when a character makes an attempt, its bard draws one card from the deck if it has disadvantage, two cards if its position is neutral, or three cards if it has advantage ; if the highest card drawn is lower than the value of the trait or archetype used, the character takes 1+ and its bard describes a successful attempt – if the highest card drawn is equal to the value of the trait or archetype used, the character can take 2+ and their bard must describe a failed attempt OR its bard can describe a successful attempt ~ if the highest card drawn is higher than the value of the trait or archetype used, the character can take 2- and their bard must describe a successful attempt OR its bard can describe a failed attempt * only one applicable trait or archetype can be used per attempt.
a character is introduced with ( at least ) one detrimental, one beneficial, and one ambiguous trait per rank, each starting at level 2 ; a character may also be introduced with ( at least ) one archetype per rank – an archetype comes with three free traits that share the same value, the value of the archetype itself ~ a character can be a timeframe, an object, a location, an individual being, or a group of timeframes, objects, locations, or beings *
a connection is a social trait ( an enmity, an alliance, or an acquaintance ), a condition is a physical trait ( a weakness, a quirk, or an ability ), and a concern is a mental trait ( a fear, a desire, or a belief ) ; timeframes, objects, locations, and groups of these shouldn’t have concerns unless they’re supposed to be sentient / sapient – a character’s detrimental and ambiguous traits can be used against it, while it uses its beneficial and ambiguous traits to make attempts ~
in order to use another’s detrimental or ambiguous trait or archetype to make an attempt, a character must first make an attempt to discover or recall a connection, condition, or concern of its target ; if an enmity rises to v8, a character becomes unable to make social attempts, while it becomes unable to make physical attempts if a weakness rises to v8 and mental attempts if a fear rises to v8, and a character is lost if all three occur –
in a particularly hopeful tale, the lowest card drawn is compared to the challenge rating of an attempt, rather than the highest