CORE

The CORE deck contains all the "core rules" of the game: player agendas, character cards, conditions, and random oracles.

This deck alone doesn't have specific flavor, but it can be used to build any game you want to play.

The Principal

Core Rules (Agenda)

You create and play a Principal Character (PC).

You narrate your PC's actions, reactions, and motivations. You are the final authority on what your character says or does.

  • Stay true to your character
  • Share ways for other players to help you have fun
  • Look for opportunities to advance your story
  • Support other players' stories
Whoever plays this card is a principal. Flip for additional rules.

The Principal

Core Rules (Agenda)

During play, you can speak from one of several agendas.

These agendas can be assigned individually to several people, or all given to a single player.

The agendas can change hands during the game. You cannot take an agenda away from someone else, but you can ask someone else to give up an agenda.

If you've been assigned an agenda, you are bound to speak from it.

    Whoever plays this card is a principal. Flip for additional rules.

    The Facilitator

    Core Rules (Agenda)

    You push the scene forward by directing the spotlight of attention from player to player in fun and fair ways.

    Move the spotlight:

    • toward a PC who's at risk or in danger
    • toward a player who hasn't acted recently
    • toward a player who has an interesting idea
    • away from a player who finished a cool action
    Whoever plays this card is the facilitator. Flip for additional rules.

    The Facilitator

    Core Rules (Agenda)

    During play, you can speak from one of several agendas.

    These agendas can be assigned individually to several people, or all given to a single player.

    The agendas can change hands during the game. You cannot take an agenda away from someone else, but you can ask someone else to give up an agenda.

    If you've been assigned an agenda, you are bound to speak from it.

      Whoever plays this card is the facilitator. Flip for additional rules.

      The Lorekeeper

      Core Rules (Agenda)

      You oversee the background details of the game world. Defer to players whose PC's heritage, origin, or interests would supply answers to background questions.

      • Who was the greatest Paladin in history?
      • What languages might my character learn to speak?
      • When did the dragons disappear?
      • How does magic work, anyway?
      Whoever plays this card is the lorekeeper. Flip for additional rules.

      The Lorekeeper

      Core Rules (Agenda)

      During play, you can speak from one of several agendas.

      These agendas can be assigned individually to several people, or all given to a single player.

      The agendas can change hands during the game. You cannot take an agenda away from someone else, but you can ask someone else to give up an agenda.

      If you've been assigned an agenda, you are bound to speak from it.

        Whoever plays this card is the lorekeeper. Flip for additional rules.

        The Referee

        Core Rules (Agenda)

        You adjudicate questions about the rules of the game, and make changes to the rules with the group's consent. Any player can suggest how to handle a rule, but you have the final say.

        Example rulings:

        • Is a given card applicable to this fictional situation?
        • How should a given card's text be interpreted?
        • Is it time to create a new card?
        Whoever plays this card is the referee. Flip for additional rules.

        The Referee

        Core Rules (Agenda)

        During play, you can speak from one of several agendas.

        These agendas can be assigned individually to several people, or all given to a single player.

        The agendas can change hands during the game. You cannot take an agenda away from someone else, but you can ask someone else to give up an agenda.

        If you've been assigned an agenda, you are bound to speak from it.

          Whoever plays this card is the referee. Flip for additional rules.

          The Storyteller

          Core Rules (Agenda)

          The game also has Ensemble Characters (ECs), sometimes called Non-Player Characters (NPCs). You narrate their actions and reactions as antagonists, allies, bystanders, and so on.

          • Give ECs a name and identity
          • Find the essential humanity of every EC
          • Don't steal agency or spotlight from the PCs
          • Initiate actions that prompt a PC response
          Whoever plays this card is the storyteller. Flip for additional rules.

          The Storyteller

          Core Rules (Agenda)

          During play, you can speak from one of several agendas.

          These agendas can be assigned individually to several people, or all given to a single player.

          The agendas can change hands during the game. You cannot take an agenda away from someone else, but you can ask someone else to give up an agenda.

          If you've been assigned an agenda, you are bound to speak from it.

            Whoever plays this card is the storyteller. Flip for additional rules.

            Challenges

            Core Rules

            Any player may challenge a PC's action if success or failure are both interesting.

            When your PC is challenged, you must generate a hit to meet it, like flipping a character card. If you don't meet a challenge, your PC's intentions are thwarted or complications arise.

            The challenge must suggest consequences for failure. "Or else nothing happens" is not a challenge. The same action cannot be challenged multiple times.

              Flip for additional rules.

              Challenges

              Core Rules

              Use challenges to tune the difficulty of a situation. A risky combat scene might pose several challenges. A simple social encounter might pose only one challenge.

              • You're navigating rough terrain, and might fall or lose equipment
              • You're fighting or fleeing a dangerous monster
              • You're working with complex magic or technology that might malfunction
              • You're confronting an emotionally fraught situation
              Flip for additional rules.

              X-Card

              Core Rules

              Start the game by reading this text aloud:

              "I'd like your help. Your help to make this game fun for everyone. If anything makes anyone uncomfortable in any way, just lift this card up, or simply tap it. You don't have to explain why. It doesn't matter why. When we lift or tap this card, we simply edit out anything X-Carded."

