Rules Summary (with links)

 

Challenges: Both sides add the relevant Attribute + Ability.  Both roll D6.  Highest Total wins.  Defender wins on a tie.

 

Bonuses:

Weapon or Item Bonus: +1

Willpower: +2 for spending one Willpower.

Willpower: Represented by red poker chips.

If you run out of Temporary Willpower, you act out your Vice.

 

Magic: Pick a Rote.  Drop any Paradox Chips or Quintessence Chips required for the Rote at this time.  (This will be marked on the Rote card.)

 

Decide if you’re using Quintessence for Overpower, and decide which Overpower Effects you want.

Quintessence: Represented by blue poker chips.  You start each game with Quintessence equal to your Avatar background.

 

If the Rote affects another player, you must Challenge them to affect them with it.  Opponent may dodge or resist normally.

 

Paradox: Keep track of your Paradox by discarding white poker chips.  If you’ve discarded all 10, go to a Paradox Station and follow the instructions there.

 

Combat: Everyone gets one Challenge or other Action per combat Turn.  Pick one of your three Initiatives, depending on if you’re doing a Physical, Mental, or Social Challenge.  Highest Initiative goes first (regardless of category).

Close-Range Defense: May use Dexterity + Brawl, Melee, or Dodge, or just Stamina.

Long-Range Defense: May only use Dexterity + Dodge, or just Stamina.

Stamina Defense: Stamina + Willpower + d6.  No Abilities are added.

 

Damage: Blunt weapons do 1 Bashing Damage, deadly weapons do 1 Lethal Damage.

Lose all your Bashing Health Levels: Fall unconscious for an hour.

Lose all your Lethal Health Levels: Can’t move or act.  One more Lethal will kill you.

You must have an ST present to do a coup-de-gras and finish off another PC.

 

Optional Social System: You must announce that you’re attempting to use this Social system.  You make several Challenges against your opponent.  If you lose a Challenge, you lose one Willpower.  If you win more Challenges than your opponent’s Resolve or Composure (whichever is appropriate), the opponent must obey one simple suggestion from you for the rest of the night.  You cannot use this system if you have no Willpower.