into any Composition that is in G♯ as it will resonate with his Character.

Depending upon the Compositions that surround him, he might even be drawn into more than one. However, there are also Compositions that he will not be “in-tune” with. These Compositions may either ignore him or have odd, unintended influences upon him. This will be up to the Yarn-Teller who is running (or Conducting) the individual Composition.

Pitches and Character Voices

These are the absolute Pitches, each has an associated House. The House lists questions that the Characters (Players usually), and the Yarn-Teller Conducting the Composition, should ask themselves about the Characters. Each House also has a Ruler, an astrological sign and planets that we’ll look at later (see Astrological Rulers), as well as a list of Facets that share that Key and suggested Tones for the Pitch (see Tones).

The Keys/Pitches and what they can mean
PitchHouseDescriptionQuestionsRulerAltSyllableHarmonic FacetsSuggested Tones
CSupportSupport of others is the greatest of blessings. This beat is about allies, friends, pacts, communities, charity, networking, wish fulfilment, and occasionally love.Who are this Character’s friends and supporters? What club or society memberships might they have? Who knows them, and for what? Are they famous, infamous or anonymous? To whom do they belong, who do they love and who do they care about? Is the Character supportive of others, or do they rely on others for support? What are their ideals and hopes for the future? Who are they friends with, and what ideals do they share with them? Who logically and ethically are their enemies? If a vote was taken, how many would side with the Character, and how many vote against?Earth / Aquarius / Saturn / UranusB♯DoDominion, Heresy, QuietConversational, Political, Fantasy, Suspense, Combative
C♯OrderOrder is the spoken command, and a shared communication. This beat is about communication, transportation, distribution, generosity, development, intelligence, gadgets, ephemera, locomotion, siblings, or occasionally directions.How does the Character or group communicate with others, are they talkative, vivid and loquacious or stoic, staid and mute? Are they generous, sharing and caring, or mean, selfish and friendless? Are they social, asocial or anti-social? What is their neighbourhood like, do they get on with those who live near them? When they leave their home are they more likely to walk, take public transport, drive, be driven or even fly? What are they working on? What are they carrying in their pockets?Gemini / MercuryD♭Di/RaGossamerImmoral, Sincere, Conversational, Political
DHealthHealth is more than a physical and mental state, it affected by what we eat and what we do. This beat is about routines, employment, services, jobs, training, skills, talents, diets, courage, vitality, strength, or occasionally about healthcare.How does this Character keep themselves healthy and safe? What illnesses do they suffer from? Do they have some regime they maintain, a strict diet, a gym routine? Do they have to maintain, perform maintenance, or conform to a regular schedule? Does their work keep them healthy, out in the fresh air working their body, or do they have a desk job and little free time, leading them to a hunched and sallowed future? Who do they look to for leadership, and who looks to them? Who works for them, what sort of boss are they, and who do they work for, what is their own boss like?Metal / Virgo / MercuryE𝄫ReRook, VirtuePolitical, Comedy, Eerie, Historical, Restful, Combative, Romantic, Medical
D♯PassagePassage can mean a corridor or travel, and travel broadens the mind, and either has purpose. This beat is about purpose, education, training, learning, foreign travel, law, ethics, expansion, cultural differences, beliefs or occasionally exploration.Where is this Character going? Where have they been, and what did they see there? What does the Character see when they close their eyes? What do they dream at night, especially those nights they awaken in a cold sweat? To what cultures have they been exposed, how broad-minded are they? How well-educated, well-travelled, well-read, and well-informed are they? Have they been taught, were they raised in a religion or with a certain philosophy? What laws and ethics do they support? Who do they know over seas, or on other worlds, and how, and why, do they communicate? Saggitarius / JupiterE♭Ri/MaTrial, YonderVisceral, Combative, Odyssey
ELifeLife is all-encompassing, and full of firsts. This beat is about a first, often this will be a Hook for a new Plot, but it can be about first-impressions, first-love, first-car, first-house, first-job, first-boss, first-kill, first-death, first-loss, first-win, or occasionally self-image.What is the nature of the Character or group? How resourceful are they? Why are they the way they are? What are their history, beginnings, outlook and impressions? Where did they come from, and what do they want to achieve? What do they look like?Wood / Aries / MarsF♭MiInertia, Nature, Orthodox, WyrdSuspense, Saga, Visceral, Historical, Magical, Sincere, Combative, Action
FKingdomKingdom is also called the house of Enterprise. This beat is about governance, authority, fathers, patriarchy, society, achievements, motivations, ambitions and occasionally the character’s career.What are this Character’s achievements, what have they done with their life? What are this Character’s motivations, are they still seeking something or have they reached some conclusion? What prestige, honours or accolades have they ever received? What are their responsibilities? What drives them, do they want to make the world a better place, or see it burn? What are their ambitions, what do they want to be, do they have a career goal, or are they just drifting from job to job? What is their Leadership style, or are they more of a follower, in which case, what sort of authority do they respect?Capricorn / SaturnE♯FaEnigmaDark, Saga, Investigative, Mystery, Creative
F♯ParentParent is also othe House of Home and Family. This beat is about heritage, ancestry, motherhood, guardianship, pets, comfort, security, environment, household matters, and occasionally a house.Who is this Character or Group? Who were their people, who are they descended from? What is their house, their home, their homeland? How comfortable, secure and protective is their home? What unconscious resources are available to them? What buried treasure might they find if they were to dig in their own backyard?Cancer / LunaG♭Fi/SeNone/AnyFantasy, Surreal, Magical, Creative
GRehabilitationRehabilitation is also called the House of Sacrifice. This beat is often a Revelation, but can be about blackmail, secrecy, privacy, seclusion, retreat, intuition, completion, miracles, luck, addictions, and occsionally healing.What is this Character keeping private? What are their secrets? What are their unconscious desires and goals? What are the revelations that they seek? What do they want to know? How much can they guess? How intuitive, lucky, mystical or magical are they? What and whose secrets are they trying to unearth, how well protected are they, and which secrets are they trying to keep and from whom? Who do they forgive, and who will remain unforgiven? Who are their unknown enemies, those who oppose them in secret, perhaps while claiming to be friends? Where do they go to be alone? What do they do when they are alone? Where do they sleep, meditate, rest or pray?Fire / Pisces/ Jupiter / NeptuneGSol/SoFuryCreative, Mystery, Action, Suspense
G♯SpouseSpouses are partners in all things, and marriages the original contracts and diplomatic treaties. This beat is about partnerships, marriages, contracts, business, diplomacy, bureaucracy or officials.Who does this Character trust? Who are their business partners, lovers and friends? How diplomatic and balanced is the Character? Who do they call an enemy, and who a friend? What side of the Conflict are they on, is it the side you imagine? Who are the Character’s Rivals and Allies and what are they like?Libra / VenusA♭Si/LoKey, Miasma, SinInvestigative, Eerie, Immoral, Romantic
AGainGain is gathering of things of value. This beat is usually a Gain, but it might be about money, wealth, ownership, possessions, acquisitions, cultivation, substance or occasionally self-worth.What is this Character or group worth? Do they have resources, and if so are they poor, rich or are material things immaterial to them? What is the culture and nature of the Character, are they of substance, and what do they value?Water / Taurus / VenusB𝄫LaBurden, Craft, PhoenixRomantic, Dark, Creative, Medical, Immoral
A♯ChildChildren naturally find the fun in things, bringing their parents and friends great pleasure. This beat is about entertainment, games, gambling, risk-taking, creative self-expression, actual children (or fertility), or occasionally romantic infatuations.How is this Character still like a child? Do they play games, take risks, or are they mature and stable instead? What entertainment brings them pleasure? What do they enjoy and who do they enjoy it with? Do they express themselves creatively, through hobbies like drama, art, music and dance, do they bring this creative expression to their day job, or are they instead a creative wasteland? If they were to go to an art gallery, cinema or concert hall, what would catch their attention, what would they hope to see or hear?Leo / SolB♭Li/TeLiberty, ZealMedical, Surreal, Sincere, Comedy, Political
BDeathDeath is the great Transformer, and it points to cycles of death and of life. These beats are about commitments, business deals, sexual relationships, self-transformation, rebirth, regneration, karma and debts.What does this Character fear? What or who is holding them back? Who will they become when they realise they are can transform themselves? What passions drive the Character? Who would they leave it all for? What is this Character’s inevitable doom? How much do they owe others, whether aid or revenge? How much will they payback and how much will they pay forwards?Scorpio / Mars / PlutoC♭Ti/SiAwe, JeerEmotional, Action, Odyssey, Emotional, Comedy, Dark, Combative
PitchHouseDescriptionQuestionsRulerAltSyllableHarmonic FacetsSuggested Tones

If a Composition is being improvised (rather than pre-written) Yarn-Tellers can Pitch different Pitches next. Each Yarn-Teller may choose a Pitch, by asking a Question. Then each Player of a Character affected by the Arc may select one of the Pitches that their Character will voice, Yarn-Tellers (and the Author or Player of the Character) may also add a Note at this time (see Notes).

During a Pre-written Composition the Pitches are preselected, but each Character in the Arc will still be offered a choice of Pitches from the Bar Chord that they may voice.

During a Bar each Character need not be present for every Beat, the Conductor of the Composition should decide who is present in a Scene according to the usual Narrative Logic, as well as what voicings are required for the Beat and Bar. So not all Characters will be necessarily be present and voiced at the same time (this allows a Referee or Yarn-Teller to focus more on the voicings that are present at that time).

Some Characters may choose to not voice a particular Pitch, or are not required to by the Conductor, instead they will Rest. If they are not resting then they will still suffer the Notes and the Tone of the Beat.

All Voiced Characters will interact with the Pitch. They will have to “Answer the Question” the Pitch raises about the Character. Although this Question and Answering should not be thought of as a direct questioning. The Question the Yarn-Teller is asking such as “Who do you think you are?” should not be answered directly by the Character (no Character should state “I think I am a hero!” in response).

