Unarmed Strike

You don't need a weapon to be dangerous. Hit them! Hit them hard!

  • Place Wands or Swords on Unarmed Strike.
  • Cards sitting on Unarmed Strike remain there.
  • When the sum of the numerical values on the cards reaches (or exceeds) 10, discard all cards on Unarmed Strike and
    • deal 5 (Strong: 7 / Weak: 3) Damage or
    • deal 2 (Strong: 3 / Weak: 1) Ranged Damage.
Strong / Weak
Fast / Slow

Run Away

You're not a coward, you're just... tactical. Tactically shitting yourself.

  • Place any card on Run Away.
  • Once a card has been placed on Run Away, the next card must either be one higher than the highest card on Run Away, or one lower than the lowest card on Run Away.
  • When there are 3 cards (Fast: 2, Slow: 4) on Run Away:
    • Move yourself to any unoccupied Zone in the current Room or
    • Remove yourself from battle entirely. Your participation in this combat is over! The GM decides where you are hiding.
  • Then: discard all cards on Run Away.
2
3
4

Defend

Dodge, or brace yourself for the impact. Either way, you're ready.

  • Place Cups or Pentacles on Defend.
  • When the sum of the numerical values on the cards reaches (or exceeds) 10, discard all cards on Defend and
    • generate 5 (Fast: 7 / Slow: 3) Shield.
Fast / Slow

Honk

Honk!

  • Players with Foolish must use Honk, once per turn.
  • Any player can use Honk.
  • Play any card on Honk, then discard it.
Foolish
Fast / Slow

Movement / Skill

I, too, like to move it move it.

  • Place any card on Movement / Skill.
  • When there are 2 (Fast: 1, Slow: 3) cards on Movement / Skill:
  • Discard all cards on Movement / Skill and
    • Move 1 Zone or
    • Perform a non-combat action, such as hacking a computer or forcing open a door. (Shuffle your discard pile into your deck, then make a skill check)
?
M

Concentrate

You take a moment to focus: the world slows down around you.

  • Place Major Arcana cards on Concentrate.
  • Cards sitting on Concentrate remain there.
  • When there are 2 (Wise: 1, Foolish: 3) cards on Concentrate:
    • discard all cards on Concentrate and
    • draw a new card
    • if Clever, deal 1 Magic Damage and gain 1 Shield
    • if Charming, you may choose to make an Adversary redraw their Intent
Wise / Foolish

Friendship

You can't help but feel a connection to the people around you.

  • Corruption may be marked on Friendship.
  • At the end of the day, draw 1 (Charming: 2) empty corruption circles on Friendship.
  • Players with Strange may not use Friendship.
Charming / Strange

Catastrophe

In the heat of battle, you've made a terrible mistake.

  • Any time The Tower is drawn, it must be played immediately and before any other cards: on Catastrophe.
  • The player discards all cards on all of their abilities, including The Tower, then shuffles the discard pile back into their deck and ends their turn.
  • If Lucky, gain 10 Shield.
XVI

Combat

  • First, draw an Intent for each Adversary.
  • Each player takes a turn. Players can choose which order they take their turns, but Fast players must go first, and Slow players must go last.
  • On each player's turn:
    • They draw 5 cards from their deck, then play the cards in any order.
    • At the end of their turn, any cards left in their hand are Discarded.
  • After all players have taken their turn, each Adversary discards all Shields, then executes and discards their Intent.
  • Discard any Player Shields that were not used.

Uncanny Resilience

  • Take a corruption point.
  • Draw a card, then gain HP eqivalent to the numerical value of that card.
  • This can heal you above your maximum HP.