                Flip for the remainder of the text

                X-Card

                Core Rules

                Continue reading:

                "And if there is ever an issue, anyone can call for a break and we can talk privately. I know it sounds funny but it will help us play amazing games together and usually I'm the one who uses the X card to protect myself from all of you! Please help make this game fun for everyone. Thank you!"

                  Lay this card at the center of the play area

                  Uncertain Crisis

                  Core Rules (Crisis)

                  Some situations cannot be solved by skill or virtue, but only good fortune.

                  When you encounter such a crisis, decide what it would take to escape it, such as leaving the area successfully.

                  • A chaotic natural disaster, such as flooding
                  • Navigating a complex and ever-shifting maze
                  • Entreating with capricious spirits or divinities
                  Define the scope of the crisis, and flip this card

                  Uncertain Crisis

                  Core Rules (Crisis)

                  You may not flip any cards in front of you (e.g. Character cards) to generate hits.

                  You may flip shared cards (e.g. Plot cards) or draw/pick a new card (e.g. Condition card, Random oracle card).

                    Flip this card when the crisis is past

                    Gauntlet Crisis

                    Core Rules (Crisis)

                    Some situations are grueling and exhausting, wearing down your reserves faster than you can recover. Sooner or later, something has to give.

                    When you encounter such a crisis, decide what it would take to survive it, such as escaping an enemy or saving a friend.

                    • A furious and violent chase
                    • Survival in a hostile and dangerous environment
                    • An extended and grueling magical ritual
                    Define the scope of the crisis, and flip this card

                    Gauntlet Crisis

                    Core Rules (Crisis)

                    No card in front of you (e.g. Character cards) may be flipped more than once to generate a hit.

                    You may flip group cards (e.g. Plot cards) or draw/pick a new card (e.g. Condition card, Random oracle card).

                      Flip this card when the crisis is past

                      Overwhelming Crisis

                      Core Rules (Crisis)

                      Some situations will wreck a character's plans and assumptions, or be so daunting they have no idea how to handle it at first.

                      When you encounter such a crisis, decide what it would take to survive it, such as defeating an enemy or finding shelter.

                      • Final boss fights
                      • Being sent to a new world
                      • Confrontation with divine forces
                      Define the scope of the crisis, and flip this card

                      Overwhelming Crisis

                      Core Rules (Crisis)

                      Immediately flip all Character cards in front of all players to their back side.

                      Cards may be flipped back and used in the usual way from then on.

                        Flip this card when the crisis is past

                        Courage

                        Character (Focus)

                        "It doesn't matter if I win. It matters if I don't try." -- Emory

                        Courage is strength in the face of grief, pain, and fear.

                        Courage lets you fight when afraid, speak when being shouted down, stand up when you're injured, or rebuke someone you respect.

                        • Honor or pride must be upheld
                        • Someone or something near you has already suffered harm
                        • Nobody else can or will take the risk
                        Flip to get a hit.

                        Courage

                        Character (Focus)

                        "Emory! Fall back! This isn't our fight!" -- Tana

                        Courage can twist into cowardice or recklessness. Not everyone knows the right time to run from a battle, or when a battle really needs to be fought. And not everyone is prepared to fight every battle they face.

                        • Boast of deeds undone or make promises you can't fulfill
                        • Run away to avoid getting hurt, physically or emotionally
                        • Seek glory or vengeance
                        Flip when a prompt is narrated by anyone.

                        Charm

                        Character (Focus)

                        "I only came here to see you!" -- Basler

                        Charm is about creating a bond with someone at will. You can get through situations with style, panache, or force of personality.

                        • Perform with grace and elegance
                        • Get by on audacity
                        • Gain someone's confidence
                        Flip to get a hit.

                        Charm

                        Character (Focus)

                        "Listen, city boy. Stop talking or I'll cut your tongue out." -- Woody

                        Some people can become enraptured by their own ability to impress and influence. They buy into the story they're selling, until reality intrudes.

                        Others see charm as deceit, and will trust you less.

                        • Show off needlessly
                        • Push things for the sake of pushing
                        • Take advantage of someone's emotions
                        Flip when a prompt is narrated by anyone.

                        Instinct

                        Character (Focus)

                        "My eye watches the target. My hand lets go the bowstring. I do nothing." -- Woody

                        Your heart, your conscience, a divine command, or something else outweighs reason when you act.

                        Instinct lets you act when everything says to hesitate, when uncertainty overwhelms you, or when speed counts more than reason.

                        • Take decisive action now
                        • Get an immediate read on a person or situation
                        • Leap into an opportunity
                        Flip to get a hit.

                        Instinct

                        Character (Focus)

                        "So, he was a king's guard in disguise. He looked like a bad guy!" -- Woody

                        Only fools rush in, and this time, you were the fool.

                        • Interrupt a plan mid-execution
                        • Misjudge someone's intentions or actions
                        • Screw something up by impulsively acting
                        Flip when a prompt is narrated by anyone.

                        Magic

                        Character (Focus)

                        "I don't know, I just felt ... something ... flow through me!" -- Tana

                        The mystical, the eldritch, the arcane. The Power has many names. What do you call it?