Instead, this is a case of show not tell, and even the Question the Pitch raises is not directly asked by the Conductor. So the Conductor should instead describe the Scene, but with the Questions in mind, “Who do you think you are?” is a question usually asked by someone with authority (be it social, political, legal, religious, spiritual, etc) so this Beat or Bar should be set in a place of some public, official or private authority. The Conductor might put the Characters upon a public stage such as a television news show, or in the official chambers of a guild-master. Characters should show us the answers to the Questions the Pitches and Yarn-Tellers raised, through their actions and conversations. If the Player thinks the Character is a hero, they should show this through attempting acts of bravery and courage, not bravado and crowing.

Relative Pitch

In addition to the Absolute Pitch, that is declared for a Beat or Bar, there is also the Relative Pitch, which is how the Pitch interacts with a Character’s personal Key. This Relative Pitch governs how the Beat will be experienced by the Character based on the different Intervals between the Character’s Key and the Pitch.

We consider the Relative Pitch in terms of Semi-tone Intervals, to make counting these intervals easier we usually use a Chromatic Scale of 12 Pitches (although due to Octaves the actual Intervals we consider tends to be at most an Interval of 19 (the Perfect Twelfth), this could be expanded more to include perhaps as much as two Octaves, however the Octave adds less difference to the Interval beyond the Twelfth than we normally consider important. It is perfectly possible to consider Relative Pitches within a different Scale, such as a “Mixolydian” or “Locrian” Scale as part of a more advanced technique, where some Relative Pitches will become “Blues” Notes external to the Scale, which can have a separate effect on Notes.

You’ll note that different relative Pitches can have the same Character Effect, and so the Effects the Characters experience are on a separate table. This means two tables are required, with some quick looking up.

The Intervals of Relative Pitches
NameRatioEffectIntervalDescription
Unison110Unison is the same note twice, as such it has no harmonics or dissonance, which gives it no power, and no emotional content. The relationship has a smoothness and peace to it, but has will and insistence too.
Minor-Second1.0666666666667-41The Minor-Second is a difference of one semi-tone. This gives is a melancholic relationship, displeasurable, dull and dark, there is a certain weak, uptight, anguish to it. This is a relationship that has humiliation and pain baked in. There is a sense of roughness, derangement, shyness or illness to this relationship, that may express as occasional fear or anger.
Major-Second1.125-22The Major-Second is a difference of a whole tone. This relationship is dissonant, a pain-filled torment, but has hints of stability, which gives it tension — a sense of longing and eagerness. This is the sensation of asking a question and waiting for an answer, there is a sense of motion and vulgarity to this. It is a wish and a displeasure simultaneously.
Minor-Third1.213The Minor-Third is a difference of three semi-tones, and brings a tragic dissonance with a sad harmony. This is a deeply emotional and sometimes tragic relationship, perhaps painful at times, but still sweet. It is a lament of discouraging sadness wrapped in heavy shadows.
Major-Third1.2534The Major-Third is a difference of two tones, and this brings a rich harmonic strength. This is usually a bright, joyful relationship, full of positive energy and laughter, but that same energy and strength cannot become furious, quite due to the inherent hope and balance.
Perfect Fourth1.333333333333345The Perfect Fourth is a difference of five semi-tones and has a perfection about it (hence the name). This is a strong, buoyant relationship, but is not without active tension, pathos and sad times, but they serve to make it stronger. The Perfect Fourth can be firm, hard and cold, even indifferent to emotions, but it is always successful.
Tri-tone1.3888888888889-56The Tritone, or Devil’s interval, is three whole tones wide and has a violent dissonance to it. The relationship is filled with mysterious tension, restless, anxious, excitement and uncertainty, it has surprises, a soupçon of pretension, more than an air of destructive danger, and devilishly spicy heat. All of which can be terrible or great depending upon the context.
Perfect Fifth1.557The Perfect Fifth, stretches over seven semi-tones and is the epitome of opposites attracting, hence the Perfect in the name. The relationship is completely stable, healthy, and pleasurable, it is not prone to any fights or internally caused sadness, as it is internally cheerful, gentle and bright. Loving, certain and calm, it is the essence of balance, but can feel hollow.
Minor-Sixth1.6-18The Minor-Sixth and its four tone interval brings some dark dissonance to the relationship. There is anguish, upsets, discontentment and instability to the relationship, it floats between pleasure and pain, and can be stressful and strained or shadowed and pitiful.
Major-Sixth1.666666666666739The Major-Sixth and its nine semi-tone interval brings tension as the relationship wants to resolve to Perfection, but cannot. There is a sweetness to the relationship, but no stability, it is a radiant will-they won’t-they situation that can satisfy in the short term, but lacking true stability may fly apart at anytime.
Minor-Seventh1.7777777777778-210The Minor-Seventh is marked by the five whole tones of interval. This is a sad, painful, and unsatisfying relationship, but that has warmth, romance and love. Such relationships may leave both partners bewildered, strained and stressed when they are over, but while they are happening it is just a dynamic exaltation of love.
Major-Seventh1.875-411The Major-Seventh is an eleven semi-tone interval (or one semi-tone down from the octave). It is a bitter, tense relationship, often gloomy, wicked, and prideful and generable disagreeable, but it can be marked by some optimism, pride, hope and rebellion that lends it brightness.
Octave0.5512A whole Octave separates these notes and this brings perfect consonance. The relationship is generally an easy, stable one, but it is not without energy and strength, in fact the Octave relationship can be too intense, too strong, a majesty that becomes solemn or even severe sometimes. It is courageous and heroic while being stable and solid.
Minor-Ninth2.1333333333333-313The Minor-Ninth is marked by an interval of an Octave plus a semitone. This is a relationship with sadness and just a hint of chaos.
Major-Ninth2.25-114The Major Ninth brings a dissonance that adds spice to the relationship. This is the not quite harmony of a brass band, it can feel slick and bitter.
Minor-Tenth2.4-215The Minor Tenth or more often Augmented-Ninth is perhaps the saddest of the Ninths, as a hint of consonance joins the dissonance. It is darkness wrapped in tears, and adds a sorrow to any group it joins.
Major Tenth2.5316The Major Tenth or Diminished Eleventh has a strong relationship with the Major Third with additional brightness. This is the interval of a joyous, harmonious, relationship filled with laughter.
Perfect-Eleventh2.6666666666667517The Perfect Eleventh is a Perfect Fourth an Octave apart. Which raises the energy of the Fourth creating a more positive and emotional feeling to the relationship.
Augmented-Eleventh2.7777777777778-618The Augmented Eleventh or Diminished Twelfth is a Tritone and an Octave apart. This raises the dissonance and creates a more troubled and dangerous relationship that includes threats of abuse and death.
Perfect-Twelfth3319The Perfect Twelfth is a Perfect Fifth above the Octave and carries a stability and bright consonance, that sadly is less stable than the Perfect Fifth. Unlike the Fifth the these relationships are weaker, while still cheerful, open and light, and as such can feel superficial, hollow and stark.
NameRatioEffectIntervalDescription

The Character Effects
EffectNameDescriptionCharacter Effect
-6TraumaticThis is a powerfully negative experience for the Characters involved.The Card atop the Discard Pile acts as a Stress Card. The Character effected must spend Stress equal to the Pips of the Card to accept the Stress effect or the Card will become a Trauma.
-5FrayThis is a Yarn Fray event, typically narrated by the Yarn-Teller responsible for the Character’s Arc.The Card atop the Discard Pile acts as a Fray that will affect the Characters during this Beat or Bar.
-4SnagThis is a Yarn Snag event, typically narrated by the Yarn-Teller responsible for the Character’s Arc.The Card atop the Discard Pile acts as a Snag that will affect the Characters during this Beat or Bar.
-3HurdleThis is a Facet Hurdle event, typically narrated by the Yarn-Teller responsible for the Character’s Arc.The Card atop the Discard Pile provides a Facet Hurdle that will effect the Characters during this Beat or Bar.
-2Negative EmotionThere is a Negative Emotion associated with the current situation, this effect is typically narrated by the Player of the Character affected.The Card atop the Discard Pile becomes +1 Card Negative Emotional Effect that affects the Characters with a Psych Attack Emotional Effect during this Beat or Bar.
-1FailureThere is an air of failure about the situation. This effect is usually narrated by the Referee.The Referee may either narrate the Card atop the Discard Pile as a Facet Failure Level or demand the Character must Discard a Card from their Hand or Pool as the Failure for each Action the Character takes during the Beat or Bar.
0HomeThis is where the Character is naturally at home. It may be literally their territory, but most likely it is the social and geographical situation to which they are habituated.Adds +1 Generic Success Level that the Player may add to each Action the Character takes during the Beat or Bar.
1StressfulThe situation around the Character is stressful for them.The Character Gains Stress during the Beat or each Beat of the Bar.
2Positive EmotionThere is a Positive Emotion associated with the current situation, this effect is typically narrated by the Player of the Character affected.The Card atop the Discard Pile becomes +1 Card Positive Emotional Effect that affects the Characters with an Emotional Effect during this Beat or Bar.
3ReliefThis is a restful situation that allows a Character to rest and recuperate.The Character can rest, this will usually Relieve all current Stress, Strain and Shock the Character has over the Bar.
4RevelationThis is a Yarn Revelation Event, typically narrated by the Yarn-Teller responsible for the Character’s Arc.The Card atop the Discard Pile acts as a Revelation (which may be expanded by the Yarn-Teller with additional cards and may create a Lore for the Character) this Revelation plays out over the Beat or Bar.
5GainThis is a Yarn Gain Event, typically narrated by the Yarn-Teller responsible for the Character’s Arc.The Card atop the Discard Pile acts as a Gain Event that plays out over the Beat or Bar.
EffectNameDescriptionCharacter Effect

The observant among you may have noticed that for any given pair of Pitches there are two available Intervals:

So, if a Character is an A♯4 and a Composition has an A♯ pitch for a Beat, then that is a Unison which is Stressful for the Character in some way, or it can be treated as an Octave which is a Gain Event for the Character based on the Discard Pile top card.

