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Game Resources

TAGS

(pg. 205)   Tags are details you can bring into the story in a meaningful way. Anything from the characters’ qualities, through equipment and allies, to thematic catchphrases can be a tag. Tags can also describe elements of the story. Tags play a dual role in the game: they both describe a character or a situation and power or depower your character’s moves. When a move tells you to roll Move + Power, Power = the number of tags relevant to making that move.  
  • Power tags can only be invoked and counted toward the Power of a move when they directly help you perform the action you are taking. In other words, you only receive a point of Power for using a power tag when it clearly improves your character’s chances of succeeding in the action or improves the effectiveness of her action.
  • Weakness tags can only be invoked to reduce the Power of a move when they impede the action you are taking. In other words, you only remove a point of Power (and gain Attention) for a weakness tag when it hurts your character’s chances of succeeding in the action or weakens the effectiveness of her action.
  • Story tags are used to describe two categories of story elements:
  • Temporary abilities, qualities, perks, and items possessed by your character.- Independent objects, beings, concepts, or effects included in a scene: a quality of the environment, a person or entity who is present at the scene, an item that is readily available, or even a force or a concept present at the scene.
BURNING TAGS
(pg. 209)   During the game, the rules may tell you to burn one or more of your POWER TAGS. A burnt POWER TAG is temporarily unavailable and cannot be invoke or burnt again until recovered.   Normally, burnt POWER TAGS can only be recovered with the MONTAGE (DOWNTIME) move.   You can voluntarily burn a POWER TAG to gain a dramatic boost to a move. When burning a tag for a hit, you automatically gain a 10+ outcome (Power 3 + Roll 7). No other tags affect the Power of a move made with a tag burnt for a hit. However, statuses still apply normally and may increase or decrease the Power of the action.  
 

STATUSES

(pg. 218)   Statuses reflect temporary conditions of all kinds that affect your character. Any imaginable condition can be a status, including:
  • Physical conditions
  • Psychological conditions
  • Social conditions
  • Supernatural or mystical conditions
  • Combat conditions
 
EFFECTS OF STATUSES
(pg. 219)   Statuses of tiers 1 to 4 affect player characters by changing the Power of actions. When a player character who has one or more statuses takes actions, each of these statuses is then determined to be helpful, detrimental, or neutral for that action. The player then adds the highest tier among the helpful statuses to the Power of the action and subtracts the highest tier among the detrimental statuses from the power of the action.   At tier 5, labeled OUT, the status becomes so damaging or intense that the character or object to whom it is attached becomes somehow incapacitated.   At tier 6, labeled MC, the player loses control over his character and turns her over to the MC.  

 
GIVING A STATUS
(pg. 221)   You can use the moves CONVINCE, HIT WITH ALL YOU'VE GOT, GO TOE TO TOE, and CHANGE THE GAME to give various statuses to both player and non-player characters, objects, or groups.  
TAKING A STATUS
  When your character is about to take a status, the MC or the player giving the status will name the tag and the tier of the status.   Status that have similar effect stack together. A higher status supersedes the existing status. Two equal statuses become a single status, with the tier increased by 1. A lower status gradually adds pips to the existing status. When you get enough pips, the status increases to the next tier.  
 

CLUES

(pg. 227)   Clues are a game resource that be traded for information. The most common way to receive Clues is by making the INVESTIGATE move.   Every Clue or batch of Clues you obtain has a method and a source that are determined by the action you took to receive the Clues. These dictate the type of information you can receive from a Clue.   You can spend clues to ask the MC a question or a player a question regarding their character. The characters might lie, but the player must provide truthful information -- either a straight answer or a solid lead.   You spend clues immediately or bank them to save up and use later. When banking them, make sure to note down how many clues you have and their method and source. Banked Clues may expire if they become obsolete (such as if the situation changes and they are no longer relevant).  
 

JUICE

(pg. 232)   Juice points represent your ability to shape what is going on around you by using your abilities, resources, and allies. The most common way to receive Juice is by making the CHANGE THE GAME move.   Juice points can be spent to activate one or more of the following options: Create a new story tag: for each Juice point spent, you can add a new temporary sotry tag of your choice to the scene. Burn a tag: for each Juice point spent, you can burn a temporary or ongoing story tag, removing it from the scene. Give a status: you can give one target a temporary status of your choice with one tier for each point of Juice spent. Reduce or remove a status: for each point of Juice spent, you can reduce the tier of any single status by one.   Since you can only use Juice to create effects that are related to its method of generation, most Juice expires after is is generated as its method becomes obsolete.

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