                        You can achieve a variety of supernatural outcomes with magic, such as healing, curses, enchantments, and more.

                        • Place the impossible within reach
                        • Mingle the material and the symbolic
                        • Infuse the ordinary with awe and mystery
                        Flip to get a hit.

                        Magic

                        Character (Focus)

                        "The Power is much like the ocean. You can sail in it, or drown in it." -- Tana

                        When called, the Power always comes. That doesn't mean you can always command it. Even familiar workings can have surprising consequences.

                        • Face a cost you can't easily or immediately pay
                        • Supply a rare material component or perform a ritual at specific place and time
                        • Suffer a side effect or curse
                        Flip when a prompt is narrated by anyone.

                        Secrets

                        Character (Focus)

                        "Basler, where did you get that knife from?" -- Tana

                        You deal in concealment, stealth, and subterfuge. Your tools are things people don't want known, or weren't expecting. You could use hidden weapons, court gossip, cloak-and-dagger skulduggery, or the secrets of the heart.

                        • Acquire something from someone else without their knowledge
                        • Reveal something you've been concealing
                        • Avoid detection or culpability
                        Flip to get a hit.

                        Secrets

                        Character (Focus)

                        "You don't wanna know" -- Basler

                        The problem with secrets is keeping track of who knows what. The value of a secret is lost once it's revealed. And some secrets weigh on the conscience.

                        • Endure distrust from those around you
                        • Reveal the wrong thing to the wrong person
                        • Give yourself away at an inopportune moment
                        Flip when a prompt is narrated by anyone.

                        Tech

                        Character (Focus)

                        "This gizmo can pick any lock in the kingdom!" -- Basler

                        You focus on science, technology, or artifice to get things done. This includes science like handguns or balloons, magitek such as crystal fire-rods, or alchemy such as healing potions.

                        • Fight using advanced weapons or protective gear
                        • Overcome obstacles by deploying a gadget
                        • Gain advantage against those unfamiliar with your tech
                        Flip to get a hit.

                        Tech

                        Character (Focus)

                        "The gizmo broke and I gotta fix it. Well, at least I have my tools." -- Basler

                        Nothing works perfectly, especially new inventions that have seen more use than testing.

                        • The gadget has unexpected side effects or fails to work at a key moment
                        • A gadget malfunctions or breaks in interesting ways
                        • People distrust or avoid your strange science
                        Flip when a prompt is narrated by anyone.

                        Training

                        Character (Focus)

                        "The mind directs the body's power. I get it now." -- Basler

                        Through exercise, mindfulness, and practice, you've learned to use your own mind and body as a tool.

                        Training lets you act with grace, power, and precision, or overcome mundane limits.

                        • Use your body's abilities in place of weapons, armor, or equipment
                        • Focus inner strength to resist torment or temptation
                        • Gain an understanding of someone from how they move
                        Flip to get a hit.

                        Training

                        Character (Focus)

                        "Well, I can't pick locks with my fingernails, can I?" -- Basler

                        Your discipline is demanding, and while your body is versatile and powerful, it can't compete with everything.

                        • Face a problem that requires tools after all
                        • Spend time honing yourself instead of accomplishing an important goal
                        • Reveal your abilities to someone you'd rather not see them
                        Flip when a prompt is narrated by anyone.

                        Wits

                        Character (Focus)

                        "The world is full of opportunities!" -- Basler

                        Wits lets you make the most of everything around you. You turn difficulty into opportunity, find solutions within the problem you face, and look at situations in new ways.

                        • Find a way to turn strength to or from weakness
                        • Devise a plan to deal with a problem
                        • Realize a useful truth about a situation
                        Flip to get a hit.

                        Wits

                        Character (Focus)

                        "When I said people were gullible, I didn't mean me too!" -- Basler

                        No battle plan survives contact with the enemy, but not all planners are humble enough to realize that. Getting by on the world can sometimes mean exploiting people, or seeming like you're doing so.

                        • Misjudge the strength of your position
                        • Overplay your hand
                        • Make someone else pay for your victory
                        Flip when a prompt is narrated by anyone.

                        Dreamer

                        Character (Role)

                        Tomorrow beckons, if you can fix today. You can't change the world alone. But you aren't, are you?

                        • Remind someone of their best self
                        • Light a candle to spite the darkness
                        • Defy what's possible with what's necessary
                        Flip to get a hit.

                        Dreamer

                        Character (Role)

                        When the gulf between is and ought becomes too much, which will you choose?

                        • Reject the real, denounce the realist
                        • Forget that you have friends
                        • Lose sight of your dream for a time
                        Flip when a prompt is narrated by anyone.

                        Guardian

                        Character (Role)

                        You feel responsible for something or someone else. Their need propels you.

                        • Keep your charge safe from something
                        • Identify and monitor a threat
                        • Endure the unimaginable
                        Flip to get a hit.

                        Guardian

                        Character (Role)

                        You control that which depends on you, and sometimes the weight grows too much.

                        • Assert your authority
                        • Cast suspicion too widely
                        • Shut down your feelings or shut out your charge
                        Flip when a prompt is narrated by anyone.