If the Composition has a pitch of D instead then that can be an Interval of 8 (a Minor-Sixth: A Failure) or 4 (a Major-Third: A Relief) depending which way you count.

It is usual to try to alternate between positive and negative effects on the Strong or Weak beat, but Conductors are not restricted in how they apply the Beats in anyway (see Beats).

Astrological Rulers

Each Absolute pitch is noted as having an Astrological Ruler. Astrological Rulers can be used in a number of different ways.

  • The Astrological cycle progresses through the year with the Sun rising in each Astrological sign in turn (beginning and ending the year in Capricorn). This can indicate a Pitch based on the time of year.
  • Chinese astrology considers the cycle of 12 Zodiacal animals slightly differently, with each having a Year as well as period of time in the year. The Chinese Animals are related to but different from the Western Zodiac.
  • The Mayan Zodiac breaks the Zodiac into 20 Signs not the usual 12, with some overlap to the other two systems, but reuses those signs for each day of part of their calendar.
  • The Planets that rule each House have their own cycles and associations that can suggest a Pitch based on those associations. For example Mars is long associated with combat and war, so during a war perhaps a B Pitch may be suggested.
  • The Planets have associations in Magic and Alchemy that indicate sympathetic vibrations that the Planets have with the universe.
  • Astrological Signs and Chinese Elements can be used to grant Characters additional ways of Gaining Chi and Stress and Relieving Stress. These effects may be stacked, or be mutually exclusive depending upon the setting and game.

