Basic Abilities

All Characters

Attack / dodge

  • Costs 8+ Charge.
  • Use the total on your dice, plus your Accuracy, to attack an enemy in your area.
    • If your attack total is at least equal to your opponent's Dodge, it hits, and you deal damage based on your Power.
    • If your attack total has at least two 6's, you score a critical hit. Your opponent cannot Dodge, and you deal double damage.
    • If your attack total is lower than your opponent's Dodge score, you miss instead.
  • Your opponent can use one die to add to Dodge, but not more than one.
  • You must be able to see your opponent.
  • Some classes have a Ranged attack. A range of 0 (the default) lets you attack opponents in your own Area. A range of 1 lets you attack opponents in adjacent areas, and so forth. If the line between your area and your opponent's area takes a bend of 90° or more, your line of sight is broken, so you can't make the attack.

Connect / resist

  • Connecting is not normally done during combat, so there is no default Charge cost.
  • Connecting is useful for turning unaligned or uncertain NPCs over to your side.
  • Guess a Trait to connect with an appropriate NPC in your area. Your connect total is the total Charge you spend, plus your Connect score.
    • If your connect total is at least equal to your opponent's Resist and the Trait guess is correct, you connect.
    • If your connect total has at least two 6's, you are automatically successful regardless of your guess.
    • If your connect total is less than your opponent's Resist score, or the Trait guess is wrong, you fail instead.
    • If you connect, the NPC is positively disposed toward you.
    • If you fail, the NPC is not interested.
  • Normally you talk to NPCs before (or as part of) trying to Connect.
  • Your opponent can use one die to add to Resist, but not more than one.
  • In combat, if there are neutral or undecided units available you may try to connect with them at a cost of 10+ Charge. You do not need to make a Trait guess, but they will still attempt to resist.

Move

  • Spend Charge as indicated to move from one battlefield area to another.
  • 6's and 1's have no special effect.
  • Outside of combat, don't worry about spending Charge for movement.

Equip

  • Change one or more pieces of equipment for 5 Charge.
  • 6's and 1's have no special effect.

Defend

  • You can boost your Dodge and Resist by spending dice on them, but only one die at a time.
  • 6's are automatically successful on defense.
  • 1's are automatic failures on defense.

Item

  • 5 Charge
  • Use an item - for example, drink a restorative tonic, or read a code scroll.
  • 6's double the effectiveness of the item - or in the case of resisted items, remove any chance for resistance. If neither effect would make sense, the 6 has no special effect.
  • 1's halve the effectiveness of the item, or make resistance 2 points easier. If neither effect would make sense, the 1 has no special effect.

Build

  • Spend a 1.
  • Choose a Major Arcana and add it to the Arcana Stack.

Class change

  • In combat, you spend any one die.
  • If you're changing to a class you haven't used this battle, add one Charge Die to your pool for the rest of the combat and roll it right away. For instance, if you had 8 Charge dice, and you spent one to change class, now you have 8 Charge Dice on the table and one set aside.
  • 6's have no special effect.
  • 1's still let you change jobs, but do not add a charge die.
  • Outside of combat, you can change classes whenever you like.
  • Class changes and the extra charge dice that come with them last until the Garbage Collector comes.
  • You must move along the lines on your class diagram.

Recharge

  • Recharging costs 0, 1, or 2 Charge. If you have enough Charge you must pay; if not, you can still Recharge.
  • Once you Recharge you cannot act until everyone else has Recharged.
  • If you recharge using a 6, you keep that as a 6 instead of rolling it.
  • If you recharge using a 1, you keep that die set aside instead of rolling it.
  • When recharging, take all the Charge Dice that you set aside and re-roll them, putting them back in your Charge pool. For instance, let's say you have 2 Charge Dice (a 1 and a 2) left on the table, and you have 7 Charge Dice total. To recharge, you spend the 2. You now have 6 dice removed from your pool. Re-roll all six of those dice and put them back on the table. You now have the 1 from before and six newly rolled Charge Dice.