                        Opportunist

                        Character (Role)

                        Life is unpredictable. When an opening comes, seize it. When a chance comes, take it.

                        • Exploit or create a weakness
                        • Employ misdirection or deception
                        • Take a risk nobody else would
                        Flip to get a hit.

                        Opportunist

                        Character (Role)

                        There's only so much good luck to go around. Will you run out of yours, or take someone else's away?

                        • Kick someone when they're down
                        • Betray a trust
                        • Let someone else pay the price
                        Flip when a prompt is narrated by anyone.

                        Performer

                        Character (Role)

                        Through actions and words, you entertain, persuade, or transform people around you.

                        • Embody grace, confidence, or poise
                        • Inspire or incite people to act
                        • Spark or manipulate emotion
                        Flip to get a hit.

                        Performer

                        Character (Role)

                        When anything you say matters, will you say the wrong thing, or for the wrong reasons?

                        • Outshine or embarrass someone important
                        • Draw unwanted attention
                        • Provoke an unintended reaction
                        Flip when a prompt is narrated by anyone.

                        Quester

                        Character (Role)

                        A vow, an ideal, a promise, a vision, a mission. Something drives you unstoppably onward.

                        • Make the hard choices your resolve demands
                        • Rally others to your cause
                        • Find a way forward despite everything
                        Flip to get a hit.

                        Quester

                        Character (Role)

                        That which is greater than you can also crush you beneath it.

                        • Waver in your dedication to your quest
                        • Shut others out of assisting you
                        • Ignore mundane needs to focus on your quest
                        Flip when a prompt is narrated by anyone.

                        Rebel

                        Character (Role)

                        Your power, presentation, reputation, or history cause common folk to fear or reject you.

                        • Use others' fears to your advantage
                        • Surpass a limit or break a rule imposed by others
                        • Make common cause with other rebels
                        Flip to get a hit.

                        Rebel

                        Character (Role)

                        To be the worst of what they say you are. How easy to do it accidentally. How tempting to choose it.

                        • Make everything worse for yourself or an ally
                        • Fall prey to temptation or darkness
                        • Spark conflict or dissent
                        Flip when a prompt is narrated by anyone.

                        Soldier

                        Character (Role)

                        Life is struggle. Everyone has to fight, all the time. What do you fight for?

                        • Test your fate against an opponent
                        • Make a sacrifice to turn the tide
                        • Stand up when everything says to stay down
                        Flip to get a hit.

                        Soldier

                        Character (Role)

                        Life is pain. There's no reward for this, only the next battle. When will you fall?

                        • Lash out at an easy target
                        • Use your power selfishly
                        • Dismiss the peaceful alternative
                        Flip when a prompt is narrated by anyone.

                        Synthesist

                        Character (Role)

                        You create, fix, and remix.

                        • Make something new out of what's available
                        • Repair or recreate something
                        • Bring creativity to bear against a problem
                        Flip to get a hit.

                        Synthesist

                        Character (Role)

                        What or who will you unmake, in your goal of making something new?

                        • Tear down something valuable or important
                        • Keep something going at great cost
                        • Overuse the same solution
                        Flip when a prompt is narrated by anyone.

                        Cosmopolitan

                        Character (Upbringing)

                        "The clear skies, the lure of the open road, it's perfect!" -- Tana

                        You've lived among people from all over. Maybe you lived in a bustling city, or traveled the world.

                        You've learned to approach situations by understanding many perspectives.

                        • Recall a story that inspires people to new ways of thinking
                        • Bring a fresh perspective to a situation
                        • Unite people by finding the common threads between them
                        Flip to get a hit.

                        Cosmopolitan

                        Character (Upbringing)

                        "Do these wagon wheels fall off often?" -- Emory

                        You can mistake your breadth of experience for depth, and fail to hear wiser voices.

                        • Overestimate your own wisdom or experience
                        • Lose focus of people as individuals
                        • Treat one person as representative of a whole group
                        Flip when a prompt is narrated by anyone.

                        Industrious

                        Character (Upbringing)

                        "Take a deep breath of that farm air!" -- Tana

                        You grew up among farmers, trappers, city laborers, or other folk who made their way by the sweat of their brow. Others expected you to carry your own weight.

                        You've learned to approach situations with direct, hard work.

                        • Be sensitive to the rhythms around you--cycles of nature, or people's routines
                        • Make do with what's on hand
                        • Coordinate with others to get hard work done
                        Flip to get a hit.

                        Industrious

                        Character (Upbringing)

                        "Smells like cow breakfast" -- Basler

                        Some situations demand inspiration, not perspiration. Other times, the reality of repetitive work can lull you into boredom, distraction, or despair.

                        • Sacrifice tomorrow's hopes for today's needs
                        • Demand someone else live up to your work ethic
                        • Lose sight of something important
                        Flip when a prompt is narrated by anyone.

                        Insular

                        Character (Upbringing)

                        "This is all very different from the cloister" -- Emory

                        You grew up secluded from the rest of the world. Whether you lived on a lonely mountain village, a religious retreat, or a city enclave, the ways of the outside world are a mystery that must now be solved.