Zodiac signs
Zodiac SignDescriptionChi GainStress GainStress ReliefSolar DatesAlternative Names
AligatorThe 1st day of the Mayan Zodiac cycle is the Aligator (or crocodile). Known for a clever, protective and creative personality, always starting new things, or taking stands. Aligators are assertive, to the point of aggression, and can be dominating or selfish, but they will always be trying to do what is right for them and theirs.When you start something new, make changes to something, or take a stand.When something or someone you like is threatened.Aligators Relieve Stress by asserting their will, being dominant, aggressive or selfish.2nd Day of Mayan cycle.Crocodile
Aquarius ♒Innovative, progressive, rebellious and humanitarian, Aquarius is the fixed air sign, demonstrating all the intellectual and social skills. Aquarians are non-traditionalists who can be so busy helping everyone that a few individuals may get overlooked.When you try give others help, hope or encouragement.When you hear gossip or small talk.Aquarians being naturally rebellious, Relieve Stress by rejecting authority, tradition, and conventions, such as ignoring fashion to wear what amuses them, practising an unusual hobby or just being a nonconformist.January 20 – February 18Khum, Sekhmet, Kumbha, Rowan, Crane, Green Dragon, Otter
Aries ♈Impulsive, Bold and Ambitious, they have the passion of the cardinal fire sign, and are uncomplicated and direct in their optimistic approach to life.When you leap before you look, act without thinking, or are impusive or bold.When you think after you have leapt, realise you have made a mistake, or learn a lessonAries Characters can Relieve Stress by expressing a negative emotion such as Anger. Typically they will Relieve Stress equal to the Pips of an Negative Emotional Effect they are experiencing everytime they express it (and may always express the same emotion several times in a row).March 21 – April 19Amun, Osiris, Mesa, Alder, Bear, Fox, Hawk, Red Hawk
Cancer ♋Intuitive, sensitive, cold and well occasionally crabby, the cardinal water sign Cancer just want to create a cozy space for themselves, and maybe passive-aggressively avoiding direct confrontation.When you act to protect yourself physically or emotionally.When there is a confrontation or conflict with another you cannot side-step somehow.Cancerians Relieve Stress by retreating to a prepared cozy space, such as their home or bedroom, for a few hours.June 21 – July 22Bastet, Karkaṭa, Oak, Wren, Otter, White Horse, Woodpecker
Capricorn ♑Grounded, determined, hard-working, materialistic, and definitely not given to flights of fancy, Capricorns are the cardinal earth sign. Arriving in the dark of winter, when the days are the shortest, Capricorns will always act as though there are not enough hours in the day, certainly not enough for that nonsense, as well as their own much more important stuff.When you are running late, have to dash, or are very busy right now.When someone doesn’t take you seriously, or does not believe you will succeed.Capricorns Relieve Stress by climbing up things, partying, and other nocturnal activities, why not combine all three by getting drunk and dancing on a table until dawn?December 22 – January 19Horus, Makara, Birch, Eagle, Stag, Snow goose
DeathThe 6th day of the Mayan Zodiac cycle, is called Death (or transformer, or World-Bridger). Death is known to be eloquent, charismatic, generous, practical and helpful, but this can sometimes cause them to burn-out, becoming resentful of those they helped.When you act generous towards another, giving them a gift, or sacrificing something for them.When you act resentful towards those you have helped.Death Characters Relieve Stress by entering into spaces that are different from the normal world, such as sacred spaces, ancient ruins, theatres, or crossing into psychosocial spaces.6th day of the Mayan Zodiac CycleWorld-bridger, Eternal Now, Transformer
DeerThe 7th day of the Mayan Zodiac cycle, is called Deer (or the Hand). Deer are known as strong, intuitive, leaders, but this is more an expression of their conflicting loves of personal freedom and their community. Deer have strong opinions and are rarely persuaded out of them, preferring to wander off than debate, but they will always listen first.When you listen to other’s arguements or opinions.When others do not do what you expected them to.Deer Relieve Stress by wandering off, on their own, away from their problems (Chi Extend Duration Stress Relieved).7th day of the Mayan Zodiac cycle.The Hand
DogLovely, honest and prudent. The Dog is the first eleventh of the Chinese zodiac and is cosidered Yang and Earth Element. Known for their exuberance, playful, loyalty, and their incredible sense of duty, justice and diplomacy.When you do what you think is right.When you act worried, or are concerned about others.Dogs Relieve Stress by playing games, or acting the fool.Year 11, also Oct 8 – Nov 6.Mongoose
DogThe 10th day of the Mayan Zodiac cycle is called Dog (or Leg). Known for their loyalty, dedication and courage, they crave order and structure, but they can be too sensitive and lack emotional maturity.When you act to protect another.When you act immature, especially emotionally.Dogs Relieve Stress by being authoritarian, specifically telling others what not to do.10th day of the Mayan Zodiac cycle.Leg, Wolf, Coyote
DragonConfident, intelligent, noble and enthusiastic. The Dragon is the fifth animaml of the Chinese zodiac Yang and Earth Element. Known for their generous but impetuous nature, idealistic charisma, and as hard-working perfectionists.When you act charming or intelligent.When you see another in trouble.Dragons Relieve Stress by being impetuous or inflexible, often suddenly changing their minds or refusing to compromise.Year 5, also Apr 6 – May 6Naga, Sea serpent, Big Snake, Eagle, Crocodile, Fish, Shark, Eel, Whale, Snail
EagleThe 15th day of the Mayan Zodiac cycle is called Eagle. Known for being independent and intellectual explorers, although they can be closed-minded and stubborn about their own beliefs. Eagles are seen as aloof, prone to deeply philosophical thoughts, as well as imaginative flights of fancy, and they can have difficulty telling the two apart, but they are otherwise perfectionist who pay attention to every detail, at least until they lose interest.When you encounter a new idea, place or person.When you act or speak critically of others or yourself.Eagles Relieve Stress by getting bored, losing interest in projects, groups or people, and wandering off (although they will usually return after they have Relieved all their Stress, e.g. Chi Extend Duration equal to their current Stress).15th day of the Mayan Zodiac cycle.
EarthThe 17th day of the Mayan Zodiac cycle is called Earth (or Earthquake or Knowledge). Known for their rational minds, and self-control, they are always efficient and resourceful, however this means they make terrible followers, and their pure logical thought can seem elitist and arrogant, and often fails to understand deeper emotional situations.When you act, think and speak about a situation logically..When you are affected by any strong (2 card or more) emotions.Earth Characters Relieve Stress by meditating on or thinking logically about their problems (Chi Extend Duration Stress Relieved).17th day of the Mayan Zodiac cycle.Earthquake, Knowledge
FlowerThe 20th day of the Mayan Zodiac cycle is called Flower (or Sun or Lord). Known for their nobility, power and perfection, they have a sharp, adaptable mind, finding a way of communicating with anyone, and always appear deeply interested in whatever they hear. The only negative anyone feels about Flowers is that they hold everyone else to their own ridiculously high standards, which can lead to them being dissapointed.When you act with nobility, or try to understand another’s point of view.When something doesn’t go the way you’d hoped.Flowers Relieve Stress by taking a moment to enjoy something beautiful, stopping to sniff the flowers, or stare at the view.16th day of the Mayan Zodiac cycle.Sun, Sunflower, Lord, Lord of Light
Gemini ♊Curious, creative, gregarious, and quick-witted as you would expect from an air sign, Geminis are always juggling a project, hobbies, friends and their careers.Gain Chi when you meet someone new or try something new.When they cannot move onto a different project when they want to.Geminis can Relieve Stress by talking to another Character.May 21 – June 20Horus, Seth, Mithuna, Hawthorn, Bee, Owl, Deer
GoatCalm, gentle and sympathetic. The Goat is the eighth animaml of the Chinese zodiac and is considered Yin and Earth Element. Known for their sensitive, compassionate and romnantic natures, they are often gifted, creatively, esoterically, physically, mentally, or psychically, but are always profoundly social, preferring to be part of a team, or work to support others.When you act disorganised, lazy, timid, guillible or overly-sensitive.When you are vulnerable, keep secrets, or are bossy.Sheep Relieve Stress when they are given another Character’s approval, support or love.Year 8, also Jul 7 – Aug 6Sheep, Ram
GrassThe 12th day of the Mayan Zodiac cycle is called Grass (or Road). Known for their adaptability, rigor and helpful natures, are perceptive, even investigative in their curiosity, but it can take them a while to get started on projects as they must organise and procrastinate first, but once they begin they will focus and work harder than anyone else, even to their own detriment.When you act curious, investigating or asking questions.When you are defeated, set-back, or rejected.Grass Characters Relieve Stress by completing any project or job that they have begun.12th day of the Mayan Zodiac cycle.Road, Ladder
HorseAnimated, Active and Energetic. The Horse is the seventh animaml of the Chinese zodiac and is considered Yang and Fire ELement. Known for their stamina and energy, as well as an easygoing wit, they are independant but social, and exceptionally decisive, this borders on impatience and impulsive at times.When you are physically, mentally, or socially energetic, active or animated.When you and your opinons or concerns are ignored.Horses Relieve Stress by abandonning a project, challenge, quest or social gathering.Year 7, also Jun 6 – Jul 7.
HouseThe 3rd day of the Mayan Zodiac Cycle, is called the House (or perhaps Night). Known for being optimistic hard-workers, they are loyal traditionalists, which can make them inflexible but conventional.When you get on with the job.When you must make a change, or something has been changed on you.Houses Relieve Stress by participating in traditions, be they local cultural customs, religious ritual practices, or culturally traditional practices.3rd day of the Mayan Zodiac cycle.Night
IncreatedThis Zodiac sign is given to all the Increated, since they have no date of birth.When another being is reminded that you exist.When you are ignored, or forgotten about.Increated Relieve Stress by creating evidence of their existence, including acquiring souls.Not Applicable Increated have no birthdate.Dæmonic Patron, Reality Thieves
JaguarThe 14th day of the Mayan Zodiac cycle is called Jaguar (or Ocelot or Wizard). Known for their mysterious, intuitive and sharp interpersonal skills, their strange, eclectic knowledge and almost supernatural talents and grace.When you make a guess or an observation.When you reveal something about yourself.Jaguars Relieve Stress by spending time with animals, or hiking up into mountains.14th day of the Mayan Zodiac cycle.Ocelot, Wizard
KnifeThe 18th day of the Mayan Zodiac cycle, is the Obsidian or Flint Knife (or Mirror). Known to be reflective, considerate of others, but that reflective nature can make them become engrossed and obsessive, or lead them to suppress their own feelings for the good of others..When you listen to someone and encourage them to tell you more.When you do not express your emotions or feelings.Knives Relieve Stress by expressing their emotions, even Negative Emotions.18th day of Mayan Zodiac cycle.Mirror, Flint, Glass
Leo ♌Vivacious, theatrical, bright and passionate as you would expect from the fixed fire sign, Leos are stable, successful and loyal, but are proud, can be jealous and if there is anything more important than their ego they want it shot, stuffed and mounted for their trophy wall.When you are bold, dramatic, flamboyant or can show-off somehow.When another Character performs better than you (rolls a higher Score).Leos Relieve Stress by playing games, which sounds benign, until you realise lions think people are playthings; Leos can create Drama for other Characters as a way of Relieving their own Stress.July 23 – August 22Sekhmet, Anubis, Siṃha, Holly, Cat, Unicorn, Salmon
Libra ♎Balance, harmony and judgement are the words that define the cardinal air sign of Libra the Scales, although on the balance of things they can get a little judgemental from time to time, and are perhaps a little too bothered by a little asymmetry here or there.When you are in good company.When you must make a decision.Librans Relieve Stress by gazing upon something they consider beautiful, such as a piece of art, or a lover’s smiling face.September 23 – October 22Geb, Tula, Ivy, Boar, Butterfly, Goose, Raven
LizardThe 4th day of the Mayan Zodiac cycle is known as Lizard or Seed. Lizards are known to be natural entertainers, often passionate about their art, they set themselves high standards, and often attain them, but this can make them seem aggressive and argumentative with others, especially those who do not share their passion.When you act confident, brave, or passionate about something or someone.When you disagree with another.Lizards Relieve Stress when they spend time alone (typically as Chi Extend Duration, e.g an hour alone Relieves 7 Stress).4th day of Mayan Zodiac cycle.Seed
MonkeySharp, Smart, Charming and Curious. The Monkey is the ninth animaml of the Chinese zodiac and is considered Yang and Metal Element. Known for their arrogant confidence, opportunistic and manipulative charm, and inventive and quick humour.When you appear informed about a subject, or share an opinion on a subject, even if you know nothing about it.When you know nothing about the subject.Monkeys Relieve Stress by making another Character laugh, or by laughing in company.Year 9, also Aug 7 – Sep 7.Turtle, Hedgehog
MonkeyThe 11th day of the Mayan Zodiac cycle is called Monkey. Known for their need to be social and perform for others, but don’t do well with personal relationships because of this sometimes. Monkeys are consired bright and curious, but this can cause them to be unfocused and impatient.When you act to entertain others.When you have to think about details.Moneys Relieve Stress by creating or experiencing Drama (Drama effects double their Stress Relief effect).11th day of the Mayan Zodiac cycle.
OxDiligent, dependable, strong and determined. The Ox is the second animaml of the Chinese zodiac and is considered Yin and Earth Element. Known for their cautious determination, stubborn loyalty and judgemental observations.When you are generous to another, or cautious.When someone takes advantage of you.Ox’s Relieve Stress by being petty, or judgmental of others.Year 2, also Jan 6 – Feb 3.Buffalo, Cattle
PigCompassionate, generous, diligent. The Pig is the twelfth animal of the Chinese zodiac and is considered Yin and Water Element. They are known for their nobility, being intelligent, responsible and self-reliance, but they also known for their appetites, generosity and humour.When you do what you believe is right.When you act gullible or insecure.Pigs Relieve Stress by indulging an appetite.Year 12, also Nov 7 – Dec 6.Boar, Hog, Tortoise, Deer, Elephant
Pisces ♓Compassionate, intuitive, imaginative, and unreliable, the mutable water sign of Pisces is so emotional, spiritual and creative it can seem either visionary or delusional. Pisceans are led by their emotions, and struggle to remain grounded in the real world, as their dreams, intuitions and fantasies are much more beguiling than material things to them.When you show compassion for others, empathise with their feelings, or are swayed by their emotions.When you try to sleep without trying to address a problem you know exists.Pisceans Relieve Stress through escapism, using their imagination, whether creatively, such as painting, writing, or role-playing or passively such as reading, fantasizing or daydreaming.February 19 – March 20Isis, Mīna, Ash, Seal, Seahoarse, Seagull, Wolf
PortentedThis Zodiac sign is intended for times of birth that are astronomically special, such as being born during an eclipse, planetary conjunction, or visible super-nova. Such Characters are often considered special, perhaps blessed, perhaps cursed. There may or may not be a prophecy, gift, or destiny involved.When you attempt to hide, distract from or ignore these special circumstances.When you act to embrace or utilise your gift or destiny.Portended Characters Relieve all Stress when they start (or in some cases end such as Lunar or Super-Nova potents) a project, Plot or Quest.Varies as Eclipses, novas and supernovas occur.Eclipsed, New Stars, Adumbrate, Harbinger
RabbitQuiet, Elegant, Kind and Responsible. The Rat Rabbit the fourth animaml of the Chinese zodiac and is considered Yin and Wood Element. Known for their intuitive, fortunate, but still pessimistic, cleverness, gentle and even-tempered nature and occasional insecurity and vanity.When you act unsure, uncertain or pessimistic.When you experience emotions that cannot be expressed gently.Rabbits Relieve Stress by looking at beautiful things (often art or nature).Year 4, also Mar 6 – Apr 5.Hare, Cat
RatQuick-witted, resourceful, versatile and kind. The Rat is the first animaml of the Chinese zodiac and is considered Yang and Water Element. Known for their keen creative intelligence, unique wisdom and an intense ruthlessness and acquistiveness.When you answer a question.When you are caught in a lie.Rats relieve Stress by acquiring something they did not own before.Year 1, also Dec 7 – Jan 5.Mouse, Camel
ReedThe 13th day of the Mayan Zodiac cycle is called Reed. Known to be incredibly determined, and authorative by nature, they make natural leaders, adept at finding solutions to problems and extremely confident. However, this authority does not come without a price, Reeds may make things difficult for themselves and others just to follow a rule or prove a point.When you act confident or with authority.When you don’t know what to do.Reeds Relieve Stress by finding peaceful solutions to problems, or spending time in peace and quiet (Chi Extend Duration Stress Relieved).13th day of the Mayan Zodiac cycle.
RoosterObservant, hard-working, talented and courageous. The Rooster is the tenth animaml of the Chinese zodiac an dis considered Yin and Metal Element. Known for their almost psychic powers of observation, blunt, but charming honesty, and almost inhuman levels of self-confidence and bravery that often borders into plain recklessness.When you take a risk, set a big goal, or organise and make a plan.When you act narrow-minded, selfish or reckless.Rooster Relieve Stress when they arrive somewhere on time.Year 10, also Sep 8 – Oct 7.Hen, Chicken, Cockerel, Bird
Sagittarius ♐Intense, passionate, curious, and adaptable, Saggitarians are the mutable fire of imagination embodied as a centaur archer, pushing them to not only explore and range far, as they quest for knowledge, experiences and tales to tell, but to go all in on whatever wild adventure looms, just so long as they are done when the next thing comes along, as they might just wander off or not show up.When you share information, a story, an adventure, or a joke with at least one other Character.When they are in the middle of doing something (including adventures, courtships, quests, conversations, or jobs) when something else catches their eye that appeals to them more.Saggitarians Relieve Stress by acting as if they have no filters between their brain and mouth, saying the unthinkable, being bluntly insulting (while still being funny), or going all-in on a bit, taking a point to an absurd extreme.November 22 – December 21Hapi, Dhanus, Elder, Badger, Ravem. Black Horse, Owl
Scorpio ♏Enticing, empathic, passionate and powerful water signs, Scorpios are intuitive, secretive, seductive and a little controlling.When you are physically close to, or emotionally initimate with, another Character.When you are surprised by something you are unprepared for.Scorpios Relieve Stress by taking (or wresting if required) control of the situation, making plans, issuing orders and delivering demands.October 23 – November 21Mut, Vṛścika, Reed, Hound, Swan, Lizard, Snake
SnakeEnigmatic, intelligent and wise. The Snake is the sixth animal of the Chinese zodiac and is considered Yin and Fire Element. Known for their mesmerising beauty and sensual talented wit, they can also be patient, manipulative and malicious under the right circumstances.When you act wise, enigmatic or sympathetic.When you must place your trust in another, or are not trusted yourself.Snakes Relieve Stress by spending time alone, or engaging in hedonistic pleasures.Year 6, also May 7 – Jun 5.Serpent, Little Snake
SerpentThe 5th day of the Mayan Zodiac cycle is known as the Serpent (or Snake). Serpents are known to be compassionate, empathic, with a deep understanding of human behaviour and emotion, they have a dramatic nature, which can lead them into theatre, or trouble.When you act with compassion or contempt towards another.When you feel powerless or out of control.Serpents Relieve Stress by having another Character spend time with them (Chi Extend Duration), who loves, respects or fears them.5th day of Mayan Zodiac cycle.Snake, Rain Bringer,
StarThe 8th day of the Mayan Zodiac cycle is called the Star (or the Rabbit). Stars are known for their carefree, playful nature, they seem to believe life is a game, and that competitive nature means they delight in finding challenges that they can overcome.When you compete against another, or face a challenge.When they act nervous or self-centred.Stars Relieve Stress when they engage in escapism (such as reading), or spend time in nature (Chi Extend Duration Stress Relieved).8th day of Mayan Zodiac cycle.Star, Rabbit, Hare
Star-TouchedThe Star-Touched Zodiac sign is intended for those born of the Færy bloodlines under mortal stars. Such Characters are driven mad by exposure to the stars, usually this madness expresses as a powerful wanderlust or fury.When you are able to see the stars above you, arrive in a new place, or kill an Extra Character.When you are trapped, stuck, or cannot see the stars.The Star-touched Relieve Stress when they dance beneath the stars and Relieve all Stress when they kill any Extra beneath the stars.Any dateStar-mad, Blood-dancers
StormThe 19th day of the Mayan Zodiac cycle is called Storm (or Rain). Known for their youthful healing energy, they have busy, neat minds, and a nuturing, soothing personality, driven by concern for others. However, Storm Characters can build resentment for other Characters, and require some escapist behaviours when overwhelmed.When you act to care for others.When you work in a cluttered, or disorganised space.Storm Characters Relieve Stress by indulging in escapism, especially potentially harmful forms such as drinking to excess, smoking or taking drugs.19th day of the Mayan Zodiac cycle.Rain, Rainstorm, Deluge
Taurus ♉Hedonistic, stubborn, focused and hard-working, they are a steadfast, steady and true fixed earth sign. Dedicated to the point of stubborness, a Taurus may linger in a bad situation just to prove a point.When you prove a point, stick to your guns or act stubbor.When someone threatens you, your loved ones, or your established lifestyle.Taurus can Relieve Stress by enjoying something pleasurable, decadent, or hedonistic, whether a nice glass of wine or a decadent spa vacation.April 20 – May 20Apis, Amun-Ra, Vṛṣabha, Willow, Adder, Hare, Sea Serpent, Beaver
TigerPrideful, adventurous and unconventional. The Tiger is the third animaml of the Chinese zodiac and is considered Yang and Wood Element. Known for their aggressive outspoken natures, often deserved arrogance and enthusiastic adventurousness, that can begin optimistic but can become short-tempered or anxious.When you take pride in your accomplishments, bragging about them, or assume you will succeed.When you fail at something.Tigers Relieve Stress by expressing their emotions, often their anger or anxieties.Year 3, also Feb 4 – Mar 5.Leopard, Wolf
Virgo ♍Logical, practical, systematic and diligent as you would expect from an earth sign, Virgos are kind, gentle, and like to solve problems with their incredible intellect and perceptual senses.When you work logically, or methodically, to find a solution to a problem.When you try to be perfect.Virgos Relieve Stress by helping others to achieve Success Levels at any task, Test or Ordeal.August 23 – September 22Isis, Thoth, Kanyā, Hazel, Crane, Salmon, Brown Bear
VerminIntended as an example of an alien or fantasy zodiac where the zodiac is not a reskinning of the 12 Animals or 12 Western Signs. Vermin are opportunistic survivors, typically cowardly, but aggressive they attack without warning, and scuttle away to hide afterwards.When you stay out of sight, or out of the way of another Character.When you are surprised, ambushed, trapped, or hurt by another Character (Emotionally or Physically).Vermin Relieve Stress by hurting others before they can hurt them, Vermin Relieve all Stress if they defeat or kill an opponent without being Wounded themselves.Intended for re-worked Fantasy Zodiacs.Centipede, Spider, Ant, Wasp, Maggot, Cockroach
VultureThe 16th day of the Mayan Zodiac cycle is called Vulture (or Warrior or Wisdom). Known for their self-awareness, life-experience, and somewhat ruthless, but realistic and practical nature. Vultures are patient and respectful of others, always learning whatever lessons life has to teach them, and eager to share that experience with others, although they do not like to judged themselves.When you do something you have tried before, while someone else tries it for their first time.When you act self-conscious, self-effacing, or as if you believe others are judging you.Vultures Relieve Stress by being mean, hard, cold or ruthless to others.16th day of the Mayan Zodiac cycle.Warrior, Wisdom
WaterThe 9th day of the Mayan Zodiac cycle is called Water (or the Offering). Known for their deep, powerful emotions, and clear understanding of others, they have strong ideals, and are persistent, always finding a way through difficulties, although sometimes their ways are not always healthy or advised.When you experience any emotional state (emotional state, Psych Wound etc).When you act gently, or exagerate your problems.Water Characters Relieve Stress by abusive behaviour, often in the form of self abuse, such as excessive drink, gambling, or drugs.9th day of the Mayan Zodiac cycle.Rain, Offering
WindThe 2nd day of the Mayan Zodiac cycle, is Wind. Known for being communicative, smart (to the point of over-thinking often), supremely flexible and open, they are able to master many fields of study simultaneously, but this can make them indecisive and insecure.When you think, talk or study without acting.When you are unsure, can see both sides of an argument, or are indecisive.Wind characters Relieve Stress by reacting negatively to their surroundings.3rd day of Mayan Zodiac cycle.Air, Spirit, Soul
Zodiac SignDescriptionChi GainStress GainStress ReliefSolar DatesAlternative Names