Specific Classes

Boost (Variables, Amounts)

  • Example: Boost(Vit, 2) or Boost(Spd+Pow, 1)
  • Costs 6 Charge and commits 1 Capacity.
  • Your character's level is raised by one.
  • One of more variables are raised by the specified amounts. Any variables derived from that one are likewise increased. For instance, if you get Boost(Spd, 2), your Speed goes up by 2, and your current Charge Dice are also raised by 2. If you receive Boost(Vit, 1), your MaxHP goes up one rung on the ladder and your current HP also increases by the same amount.
  • Special note: Raising a maximum value raises the current value. Decreasing a maximum value does not change the current value unless it ends up above the new maximum, in which case it drops to the new (lower) maximum.
  • Spending a 6 gives you the boost without committing Capacity.
  • Spending a 1 means that your Boost is temporary, and only lasts until you recharge.
  • Multiple boosts to the same variable are cumulative unless specifically noted. The usual 9999 limit applies.
  • The opposite of a boost is a "Knock", which decreases variables but not level.
  • Boosts last until the Garbage Collector passes through.

Fork

  • Copy the most recent action taken - the one immediately before your character's action. Must have been used within range 1.
  • Costs the same amount of Charge as the original action, which you must draw from your own dice.
  • If you spend a 6 or a 1, treat it as if that die were spent on the original action.
  • Use your character's variables where relevant. If there are random elements to the action, you must re-randomize. If the action used a random die, you must roll a new die.
  • You can copy pattern abilities without playing any major arcana.

Pattern (Number)

  • Example: Pattern(3)
  • Costs Charge equal to twice the number of cards played. Some Patterns cost Capacity.
  • Play Major Arcana to create a complex effect. See the list on page xx.
  • You can play up to the indicated number of cards.

Scan

  • Costs 4 Charge AP.
  • You may look at the code for any process on the battlefield, including any subroutines. You may also look at a battlefield's code and layout.
  • Your character is considered aware of all the variables and abilities for each process, even if you as the player don't take the time to read them all. You can ask the GM for that information when you want it.
  • You also see any invisible processes and are able to see them until the Garbage Collector comes.

Spawn (Your Action, Spawn Action)

  • Example: Spawn(Attack, Attack) or Spawn(Move, Heal)
  • Costs 7 Charge and commits 2 Capacity
  • You create a subroutine, in your area, with variables equal to your own with one Knock.
  • When you take the specified action, the spawn takes its own action.
  • When you move, the spawn moves with you. If you are modded, the spawn is likewise modded.
  • The spawn has isVisible = false, so it cannot be seen or directly targeted, but area effects still hit it. It has canDecide = false, protected.
  • You choose the target of the spawn's action.
  • If the action normally requires a card, the spawn draws and uses the top card from the deck.
  • The spawn doesn't spend Charge on actions or movement.

Modding rules

  • Costs 8+ Charge; see "Modding can…" below.
  • Range 1
  • Mods can be resisted.
  • You must be aware of the variable or ability you're trying to mod. Everyone knows about the basic variables, but if you're fighting something with an ability you haven't seen before, you can't try to mod it until someone Scans the target.
  • Modding can change any public variable that equipment (or another ability) permits you to change. If you are in someone's group, you may also change their group variables. You can also change your own user variables.
  • When modding, you must…
    • Choose a Public variable to change on an enemy process, or a Group variable for a friend.
    • Take a die and set it to a number. Hide that die. The number on that die determines the condition under which your mod takes effect:
      1. The next time the target heals someone or is healed.
      2. The next time the target attacks.
      3. The next time any of the target's variables except HP/MaxHP is restored or raised.
      4. The next time the target moves.
      5. The next time the target uses any other ability.
      6. At the start of the next round.
  • Modding can…
    • Add +1 to an integer, ladder, or binary variable (potentially wrapping it around). 8 Charge
    • Restore any variable to its default value. 10 Charge.
    • Set any variable to any value within its range. 12 Charge.
    • Change any selector- or code-type variable as you see fit. 14 Charge.
    • Set an array variable to any value within its range. 18 Charge.
  • Note that not all variables are equally easy to set. Location, in particular, is very tricky - location within The City is not a smoothly continuous set of variables, nor is it a static value. Moving locally (say, within a battlefield) is not too difficult. Moving beyond the battlefield lands you in a random location (use a Major Arcana draw).
  • Modding cannot…
    • Raise a variable above its maximum value.
    • Raise the maximum value of a variable. Use Boost for that.
    • Affect protected variables or change the owner of a variable.
    • Affect more than one variable at a time without the use of a special ability.
  • Modding is instantaneous and long-lasting. The variable acts normally after the change, and may also be reset normally by the Witching Hour.
    • If you set someone's HP to -1, they will die at the end of the next tick as usual. If you change their HP back to 200 a minute or two later, they'll be uninjured, but still dead, and the Garbage Collector will still take them away.
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