                        • Solve a problem using your peoples' ways
                        • Ask naive but insightful questions
                        • Reveal hidden knowledge or exclusive experience
                        Flip to get a hit.

                        Insular

                        Character (Upbringing)

                        "Everything's different out here. That's why it's called a cloister" -- Basler

                        Your early life didn't prepare you for the variey of people and things the world has to offer. You might make a faux pas or ask an embarrassingly obvious question.

                        • Violate unspoken rules or cultural taboos
                        • Cause conflict through misunderstanding
                        • Fall back on questionable assumptions
                        Flip when a prompt is narrated by anyone.

                        Mercantile

                        Character (Upbringing)

                        "Welcome to the Labri Market! You can find anything here." -- Basler

                        You grew up among those who live via bargaining: a city's markets, an ocean trade route, or the corridors of power in an embassy or castle.

                        You've learned to approach situations through negotiation.

                        • Make a deal or haggle over details
                        • Navigate a complex or ambiguous situation
                        • Gauge someone's wants or needs
                        Flip to get a hit.

                        Mercantile

                        Character (Upbringing)

                        "...For the right price." -- Basler

                        You know that some people have wants and needs, that others can satisfy them, and that power comes from mediating between the two.

                        It's easy to get addicted to that power.

                        • Compromise a principle or ideal for expedience
                        • Put a price on service
                        • Treat people as assets or commodities
                        Flip when a prompt is narrated by anyone.

                        Solitary

                        Character (Upbringing)

                        "I got this, leave me alone" -- Woody

                        For much of your life, you've been on your own. You might have been orphaned or abandoned or kidnapped. You might have run away from home, or home might no longer exist.

                        You've learned to approach situations through isolation.

                        • Shut out distractions
                        • Present a reassuring facade
                        • Keep moving even when hope is lost
                        Flip to get a hit.

                        Solitary

                        Character (Upbringing)

                        "You've left yourself alone too long" -- Tana

                        Without experiencing what other people in your life can do, you may fear what you need most from them: an outlet. When you act distant, others will reciprocate.

                        • Accumulate emotional debt
                        • Keep your reservations unspoken
                        • Leave others behind to fend for themselves
                        Flip when a prompt is narrated by anyone.

                        Strict

                        Character (Upbringing)

                        "Knights should be glorious champions of honor!" -- Emory

                        There's a right and wrong way to do things. Right? You might be from a noble family where things are done just so, or grew up cautious thanks to constant danger.

                        You've learned to approach situations through protocol.

                        • Uphold a code of behavior in the face of doubt or weakness
                        • Use the training or skills that led to your code's adoption
                        • Inspire or counsel others using your code
                        Flip to get a hit.

                        Strict

                        Character (Upbringing)

                        "As opposed to ironclad thugs lording it over the peasants?" -- Basler

                        Committing to a way of life can help you push forward, but make you inflexible and stubborn.

                        • Refuse to adapt your code to new or difficult situations
                        • See the world through a narrow lens
                        • Disdain or punish those who don't conform to your expectations
                        Flip when a prompt is narrated by anyone.

                        Underclass

                        Character (Upbringing)

                        "Nobody fights for people like us. So we fight for ourselves." -- Basler

                        You grew up among people who were neglected or rejected by a surrounding society: criminals, migrants, or members of a mistreated minority.

                        You've learned to approach situations via pride.

                        • Stand up for yourself and those like you
                        • Rally the downtrodden
                        • Obtain your needs through a social network
                        Flip to get a hit.

                        Underclass

                        Character (Upbringing)

                        "When everyone hates you, it's hard not to hate them back." -- Basler

                        Sometimes, circumstances push people to a breaking point. Other times, doing the right thing becomes impossible, and you're left with doing the necessary thing.

                        • Lash out at threats to your ego
                        • Build yourself up in the eyes of the impressionable
                        • Run afoul of those in power
                        Flip when a prompt is narrated by anyone.

                        Unfettered

                        Character (Upbringing)

                        "As a princess, I had power. As a ranger, I have freedom." -- Woody

                        Whether a scion of privilege, the free-spirited offspring of tolerant parents, or a feral child in a mystic forest, you've always done what you saw fit.

                        You've learned to approach situations through force of will.

                        • Force an issue or break a deadlock through action
                        • Reject restrictions and break chains
                        • Drag others along your unique path
                        Flip to get a hit.

                        Unfettered

                        Character (Upbringing)

                        "Those who go their own way often find the path lonely." -- Emory

                        Rules aren't always made to be broken. You can offend others, or even hurt them or yourself when you go where you don't belong or do what you ought not do.

                        • Sabotage a subtle effort
                        • Trample on a cherished tradition
                        • Disappoint or frustrate a more cautious ally
                        Flip when a prompt is narrated by anyone.

                        Character Cards

                        Core Rules

                        To create a new PC, pick three cards: Focus, Role, and Origin. You can choose cards at random, or select them yourself.

                        These cards describe the traits that you want to spotlight during the game. Just because someone else has the Courage card doesn't mean your character isn't courageous, only that it's not going to be the quality you're focusing on.

