Rule cards Contents

Rule systems

Rule cards

"When this happens, then that": every trigger and effect, before-cards that change a roll, chains, and ten cards from simple to intricate.

When this happens, then that

A rule card is one rule of your world, written as a sentence: when something happens, only while something holds, then code does something. They are how a system gets its own mechanics without code: a lucky break, a curse, a reputation, a blood-oath magic with a price.

Lucky break

When a roll is a critical → Inspiration +1.

Code watches for the trigger and applies the effects; nobody has to remember. The storyteller is told when a card fires and what it did, so the scene can show it, and the player sees it on the roll chip and the sheet. Engine

Studio Rules, the Rule cards part: each card collapsed to its sentence, with a search box, and the other parts of the rules listed on the left
Studio › Rules › Rule cards: each card collapsed to its sentence. Tap one to edit it.

Tap a card and its sentence opens into the same words with a picker in each changeable place. The pickers only offer what your system has: its checks, tracks, conditions, clocks and pools. So a card can't name something that doesn't exist, and what you read is what runs.

A rule card opened into its inline sentence editor, each changeable word underlined as a picker
A card opened for editing: the sentence is the editor.

Triggers: when a card fires

Every sentence below is exactly what the Studio shows for that card.

TriggerExample sentenceFires
A roll landsWhen a roll is a critical → … / When a Saving throw fails or fumbles → … / When an Ability check lands on Success → …As the roll is read: any roll, one check, one band, or how it turned out.
A trackWhen Hit points run out → … / When Exhaustion fills up → … / When Hit points drop below half → … / When Hit points reach 1 → …When the track crosses the line, whatever moved it.
A clock fillsWhen the Renown clock fills → … / When a clock fills → …When the last segment is ticked.
A fightWhen a fight starts → … / When a fight ends → …At the first exchange, and when it's over.
A restWhen they rest → …When a rest is taken.
Each turnEach turn (while Poisoned) → Hit points −1.Every turn the character takes; almost always with an "only while".
A levelWhen they gain a level → …On levelling up.
A placeWhen they enter the Sunken Chapel → … / When they enter a settlement → …Arriving at a named place, or any place of a kind.
Meeting someoneWhen they first meet a priest → … / When they first meet Odile → …The first meeting only: by name, or by what they are.
An itemWhen they gain Moonsilver Blade → … / When they lose an item → …Gaining or losing one named item, or any.
DamageWhen they deal damage of at least 10 → … / When they take damage → …Once per blow; the amount is @event.amount.
A defeatWhen they defeat a foe → … / When they defeat Bridge raider → …When a blow of theirs kills a foe.
A questWhen a quest step is done → … / When a quest is finished → …As the quest log moves.
Something in the story StorytellerWhen they keep a promise that cost them something → Inspiration +1.After the scene is written, a judge reads the action and the scene and answers your question yes or no.

Effects: what a card does

EffectIn a sentenceNotes
Change a trackInspiration +1 · Hit points −2 · Inspiration set to 1An amount or a formula (no dice). On a thing a character owns, too: the ship's Hull.
A condition or tagBloodied · Blessed for 3 turns · Frightened 1 · Frightened rises · lose DyingPut on (with a level or a duration), take off, raise or lower a level.
Tick a clocktick Renown 1The first tick creates it, with the size you give (4 if none).
Experience+25 xp
A poolDoom +2 · Fear −1The storyteller's pools.
Roll a checkroll a Death saveCode rolls it now; its outcome's effects apply, and it gets a chip of its own.
Mark the statthe stat is marked to improveFor systems that grow by improvement rolls.
Tell the storyteller“Something old notices the oath is broken”A line the storyteller must show in the scene. Storyteller
Change the roll+2 to the roll · advantage · 3 less damageBefore-cards only (below).
Stop itblocked: No spell can be cast inside the templeBefore-cards only: the roll isn't made (the action fails, and the storyteller is told why), or the damage doesn't land.

A card can do several things at once; they apply in order, separated by semicolons in the sentence.

