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)