                        • Front: get a hit by flipping the card
                        • Back: flip when a prompt is narrated by anyone
                        Other side is identical

                        Character Cards

                        Core Rules

                        To create a new PC, pick three cards: Focus, Role, and Origin. You can choose cards at random, or select them yourself.

                        These cards describe the traits that you want to spotlight during the game. Just because someone else has the Courage card doesn't mean your character isn't courageous, only that it's not going to be the quality you're focusing on.

                        • Front: get a hit by flipping the card
                        • Back: flip when a prompt is narrated by anyone
                        Other side is identical

                        Condition Cards

                        Core Rules

                        You can take a condition to get a hit. Describe how. You can flip a front-side condition to worsen it and get a hit. Describe how. Players who challenge you can suggest conditions to meet it.

                        The condition is fictionally true and limits your actions. Other players can pose a challenge if a condition would interfere with something you do. Discard any conditions that no longer apply in the fiction.

                        Individual condition cards describe how to clear them.

                          Flip to see examples

                          Condition Examples

                          Core Rules

                          Conditions are a way to achieve success at a cost.

                          • You take Disarmed to score a final sword blow
                          • Another player suggests that touching the idol will leave you Magicked
                          • Take Weakened to stay within the poison cloud
                          • You're already Hurt, but you can worsen it to Wounded to launch a final desperate attack
                          • Spend a scene being healed by a priestess to discard Hurt, or a week of downtime doing odd jobs to discard Indebted
                          Flip to see rules

                          Hurt

                          Condition

                          "Ow! Watch who you carve up with that thing!" -- Basler

                          You've been bloodied, bruised, stunned, or suffered some other temporary physical harm. You can't exert yourself too much without making it worse.

                          • An enemy attacked you
                          • You took a long fall or hit something heavy
                          • You were in a natural disaster or magical calamity
                          Flip to worsen the condition and get a hit. Discard by spending a scene attending to the condition.

                          Wounded

                          Condition

                          "It's...just a scratch..." -- Emory

                          You've been seriously injured. Every step is painful, and it's hard to concentrate. You can't move very fast or fight effectively.

                          Who or what holds you together until you can be treated? Will you have scars afterward?

                          • You suffered major blood loss
                          • You broke a bone
                          • You were pierced by arrows, spears, or claws
                          Discard by spending downtime attending to the condition.

                          Weakened

                          Condition

                          "This forest goes on forever, Woody. Can we just stop a moment?" -- Tana

                          Your body is trying to keep itself going, but is under attack or is being deprived. You can't push yourself too hard, and it's hard to concentrate.

                          • Fatigue or sleep deprivation
                          • Hunger and thirst
                          • Poison, disease, or infection
                          • Exposure to the elements
                          Flip to worsen the condition and get a hit. Discard by spending a scene attending to the condition.

                          Exhausted

                          Condition

                          "The leaf dragon's toxin got me... Sorry..." -- Woody

                          Your body is out of resources. You need rest, sustenance, or medication.

                          • Extended lack of sleep
                          • Starvation or dehydration
                          • Serious illness or poison
                          • Delerium or hallucinations
                          • Burns or frostbite
                          Discard by spending downtime attending to the condition.

                          Obliged

                          Condition

                          "We will deal with the brigands, your highness." -- Emory

                          You have a responsibility and face punishment for failure or delay. Discharging the debt may be expensive, risky, or troublesome.

                          • Deliver an item or message to someone
                          • Lean on an individual or group
                          • Promise a favor later for a purchase now
                          • Swear a magically binding oath
                          Flip to worsen the condition and get a hit. Discard by spending a scene attending to the condition.

                          Indebted

                          Condition

                          "I kinda told the thieves' guild I'd take care of something" -- Basler

                          You have significant debts that demand repayment. Your creditor is watching, and their rivals may offer you a devil's bargain to escape.

                          • Carry out illegal or dangerous activities
                          • Work with a rival or enemy to achieve a goal
                          • Sacrifice comrades or principles to avoid punishment
                          Discard by spending downtime attending to the condition.

                          Wanted

                          Condition

                          "I think they saw us." -- Tana

                          Someone or something powerful or dangerous is seeking you out, and you'd rather not be found. You risk discovery from guards, spies, or informants.

                          • You broke the law or offended someone important
                          • Locals are suspicious
                          • You attracted official attention
                          • You're in a dangerous animal's territory
                          Flip to worsen the condition and get a hit. Discard by spending a scene attending to the condition.

                          Pursued

                          Condition

                          "They definitely saw us!" -- Basler

                          You are being actively hunted by someone or something that wishes you ill. You must stay hidden, disguise yourself when in the open, and perhaps make dangerous deals with those who offer shelter.

                          • Wanted posters or official notices
                          • Guards raised an alarm
                          • You're in enemy territory or surrounded
                          Discard by spending downtime attending to the condition.

                          Magicked

                          Condition

                          "If anything in the forest looks edible, it's a faerie trap" -- Woody

                          A spell or other supernatural power has bound you. It might cause inconvenience, impose new rules on you, or alter your perceptions.

                          • Charms, illusions, delusions, and deceptions
                          • Magical prohibitions against entering or leaving a place
                          Flip to worsen the condition and get a hit. Discard by spending a scene attending to the condition.