Planetary Correspondences and Meanings
NameMetalAlchemyElementAnimalsMagicGain ChiGain StressRelieve Stress
Ceres ⚳NoneSeperation, Simplification, RenewalEarth/WaterOxen, Cattle, Geese, Pig, Dove, Horse, Serpent, and DolphinAgriculture, Children, Food, Fuel, Grief, Motherhood, Nourishment, Nuturing, Plebian Laws, Sharing.When you nurture another Character, making them a meal, or offering practical help.When you feel you have lost something.When something you have lost returns, all Stress is Relieved.
Chiron ⚷SilverHealing, Regeneration, DistillationAir / FireHorses, HaresArchery, Astrology, Civilization, Education, Healing, Herbalism, Hunting, Injury, Learning, Magic, Medicine, Mentoring, Music, Prophecy, Self-Sacrifice, TeachingWhen you explain something, tutor or teach someone.When you feel hurt, injured or wounded.When you treat, heal or tend a wound.
Eris ⯰BronzeDiscord, Destruction, Paradigm ShiftingFire / WaterCrows, Horses, Lions, RavensAntipathy, Battle, Bloodlust, Conquest, Contention, Cruelty, Destruction, Disagreements, Discord, Disputes, Evil, Hardship, Manslaughter, Mischief, Misrule, Murder, Pain, Paradigm Shift, Quarrels, Rebellion, Resentment, Rivalry, Ruin, Strife, WarfareWhen you watch a contest, fight or argument.When you are ignored, dismissed or excluded.When you tease, iritate, or annoy another Character.
Eros 💘AlloysAttraction, Mixing, UnionsFire / AirRabbits, hares, roosters, dolphinsAiming, Archery, Erotic Desire, Fertility, Friendship, Infatuation, Liberty, Lust, Passions, Sex, Sexual Attraction, ShootingWhen you act as if you are attracted to someone.When you feel rejected by another Character, or that you must compete for their affections.When you spend time alone with someone you are attracted to.
Hygeia ⚕CopperCleansing, Denaturing, PurificationFire / WaterSnakesGood Health, Healing, Health, Hygiene, Prevention of Sickness, SanitationWhen you act to stay “healthy” by dieting, exercising, medicating or resting.When you feel dirty, unclean, or unhealthy.When you bathe, shower, wash, launder, sweep or clean.
Juno ⚵AurichalcumAbundance, Amalgamation, ProtectionAir / WaterPeacock, Geese, Goats, Frog, Toad, Wren, LionessArmour, Beauty, Childbirth, Defence, Light, Love, Marriage, Money, Motherhood, Passion, Pregnancy, Prevention, Prosperity, Protection, Queens, Relationships, Warnings, Wealth, WomenWhen you warn another Character about something that may affect them.When you feel you have slighted or disrespected.When you act to support or aid another.
Jupiter ♃TinDissolving, Expansion, FertilityAirWolf, Eagle, Bull, GryphonAbundance, Business, Expansion, Good Fortune, Growth, Honour, Joy, Justice, Law, Optimism, Peace, Peace, Wealth, Weather control, WisdomWhen you act out of concern for some future problem.When you feel hemmed in, held back, or judged by others.When you spend time reading, thinking or meditating (Extend Duration Stress).
Luna ☽︎SilverDistilling, Dreams, SpiritsWaterHare, Cat, Deer, UnicornDreams, Emotions, Illusion, Intuition, Prophecy, Protection, Psychic Abilities, TransformationWhen you agree with another, change your mind, or change direction.When you are bored, or you are doing something that you feel is wrong.Luna Relieves Stress when you spend time in your own home, but offers a moment of Relief every time you catch a glance of the Moon in the night sky.
Mars ♂IronBurning, Filtering, SeperationFireHawk, Horse, Scorpion, Spider, Ram, DragonAction, Aggression, Conflict, Desire, Empowerment, Energy, Health, Lust, Power, Sex, Strength, Victory, WarWhen you keep calm and act with grace.When you act frustrated and lose your temper.When you make yourself sweat whether with a hard work-out, taking a huge risk, or passionate sex.
Mercury ☿Quicksilver/ MercuryMelting, Fermenting, TransmutationAirSnake, Rooster, Goat, Ibis, Jackal, Tortoise, HippogriffCommerce, Communication, Healing, Intellect, Intelligence, Memory, TravelWhen you trade words, goods, or insults with another Character.When you feel too busy to chat, or over-analyse a situation.When you tidy-up, clean, or work with your hands, or find out important information.
Neptune ♆PlatinumCreativity, Intuition, TranscendenceWaterFish, Crustaceans, Seahorses, Cephalapods, KrakenArt, Dreams, Earthquakes, Illusion, Imagination, Intuition, Visions, WeatherWhen you support another Character physically, emotionally or spiritually.When you let your imagination get the better of you.When you express your emotions through doodles, poems, journals or song.
Orcus 🝿ArsenicDeath, Decomposition, RottingEarth / FireHorses, DogsAvenging, Cannibalism, Death, Justice, Mineral Wealth, Necromancy, Oath-taking, Oath-binding, Oath-breaking, Punishment, Riches, Undeath, Underworld, Warlocks, WealthWhen you act with integrity and to uphold honour.When you feel someone is not being honest, has broken their word, or betrayed another.When you are cruel, cold, or condemn another.
Pallas ⚴Steel / PalladiumPurification, Refining, Unreacting.Fire / EarthOwls, Serpent, Spider, Horse, Sea-Eagle, Crafts, Good Counsel, Insight, Intellect, Knowledge, Modesty, Mystery, Philosophy, Proficiency, Restraint, Skill, Strategy, Tactics, Talents, Victory, Warfare, Weaving, Wisdom When you act strategically, practically, or with wisdom.When you feel inferior to another Character.When you are victorious, by winning a fight, battle, contest, Ordeal, competition or defeating (dismantling, or breaking) an Obstacle.
Pluto ♇ChromiumRevolution, Death, RebirthEarth/WaterOwls, Dogs, Pigs, Snakes, Crocodile, CerberusDeath, Regret, Riches, Wealth, PunishmentWhen you act outraged or fight back.When you feel someone is not being honest with you.Whenever you face a new Ordeal, Hazard or conflict.
Saturn ♄LeadCondensing, Fixing, ImmutableEarthCentipede, Crow, Raven, Dog, Wasp, BasiliskBanishment, Binding, Death, Discipline, Endurance, Frugality, Longevity, Obstacles, Protection, Restriction, Stability, Structure, Time.When you encounter Obstacles in your way, or unforseen Difficulties.When you feel time is being wasted, or you could have done better.When you make a suggestion, list, plan, or date.
Sun ☉GoldCrystallising, Refining, RegenerationFireLion, Eagle, Scarab Beetle, PhoenixAmbition, Confidence, Creativity, Fame, Hope, Individuality, Luck, Rejuvenation, Success, VitalityWhen you act as if you are important or in charge.When you admit to making a mistake, or lie to cover something up.When you create something, sing aloud, tell a joke, cook a meal.
Uranus ♅/⛢Uranium / PlatinumDissolution, Genius, ProgressionAirButterflies, DragonfliesEccenticity, Freeedom, Genius, Individuality, Innovation, Rebellion, Revolution, Unconventional, UpheavalWhen you act unpredictably, erratically or on a whim.When you follow all the rules or conform to someone else’s plans or expectations.When you take your time, procrastinate or change what you are doing.
Venus ♀CopperMixing, Releasing, EnhancingEarth/WaterDove, Horse, Swan, MermaidArt, Beauty, Cooperation, Fertility, Friendship, Harmony, Love, Luxury, Passion, Peace, SexWhen you reward someone who has done you a favour.When you feel that you are being treated unfairly, or rushed.When you indulge your senses: Listen to music, watch a movie or stare at beautiful art, eat a great (or healthy) meal, drink an unhealthy drink, get a massage (or something more sexual), or dance like no one is watching.
Vesta ⚶NoneCombustion, Life, SpiritualityFirePig, SheepControl, Family, Fire, Flames, Hearth, Holiness, Home, Liminal Spaces, Passion, Purity, Sacred spaces, Taming, Virginity, Wholeness, WomenWhen you show concern for another Character.When you express passion about anythingWhen you maintain a calm demeanour no matter how agitated you may be.
NameMetalAlchemyElementAnimalsMagicGain ChiGain StressRelieve Stress