Only while

Any card can carry a condition that must hold when it fires. The common ones read as words; anything else shows the formula itself, so you can always read what it checks:

Reads asFormula
(while Blessed)@cond.blessed > 0
(unless Stable)@cond.stable == 0
(while Nerve is below 2)@nerve < 2
(when the Current die shows 6)@group.Current.high == 6
(when the Hunger die shows a 1)@group.Hunger.ones > 0
(when it is at least 8)@event.amount >= 8, on a damage card
(while Blessed and Nerve is at least 3)@cond.blessed > 0 and @nerve >= 3

Before-cards: changing a roll or a blow

Most cards fire after something has happened. A before-card fires just ahead of a roll or a blow, and can change it: add to the roll, give advantage or disadvantage, soften or harden the damage, or stop it altogether. Only two triggers can be before-cards: a roll about to be made, and damage about to land. Engine

The Witchwood

Before any roll in the Witchwood → disadvantage.

Shield of faith

Before damage is taken (while Blessed) → 3 less damage.

The temple's quiet

Before any roll in the Temple of Quiet → blocked: No spell can be cast inside the temple.

The roll chip shows every before-card that touched a roll by name (“The Witchwood: disadvantage”), and the maths line counts it (“+ 2 rules”), so nothing is hidden. Advantage and disadvantage from cards and conditions count once either way, like the storyteller's own edge.

Chains

Cards feed each other. When a card changes the sheet (puts on a condition, ticks a clock, empties a track), cards watching for that fire next, up to three steps deep. Each card fires at most once for any one moment, so a chain can't loop forever. Engine

Holy ground

When they enter the Sunken Chapel → Blessed for 3 turns.

Shield of faith

Before damage is taken (while Blessed) → 3 less damage.

The first card puts Blessed on; the second reads it. A ghoul's 7 damage lands as 4 for the next three turns.

Renown

When they defeat a foe → tick Renown 1.

A name in the capital

When the Renown clock fills → +100 xp; Known in the capital.

The fourth foe defeated fills the clock, and the second card fires on the same turn.

Ten cards, simple to intricate

These ten cards are real: each one validates and fires on the engine, under Classic d20 with a few conditions and a Doom pool added. Read them as recipes.

One-liners

Lucky break

When a roll is a critical → Inspiration +1.

Rewards luck with a resource the player can spend for advantage.

Trophy

When they defeat a foe → +25 xp.

Pays for fights on top of the system's own growth.

The Witchwood

Before any roll in the Witchwood → disadvantage.

A place with teeth. Every roll there, by anyone's character, is harder.

Bloodied

When Hit points drop below half → Bloodied.

Bloodied is a condition, so other cards (and the storyteller) can read it.

Two that chain

Holy ground

When they enter the Sunken Chapel → Blessed for 3 turns.

Shield of faith

Before damage is taken (while Blessed) → 3 less damage.

A reputation

Renown

When they defeat a foe → tick Renown 1.

A name in the capital

When the Renown clock fills → +100 xp; Known in the capital.

A whole magic: the blood oath

A condition (Blood-sworn), a pool (Doom, 0 of 6, which the storyteller must spend for hard moves) and two cards: power now, paid for later.

Blood price

Before any roll (while Blood-sworn) → advantage; Hit points −2.

The debt comes due

When Hit points run out (while Blood-sworn) → Doom +2; “Something old notices the oath is broken”.

What that does to the odds (the try-it bench)
Athletics +5 against 15, a starting character.
Without the oath: 55%. Blood-sworn: 80% (advantage), paying 2 hit points for every roll. Run out of hit points while sworn and the storyteller gets 2 Doom to spend on you.

Under the sentence

Every card is rules data, and the Advanced tab and Hob both work with it directly. Shield of faith, as data:

{ "id": "shield_of_faith", "name": "Shield of faith",
  "when": { "on": "damage", "dir": "taken" },
  "stage": "before",
  "if": "@cond.blessed > 0",
  "then": [ { "kind": "modify", "amount": "-3" } ],
  "note": "The blessing turns part of the blow." }

The note is what the storyteller is told when the card fires. Leave it out and the storyteller is told what the card did; put one in when the scene should show something specific.

For the values formulas can read, see the dice language. For asking Hob to write cards, see Building rules with Hob.