                          Cursed

                          Condition

                          "That berry was delicious. Hey, who are all of you?" -- Emory

                          A powerful and baneful magic has you in its grip. You might be forced to act in certain ways, or barred from acting in others.

                          The rules of the curse may be a mystery. You may suffer pain or great misfortune violating them.

                          • Misfortune or calamity hounds you
                          • A ban against doing some common thing
                          Discard by spending downtime attending to the condition.

                          Altered

                          Condition

                          "Don't let them peck you, or you'll croak with the voice of the Raven God" -- Woody

                          Powerful magic has physically changed your appearance or abilities. You'll have trouble doing things you took for granted, but the new form may offer new advantages.

                          • Animal traits like tails or claws
                          • Limbs turned to stone or plants
                          • Ethereal or elemental body
                          Flip to worsen the condition and get a hit. Discard by spending a scene attending to the condition.

                          Transformed

                          Condition

                          "Hey, that raven looks familiar... Basler?!" -- Tana

                          You've been physically remade into something new by powerful magic. You can still function, but it's a big adjustment. Other people may react with fear, curiosity, or hostility. You may be unable to speak or explain yourself to them.

                          • Polymorphed into an animal
                          • Changed into a supernatural creature
                          • Made undead or demonic
                          Discard by spending downtime attending to the condition.

                          Undergeared

                          Condition

                          "This is the last of our fresh water." -- Woody

                          Vital gear has been damaged, or resources are running low. You must ration what remains, or improvise a replacement.

                          • Blunted or broken weapons, low on arrows
                          • Damaged or partial armor
                          • Malfunctioning magical tools
                          • Lacking food, water, or medicine
                          Flip to worsen the condition and get a hit. Discard by spending a scene attending to the condition.

                          Ungeared

                          Condition

                          "The flood washed away our campsite! Now what?" -- Basler

                          Your gear or supplies have been broken, lost, or taken. You must scavenge for substitutes or make do with bare-bones replacements.

                          • Equipment lost in floods or other calamity
                          • Stripped of weapons by enemies
                          • Magical tools disenchanted
                          • Completely without rations or shelter
                          Discard by spending downtime attending to the condition.

                          Hindered

                          Condition

                          "This arm is useless for drawing a bow right now." -- Woody

                          Your body, mind, or senses are in temporary disorder. You might have overtaxed yourself, or suffered from injury or stress. You may be in the grip of a powerful emotion or anxiety.

                          • Loss of mobility
                          • Blurred vision or dizziness
                          • Shock or mental imbalance
                          • Overwhelming emotion
                          Flip to worsen the condition and get a hit. Discard by spending a scene attending to the condition.

                          Impeded

                          Condition

                          "I can't feel the grimoire! I can't feel ANY magic!" -- Tana

                          A sense or faculty you normally depend on has been temporarily lost. You might have pushed yourself past a limit, or been affected by a disease or magical effect. You are unable to use the affected abilities.

                          • Temporarily blind or deaf
                          • Unable to cast spells or use other special abilities
                          • A breakdown or dissociation
                          Discard by spending downtime attending to the condition.

                          Random Outcome

                          Success Oracle

                          You can choose to draw a card of this type to see if you meet a challenge.

                          The card will suggest ways in which the challenge was met. You can use one of these, or make up your own. If a card indicates that you missed, you may not try to meet the challenge in other ways.

                          You may adjust the ratio of hit or miss cards in this stack to reflect the difficulty of a given action.

                            Draw a random card from this stack, flip to see the outcome

                            Hit

                            Success Oracle

                            You successfully met the challenge! Narrate how it happened.

                            • Luck or coincidence made it work somehow
                            • You were carrying the right item at the right moment
                            • Allies intervened in your favor
                            • An important lesson from your past came to mind
                            Discard to generate a hit

                            Random Outcome

                            Success Oracle

                            You can choose to draw a card of this type to see if you meet a challenge.

                            The card will suggest ways in which the challenge was met. You can use one of these, or make up your own. If a card indicates that you missed, you may not try to meet the challenge in other ways.

                            You may adjust the ratio of hit or miss cards in this stack to reflect the difficulty of a given action.

                              Draw a random card from this stack, flip to see the outcome

                              Miss

                              Success Oracle

                              You failed to meet the challenge! Narrate how it happened.

                              • Bad luck or unhappy coincidence
                              • Your equipment failed or you left something behind
                              • Allies were thwarted, absent, or ineffective
                              • Overconfidence sabotaged your success
                              Discard this card

                              Emotion

                              Emotion Oracle

                              Oracle cards can answer questions. Draw one card for a simple answer, or two cards for a complex one.

                              Use these cards to answer what someone is feeling, or what emotion a thing or event would spark.

                              Each emotion has two neighbors. You can use the emotion itself, or choose to mix it with a neighbor.

                                Flip to reveal an answer

                                Ecstacy

                                Emotion Oracle

                                Ecstacy, Joy, or Serenity.

                                With Vigilance: yields Optimism.

                                With Admiration: yields Love.

                                • Who in the scene feels this emotion? Who ought to, but does not?
                                • Should this emotion be affirmed, resisted, revealed, or concealed?
                                Discard and shuffle into related cards

                                Emotion

                                Emotion Oracle

                                Oracle cards can answer questions. Draw one card for a simple answer, or two cards for a complex one.