Notes

When a Composition Character Arc is unfolding, it is trying to tell a Story without a central Conflict. There is no Plot forcing a Story to unfold a certain way, directing and moving Characters about by Pushing Pressures and Pulling Tensions on Characters. Instead the Composition relies on Suspense being created by the interplay of Pitches, Notes, Tones and Keys.

Notes are used to bring some “Story-like” aspects to Compositions, Notes can be used in a lot of different ways. Depending upon the type of Note that is being used. Notes come in 4 main flavours.

  • Character Notes — Character Notes are obviously the most important Notes in a Character Arc. Character Notes can perform any of the following tasks
    • Enter / Exeunt a Character — Characters are not always around, and events in their own life can cause them to leave or move about. Friends and Allies can have things they have to deal with, (especially if they are involved in some Quest or Plot that is going on at the time) that can take them away for a bit, and Rivals and Enemies can always turn up in the darndest places, and they too have lives that take them away from time to time. Basically, if a Yarn-Teller is trying to say “This Character is not going to be around for some reason” or “Has returned from that thing they were doing” then this is the Note to use.
    • Working Through Something — Characters are often “working through something”, whether a Quest, Situation, Hurdle, Hitch, Ordeal, Test or Obstacle. A Yarn-Teller can use a Note to add one of these effects to the Bar. This is in addition to any particular Relative Pitch effects that might be occurring.
    • Direction — sometimes a Yarn-Teller needs a Character to act a certain way, and the Player needs to be told some piece of information without resorting to a Flashback or Revelation. A Direction Note can do this, and is often passed to the Player without being read aloud. Yarn-Tellers are free to write anything on Direction Notes, “Act surprised when I reveal the Big Bad.”, “Do nothing, this note is for paranoia purposes only”, “You do not want them to discover the identity of the killer, because you are the killer.” etc.
    • Consequences and Repercussions — Characters do all sorts of things that can have all sorts of consequences and repercussions. These Character Notes are used to remind the Character of things they did earlier, and to make those earlier choices have some sort of Karmic or developmental impact so they can learn from the experience. Referees will often add consequences or repercussions for Characters if the Yarn-Teller responsible for the Character Arc forgets.
  • Setting Notes — Setting Notes are used to bring attention to the setting of the Composition for a number of reasons.
    • Change of Location — When a Character Arc leads a Character from one place to another, such as from their rural childhood home to their modern life in the big city, then a Change of Location Note is required. The importance of this is to usually emphasise the differences between the locations and the effects they have on the Character. Note also that Changing Locations can Add and Remove several Characters at once with a single Note.
    • Season Change — Seasons are how we define periods of time in the setting. Typically a Change of Season Note will indicate the passage of time during a Composition. Sometimes the Season will refer to a an actual Season, such as how over the course of a Character Arc Winter may thaw into Spring, and then a hot Summer. But other times such a Season can indicate a major event within the setting, as the setting and all the Characters passes into a Season of War or a Season of Famine.
  • Story Notes — Story notes are Notes passed to the Composition from some Weaver such as a Plot (or Yarn-Teller). Referees and Yarn-Tellers often use Story Notes to nudge and guide Character Arcs especially when the Arc is a part of a Volume, Epic or Cycle. Story Notes are usually of the following forms
    • Lorics — Lore from a Plot can be applied during a Character Arc. If a Character receives a Lore during a Character Arc this may appear as a Loric Story Note.
    • Atavistic — When a Character is an Embodiment of a Plot they are drawn into the Central Conflict of that Plot. Plot Suspense will usually do this when a Plot is active, but even an inactive Plot can fire off a Atavistic Story Note. This will make an Opposed Embodiment from that Plot Embody in the Bar or Beat. Examples of this include a Hazard, Test, Ordeal, Quest, Descendant, Character or Monster Embodiment.
    • Continuity — Continuity Story Notes can be amongst the most important notes that a Character Arc can take. Continuity notes cover changes to the Setting caused by narrative causality. Say the king is killed sometime in the first Verse, well news of the death and coronation of the new king should be recorded in the Character Arc through a Continuity Note. The old king can no longer appear in the Character Arc, except perhaps as a Spirit or Dream Character. This takes precedence over Character Notes and Season Change Notes.
    • Tonal — Tonal Story Notes are used to pass Tones into the Composition. Tones change what a Scene is trying to accomplish and can affect how well a whole Bar can work. (See Tones)
  • Blue Notes — Blue Notes are the final type of Note and are created by using a Pitch that falls outside of the musical Scale of a Character in the Arc. Blues notes have their usual Pitch effects, however something about the situation will be off somehow. Examples include
    • Genre-Phreaking — Pulling a Character or Descendant from a completely different context, such as a different genre movie, game or book and dropping it into a Character Arc is an example of Genre-Phreaking. It can be used delicately to Genre-bend, adding a little Romance or Mystery to a Fantasy tale about Goblin Hunting Elves for example. Applied more vigorously it can Genre-Shift, as the Fantasy Elven Kingdom moves into war against a technologically superior Goblin foe, the Arc incorporates more War genre tropes. Applied with unilateral force Genre-Phreaking can Genre-Mashup where two or more Genres begin to merge, but are not quite syncretic, so Goblin scientists have created mechanical body-parts, and potion injectors to augment themselves for battle, but are still fighting Elven archers and mages. Then finally Genre-Smash is possible where a new genre emerges, from the blend, as Elves adapt and break beyond their traditional roles they adapt and wrap their bodies in living armour made from Ent-wood, shed Forest Dragon skins and Druidic blood magics. All the Yarn-Tellers embrace and adapt to their new setting genre of Mecha-Fantasy.
    • Temporal Tampering — What can we say sometimes time-travel happens, and the universe can get Retconned. When this happens a Character Arc can be tampered with too, and Blues notes or Continuity Notes are usually the easiest way to deal with this.

