ACTION REFERENCE

Turn Sequence: From low# to high#.  Player -> Adversary -> Ally.


#

PLAYER

ADVERSARY

ALLY

1.

Defend

-1 CP. Blocks all Manifests TT.


Guard

Add Level to Edge TT. Block Destroy.

Suppress

Abort one Adv turn.

2.

Challenge

Roll vs a Manifester's Lvl. SUCCESS: Edge -1; adv does only 1 dmg TT; adv Lvl => 1 @ end of turn.


Distract

Pick Player or Ally. Roll vs your Lvl (player) or autosucceed (ally).  Block their turn. Reduce your Lvl to 1.

Aid

+1/lvl to Player roll TT

3.

Confront

Block Presses TT.


Press

+2 lvl, capped by max.

Destroy

-1 Edge, -1 CP

4.

Wait

Turn one Adv into an Ally (must not outnumber Advs). -1 CL.


Taunt

Declare next action. You may change action, but +2 Lvl bonus if you follow thru with it.

Talk

Declare next action. You may change action, but +Lvl bonus if you follow thru with it.

5.

Search

Narrate finding item of significance to your Sin. Bank 1 reroll for later use.


Manifest

Deal damage: -1 CP per Level.

Banish

Deal LVL damage, split up among Adversaries in any way desired.

6.

Escape

Roll > Edge and you leave (win).  Fail = +1 Edge.


Haunt?

Force Player to declare next action; +1 if done; -1 CP/your Lvl if not.

Retreat

NO COST TT.

No action.


ALL ADVERSARIES/ALLIES GAIN +1 LEVEL EVERY TIME CL DROPS.

PRESENCE OF AN ALLY COSTS 1 CP PER TURN.

Edge and City Level both start at 6.

Each CL has a number of CP equal to number of players.


TT = This Turn; CP = City Point (a fractional CL); CL = City Level


CITY INHABITANTS (based on Sanity level)


6. Empty / Thoughts (max Adv lvl = 1)

5. Visions (max Adv lvl = 2)

4. Shadows (max Adv lvl = 3)

3. Ghosts (max Adv lvl = 4)

2. Phantasms (max Adv lvl = 5)

1. Reality (max Adv lvl = 6)