                                Use these cards to answer what someone is feeling, or what emotion a thing or event would spark.

                                Each emotion has two neighbors. You can use the emotion itself, or choose to mix it with a neighbor.

                                  Flip to reveal an answer

                                  Admiration

                                  Emotion Oracle

                                  Admiration, Trust, or Acceptance.

                                  With Ecstacy: yields Love.

                                  With Terror: yields Submission.

                                  • Who in the scene feels this emotion? Who ought to, but does not?
                                  • Should this emotion be affirmed, resisted, revealed, or concealed?
                                  Discard and shuffle into related cards

                                  Emotion

                                  Emotion Oracle

                                  Oracle cards can answer questions. Draw one card for a simple answer, or two cards for a complex one.

                                  Use these cards to answer what someone is feeling, or what emotion a thing or event would spark.

                                  Each emotion has two neighbors. You can use the emotion itself, or choose to mix it with a neighbor.

                                    Flip to reveal an answer

                                    Terror

                                    Emotion Oracle

                                    Terror, Fear, or Apprehension.

                                    With Admiration: yields Submission.

                                    With Amazement: yields Awe.

                                    • Who in the scene feels this emotion? Who ought to, but does not?
                                    • Should this emotion be affirmed, resisted, revealed, or concealed?
                                    Discard and shuffle into related cards

                                    Emotion

                                    Emotion Oracle

                                    Oracle cards can answer questions. Draw one card for a simple answer, or two cards for a complex one.

                                    Use these cards to answer what someone is feeling, or what emotion a thing or event would spark.

                                    Each emotion has two neighbors. You can use the emotion itself, or choose to mix it with a neighbor.

                                      Flip to reveal an answer

                                      Amazement

                                      Emotion Oracle

                                      Amazement, Surprise, or Distraction.

                                      With Terror: yields Awe.

                                      With Grief: yields Disapproval.

                                      • Who in the scene feels this emotion? Who ought to, but does not?
                                      • Should this emotion be affirmed, resisted, revealed, or concealed?
                                      Discard and shuffle into related cards

                                      Emotion

                                      Emotion Oracle

                                      Oracle cards can answer questions. Draw one card for a simple answer, or two cards for a complex one.

                                      Use these cards to answer what someone is feeling, or what emotion a thing or event would spark.

                                      Each emotion has two neighbors. You can use the emotion itself, or choose to mix it with a neighbor.

                                        Flip to reveal an answer

                                        Grief

                                        Emotion Oracle

                                        Grief, Sadness, or Pensiveness.

                                        With Amazement: yields Disapproval.

                                        With Loathing: yields Remorse.

                                        • Who in the scene feels this emotion? Who ought to, but does not?
                                        • Should this emotion be affirmed, resisted, revealed, or concealed?
                                        Discard and shuffle into related cards

                                        Emotion

                                        Emotion Oracle

                                        Oracle cards can answer questions. Draw one card for a simple answer, or two cards for a complex one.

                                        Use these cards to answer what someone is feeling, or what emotion a thing or event would spark.

                                        Each emotion has two neighbors. You can use the emotion itself, or choose to mix it with a neighbor.

                                          Flip to reveal an answer

                                          Loathing

                                          Emotion Oracle

                                          Loathing, Disgust, or Boredom.

                                          With Grief: yields Remorse.

                                          With Rage: yields Contempt.

                                          • Who in the scene feels this emotion? Who ought to, but does not?
                                          • Should this emotion be affirmed, resisted, revealed, or concealed?
                                          Discard and shuffle into related cards

                                          Emotion

                                          Emotion Oracle

                                          Oracle cards can answer questions. Draw one card for a simple answer, or two cards for a complex one.

                                          Use these cards to answer what someone is feeling, or what emotion a thing or event would spark.

                                          Each emotion has two neighbors. You can use the emotion itself, or choose to mix it with a neighbor.

                                            Flip to reveal an answer

                                            Rage

                                            Emotion Oracle

                                            Rage, Anger, or Annoyance.

                                            With Loathing: yields Contempt.

                                            With Vigilance: yields Aggressiveness.

                                            • Who in the scene feels this emotion? Who ought to, but does not?
                                            • Should this emotion be affirmed, resisted, revealed, or concealed?
                                            Discard and shuffle into related cards

                                            Emotion

                                            Emotion Oracle

                                            Oracle cards can answer questions. Draw one card for a simple answer, or two cards for a complex one.

                                            Use these cards to answer what someone is feeling, or what emotion a thing or event would spark.

                                            Each emotion has two neighbors. You can use the emotion itself, or choose to mix it with a neighbor.

                                              Flip to reveal an answer

                                              Vigilance

                                              Emotion Oracle

                                              Vigilance, Anticipation, or Interest.

                                              With Rage: yields Aggressiveness.

                                              With Ecstacy: yields Optimism.

                                              • Who in the scene feels this emotion? Who ought to, but does not?
                                              • Should this emotion be affirmed, resisted, revealed, or concealed?
                                              Discard and shuffle into related cards