Tones

The Tone of a Bar or Beat is very distinct to the Pitch, although it can be tied to them, it can make for a fragmentary and chaotic Character Arc. Typically the Tone of Scenes will change organically through Play, as Characters succeed and fail they will push different Tones upon the Scenes of the Bar, however more control than this is possible for Yarn-Tellers. They can shape the Tone directly, by card play and Notes.

  Facet    Tone  
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.

Emotional — Any story or scene that has an Awe Tone is going to be emotional. Whether its the heart-breaking plight of a boy and his dog, or a cancer-ridden mother trying to do the best for her children before she dies, this is the Tone of sad stories that are low on action, but high in characterisation, and Stress.
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.

Dark — A story or scene that is dark in Tone is a down-beat tale, often creepy, sinister or morbid. Sinister or avaricious motivations will abound, and actions that cause harm, are favoured within the Tone. A truly dark tone will add a Failure Level to every Test especially those that cause harm, marring and scarring every success that anyone achieves.
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.

Creative — A Creative Tone is common in stories and scenes about art, music or invention. If the story is about production, creation of an item then you may want to use a Creative Tone. Creative actions are favoured, resources may require manging, and some emotional content should be expected.
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.

Political — Dense plots about people and societies fill this Tone. The Political Tone is often about shady back-room deals, subtle manoeuvrings, secrets and private vendettas. Political scenes are about situations and people, Characters are highly important, allies and enemies will shift and change, and social interactions and Psychosocial Action spaces are emphasised.
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).

Mystery — Perhaps a murderer is afoot, or perhaps there is a deeper mystery abroad. Things are mysterious, evidence doesn’t add up, or is missing altogether, perhaps the mystery is who the corpse is or how they got to the top of the mountain in scuba gear… this is not usually an average police procedural. Enigmatic motives, conspiracies, and even supernatural aspects may intrude to make the Tone more complex and confusing.
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.

Action — Whether its diving through plate glass, car chases, shoot outs, punch-ups, dangling over precipices, or just buckling that swash, action is about movement, quickly rising body counts, and danger. The Action Tone is low in Tension, being more about explosions and set pieces, more than tactical Ordeals or complex situations, but it can get gritty and realistic as well. Action Tone is the only Tone where gunfire is not always at least High Stakes, but can vary between Medium and Extreme as the Yarn-Teller decides.
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.

Conversational — Whether its a bunch of off-duty army doctors playing cards, men or women in the barbershop or beauty parlour, or an interview or legal situation, there’s plenty to like about the Conversational tone of the Gossamer Facet. You can tell whole stories and examine deep into a conflict with nothing more than a conversation. Conversational Tone emphasises Characters, rather than Plots, and is often good for a change of pace.
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).

Fantasy — Whether we are talking about fighting dragons in lonely mountain caves, facing ten thousands orcs from a fortress wall, creeping through the secret passageways of a wizard’s tower or disarming megalithic dead-fall traps created by long-lost inhuman civilizations then you might be playing in a Fantasy Tone. A fantasy can be packed with magic, and a complete lack of realism, but more normally there is a logic that binds the fantasy together, and makes suspension of disbelief easier, such as complex rules of magic, or apparently reasonable fantasy ecologies, this stops it becoming Surreal Tone instead, but many fantasies will cross the line. Fantasy emphasises situations over characterisation usually.
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.

Saga — When a story or scene occasionally has to skip months, years or generations of time, or if the plot is of world-shattering importance, then you might be involved in an Inertia Tone Saga. Sagas care little about Characters (those involved may easily be perceived as super-humans), but emphasise dramatic, even cataclysmic changes to the situation the Characters find themselves in. Characterisation is mostly a case of reacting to these extreme changes.
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).

Comedy — Comedies come in many types, from the classic confusion based comedy, or a comedy of manners, through to slap-stick and gross-out comedies of the modern age. The only thing that unites them all is that it is meant to be funny. There may be witty banter, spoof scenarios, parody plots, or just general tomfoolery but it is all Jeer Tone. Comedies emphasise humour and situations, rarely characterisation.
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.

Investigative — When a story or scene is about clues, answering questions, and puzzles that can be solved, whether it be a police procedural, scientific investigation, hard-boiled detective, or a gung-ho reporter, the Tone is Investigative and the Facet is Key. Investigations may focus on gathering evidence, finding clues, following leads, solving puzzles, seeing through deception, questioning suspects, building air-tight cases, unearthing motives, going with hunches, throwing punches, tricking confessions out of people, creative gun-play, or having lucky breaks, depending.
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).

Surreal — When an adventure has a strong dream-like quality, or even is a dream, where anything that occurs to the character will be, at least physically, undone when they awaken, then you are in a Surreal Tone. It does not have to be a dream, many Daemons, Faeries and Fantasy beasts choose to make reality seem like a dream in order to grant themselves extra abilities that are not so easily disbelieved. The surreal tone lacks the logic of fantasy, and generally characters, and their growth, and stresses, are as important as situations they find themselves in.
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.

Eerie — Preying on primal fears, the creeping dread of the unknown that lurks in the dark, monsters, killers, ghosts and things that go bump in the night, the Eerie Tone is all about unease, tension and scaring the characters (and maybe the players or readers a little). Eerie stories and Scenes exist in a liminal space between dark tales and fantasy, that emphasise emotional states as well as unusual characters and situations. If an Eerie Tone has High Stakes then we are almost always in a Horror Genre.
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).

Visceral / Sensual — When you want an adventure to have a deep emotional impact, or simply to have a sensual experience then the Tone should be set to Nature. The Visceral / Sensual tone tends to emphasise emotions, as well as physical interactions between the Characters. This Tone can be heart-wrenching, exciting, hot, hedonic, or terrifying as required. Visceral can be very like Action, only with differing Stakes and more emotionally raw outcomes.
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.

Historical / Documentary — When the story or scene is trying for historical accuracy, or documentary style reportage of events, then the Tone may well be Orthodox. Study, Teaching and Research actions are emphasised by the Tone, which also tends towards extreme realism. These tones can be especially useful for moving a story on, revealing Revelations and unearthing useful information. The Tone emphasises exposition, world-building details, in universe lore and situations, over characterisation, Stress, Tension and motivations.
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).

Medical — When the bad guy is a virus, you’re are trying to save the lives of hundreds of victims of a super-powered rampage down-town, or if you are just playing a doctor (with or without a limp) then you may be involved in a Phoenix Tone. Medical Tones favour healing and investigation actions, but also place a strong emphasis on Characters and characterisation. Medics are varied people, and work to save lives for all sorts of reasons, from caring about everyone, to caring about specific people important to them, to caring about money, and you will meet everything in-between as well. The emotions of the patient, the stress of the medics, and how these are handled, are often as important as the injuries or illness, and make the whole Medical Tone a complex one.
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.

Suspense — Suspense is the lifeblood of the Thriller. The Quiet Tone governs and is governed by the unknown, creating a need to know, and sense of anticipation. Suspense Tone relies on timing, carefully controlled revealing of information, and control of Tension and Stress. Tension needs to build throughout the Story or Scene, although Tension will break and reset back to at least Suspenseful (Tension Level 5). Suspense is easily lost if too much information is revealed, and that can be difficult to handle. Suspense Tone emphasises unknowns, forcing the characters to ask questions to which there may be no answers, or at least no good ones, like “what do we do now?”, or “what are they going to do next?”. Suspense mixes Characterisation and Conflict in a perfect blend ideally.
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.

Restful — When the Tone is nice, peaceful and restful, when there is little or nothing going on in the plot right now, then you are probably enjoying the peacefulness of a Rook Tone. Restful Tones are essential to most Plots, allowing the hero to recover their composure, heal their Wounds, Relieve their Stress, Strains and Shocks, and improve their well-being during these Scenes and Stories. The Restful tone therefore emphasises rest and recuperation, and usually characterisation over situations.
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.

Immoral — When the characters are up to no good, it always helps if you’ve got a Tone to match, and the Sin Tone will match almost any dark deed. The Immoral tone is filled with sinful characters, but favours criminality, corruption, addiction, lust, wrath and vengeance. Immoral toned stories often emphasise characterisation, with characters falling deeper and deeper into the immorality they indulge in, but there is a certain amount of emphasis on the actions they take, particularly in heist and caper situations they find themselves in and the inevitable consequences.
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.

Combative — Whether you are talking entrenched battlefield manoeuvre, or simply a screaming exchange of malign curse words, you may benefit from a Trial Tone. The Combative tone can be about competition, and the people involved, but usually emphasises direct conflict, and actions. Causing harm is more common to the tone than co-operation, and we are usually beyond friendly-rivalry when the Tone turns combative. War stories might be mostly Action tone, but the big push is almost always combative. In Combative Tone all Attacking Actions have an Additional Success Level and Stakes are often considered High or Extreme.
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.

Romantic — Momentum and not love may make the world go around, but love can certainly drive a narrative on, and the Virtue Tone is the main way it does it. Traditionally, romance is a hero and a heroine uniting against the odds, but in these post-modern days that simple equation has a whole lot of other variants. The Romantic tone emphasises the interactions of characters, although often a situation will occur that places barriers, especially social or emotional ones, between the characters involved, this situation will have to be overcome, but it is usually how the Characters emotionally respond to the situation that is important, rather than how they overcome it.
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.

Magical — When dark wizards gather to perform great deeds, the elves sing from within the stones and trees, or miracles happen, then you may be ensorcelled by a Wyrd Tone. The Magical tone is not far removed from fantasy, or the surreal tone, and there is plenty of cross-over, but usually the emphasis of the magical tone is on a sense of wonder, often with an undercurrent of judgement or law. Magic doesn’t just happen, it happens for reasons, guided by laws, even if those laws may be made by lunatics and fairies. Magical Tones usually balance characterisation and situations equally, magical Characters are often striggling with more than external pressures.
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.

Odyssey / Road-movie — When the song of the open road, sea, sky or space-lanes calls to you, it calls in a Yonder Tone. All forms of travel can become an Odyssey, where the story or scene becomes more about the Locations and situations, than about the characters. Characterisation may occur, although largely to the traveller, and more rarely to the crew or the people in the places they go. The Locations of an Odyssey, or road-movie, can appear more as characters than the people that live there.
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.

Sincere — Zeal brings a sincere Tone to a scene or story. This is the Tone of heart-felt pleas, genuine despair, devout prayer, and passion filled hate. The Sincere Tone emphasises Characters, their Stress, raw emotions and their struggles against the situations they find themselves in, rather than the situations themselves or the actions the Characters may take.
  Facet    Tone  

Each Scene should have a Tone chosen by the Yarn-Teller from the suggested Tones for that Pitch. Bars and even entire Compositions can have their Tone determined this way. Lyrics will however override Pitch, and if a lyric suggests Characters talking away into the night, then a Conversational Tone is probably called for.

Tempos and Tempo Changes

All Compositions have a Tempo, unlike in modern music this isn’t thought of as some “Beats per minute” number, instead we think of Tempo in a more Composition sensitive manner, more similar to the old Italian terms.

The Tempos of Compositions
TempoDescriptionDifficultiesObstaclesHurdlesStakes
GraveA Grave Tempo implies a depth to the composition, things that happen slowly have gravitas, they tend to be important, huge and unweildy affairs. A Grave tempo implies serious business, with large Stakes, where little happens quickly, such as Geo-politics, Economics, Social Change, etc. Grave Compositions can feel too heavy for some people to use them as Character Arcs, and Plots are better suited to this level of intensity, but a Grave Composition can run alongside an Epic Plot very nicely.Difficulties usually reflect the size and importance of the Composition, if the fate of a Kingdom is on the line, the Difficulty should reflect at least the size of the Kingdom.Obstacles are frequent and often multiple. Every Bar should contain at least one Obstacle per Beat, but they are usually collected onto the Strong Beats and often mostly the first beat of the Bar.Hurdles are most common in Grave Tempo, and every Beat can potentially hold a Hurdle for a Character. Each Bar should hold a Hurdle for at least two Characters (often the lead and bass voicings).Grave Tempo usually means Extreme, Soul or Paradoxical-Stakes, a lot rides on the Stakes of a Grave Composition, including (at least once) the fate of the entire Omniverse.
CreepingA Creeping Tempo implies slow progress towards some goal, often with a great threat that must be avoided at all costs. Creeping Compositions are often delicate situations, that must be handled with care, as they carry suspense and uneasiness, usually any mistake along the way will destroy or unbalance everything accomplished so far. Creeping tends to be somewhat time sensitive, and is often secretive, such as an infiltration, manipulation, or corruption. Often Creeping Compositions work best alongside a Story or Volume Plot. Creeping Tempo will often be overwhelmed or interrupted by Suspense and Drama from a Plot.Difficulties in Creeping Compositions are usually caused by those Opposed to the goal of the Composition. This can be as simple as a Character (a guard for example) who must be avoided, persuaded or bribed; how sharp-eyed is this “guard”? How alert to the approach? how corrupt are they? The answers to these questions should let you decide the difficulty.Obstacles are very common to Creeping Tempo, usually Strong Beats will contain two or three Obstacles, Weak Beats will contain only one or two. In Creeping Tempo even Rests may contain Obstacles.Hurdles are quite common in Creeping Tempo, typically only one Hurdle is found per Bar, often opening the Bar, this is usually given to the lead voicing Character of the Bar.Creeping Tempo can be of any Stakes, however usually a unique point of the Creeping Composition is that there is a Failure state hanging over the whole Composition. If the Characters cannot reach their goal without being spotted, for example, then they will be captured, and potentially even killed. These Stakes should be obvious from context, and enforced by the Referee, so that if a Conductor fails to make the consequences of failure obvious enough then the Characters should not be unfairly punished.
LeisurelyA Leisurely Tempo is the least important of the slower tempos on the one hand, and quite commonly used on the other. It is the Tempo of relaxed social, vacation or weekend activity, when you meet with friends and are in no rush to leave, can stop for a drink and a chat. This makes it the ideal Tempo for most Character-driven Compositions. Leisurely Compositions can work alongside any Plots very easily and should be used if no other Character Arcs are currently being used.Difficulties in a Leisurely Tempo tend to be small things, although you may compete against another Character, most Difficulties will be simple routine tasks, or perhaps Hobby challenges at worst.Leisurely Tempo does not usually include Obstacles, although occasionally one may be placed upon the opening of a new Bar, particularly following a Chord Change.Hurdles are not common in Leisurely Tempo, but they can occur.Leisurely Tempo is usually a place of Low Stakes although that may rise to Medium or Soul-Stakes on the Strong Beat following a Chord Change.
ModerateA Moderate Tempo is the most common Tempo, and is pretty much the default. This is the Tempo of normal life, the working week. This is the Tempo of people headed from meeting to meeting, working towards deadlines, and just trying to get to work on time.Difficulties in Moderate can range vastly, somedays work can be standing at the water cooler, chatting with people and reading a professional journal, other days there is an overdue project and everyone’s nose is on the grindstone.Obstacles can vary greatly in a Moderate tempo, although Obstacles are common in the last strong beat of the bar.Hurdles are rare in the Moderate Tempo, although they can occur on any Strong Beat following a Chord change.Stakes of Moderate Tempo are typically Low or Medium, although they can rise to High for a Bar or two.
BriskA Brisk Tempo is the slowest of the fast Tempos and is mostly used in social and work situations. A Brisk Tempo implies that the Characters are trying to move things along, or push forwards to get things done faster rather than slower. This briskness implies that Characters should still be careful and thorough, unlike the faster Tempos.Difficulties are often raised slightly as Characters try to meet deadlines, push things through faster, or get more done than normal. Brisk Tempo Compositions will often make a Character add additional Targets, or reduce production times, and encourage Characters to push ahead without worrying too much about consequences.Obstacles are exceptionally rare to the Brisk Tempo, although they can be added as a response to the Characters not being thorough.Normally there will be a single Hurdle that the Characters will have to overcome, this is often a consequence of the Brisk Tempo.Stakes are typically Low, but can occasionally be as high as Extreme. Stakes higher than Medium should be rare.
HurriedA Hurried Tempo is commonly used when there simply isn’t enough time to get everything done, when working with deadlines, or strict time constraints. Whenever Characters will have to make decisions about what they can do in the time available (do we barricade all the doors a bit, or the main door a lot?) then the Hurried Tempo is probably the one to use. Hurried Tempo creates additional problems as everyone is rushing; mistakes will be made and probably not caught.Difficulties rise the closer we get to the deadline, even simple tasks can become impossible if left too late, and therefore the Characters must prioritise their actions properly throughout the Hurried Tempo.Any mistakes or individual Failure Level in a previous Bar of a Hurried Tempo Composition will add an Obstacle to a later Bar. This can, and will, accumulate, with multiple Obstacles per Bar possible later.Hurdles can also increase throughout the Composition, although never to the level of Obstacles, 1 Hurdle per Character per Bar is usually the limit here, with only the Lead voice having them earlier, later all Characters will have one.Hurried Tempo can be any Stakes, but always tend to rise with time. Hurried Tempo modifies those Stakes further, adding Automatic Failure Levels to all Actions in the later Bars of the Composition. Typically this is +1 Failure Level per Bar of the Composition that has already past.
HastyHasty Tempo is the most break-neck pace that Characters can operate at. There is no time to stop and think about what the Characters are doing, and inevitably that means that mistakes occur. Hasty Tempo is the fastest that a Composition can move, and is the equivalent of the fastest paced Action Plots.Difficulties are always raised in a Hasty Tempo. There simply isn’t enough time for them to do anything at a normal pace. Difficulties are often simply Doubled to try and make everything happen as close to instantly as possible.Hasty Tempo increases the number of Obstacles with time. Typically the number of Obstacles will rise, every Bar, until every Beat of the final Bar has up to 3 Obstacles on the Strong Beats and 2 on the Weak.If any Character attempts to make any decision in Hasty Tempo, it adds a Hurdle for the Character to at least their next Bar (and the longer the decision took to make, the more Bars should be affected) so if a Character has to choose a door to run through, that is a single Hurdle. If they stop to think about which door, feel free to add a Hurdle to every remaining Bar for that Character.Any, but Stakes tend to rise with time, with additional Failure Levels, Obstacles and Hurdles being automatically added as a consequence of later Bars.
TempoDescriptionDifficultiesObstaclesHurdlesStakes

These Tempos are considered fixed Tempos, but not every Composition will stick to the same Tempo, throughout. Compositions can change Tempo by simply jumping up or down in speed in the middle of the Composition, and this is usually considered normal, if a tad unusual. Typically, such Tempo changes will move only 1 or 2 steps, such as Moderate to Hurried and back, but there is no strict rule stopping a Composition from alternating between Grave and Hasty, but such a Composition will feel lurching and unstable (but if that’s what you are going for, more power to you).

In addition to jumping Tempos, there are the gradual changes: Accelerando, where the tempo accelerates slowly through the piece as time becomes short and the pace must increase, and Ritardando where the pace decreases and the tempo slows gradually through the Composition. Typically Accelerando is used when time is running short for some reason, and Ritardando should be used when a situation is worsening or collapsing.

Accelerando can even begin very gravely, but every few bars the Tempo climbs by one step. Ritardando causes the Temp to slide down a step every few bars. While it can seem tempting to use Accelerando and Ritardando exclusively the set Tempos may work better for any given arc than either. Accelerando is very specifically intended for when time is running short, and Ritardando is very specifically intended for when a situation is collapsing and getting worse.


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