Choosing Actions (version 0.0.3)

Generally, a character can perform one action (or three small movements) in a turn. Actions with more movements are slower to resolve. Faster actions can sometimes change the conditions in the round, making slower actions more difficult (maybe even possible) to achieve. Traversing from one zone to the next may be done without drawing cards. However, running from one zone to (or through) another, might require a draw to determine distance (per Narrator’s discretion).

During a scene, actions are typically chosen for neutral characters and antagonists by the Narrator first then the players choose actions for the protagonists.

Step 1: Narrator Chooses Actions for Neutral Characters

Unless the Neutral Characters have left the scene (i.e. outside the view of the Protagonists), the actions should be declared aloud by the Narrator.

Step 2: Narrator Chooses Actions for Antagonists

Unless the Antagonists have left the scene (i.e. outside the view of the Protagonists), the actions should be declared aloud by the Narrator.

Step 3: Leads Choose Actions for Protagonists

During the Lead phase, the Leads will declare the actions for their Protagonists. The Leads may first discuss how to best handle their situation as a group. They can deliberate for as long as needed though it’s recommended that they are limited to three minutes in order to keep the game flow moving. Once ready, each Lead declares their action. Order of choice is arbitrary, but if needed, the Leads can choose in clockwise order, starting from the left of the Narrator.

Action Ranges

Actions are limited in reach and can only affect targets within range. For instance, if a weapon can reach up to “mid-range”, characters that are at long range (and beyond) are considered out-of-range and not targetable by the weapon.

Some actions may also be restricted with a “minimum range”, meaning the action cannot affect targets at or shorter than a specific range. For instance, if a weapon has a minimum range of “mid-range”, then the weapon could not target characters at close range (or closer).

Free Actions

There are several actions that do not require a draw and can be done simultaneously with your turn. These actions include activating and deactivating passive relics as well as communicating psychically or verbally. There may be times when the Narrator will deem that a free action is not free. This could be due to unusual circumstances in the scene or the round.

Example: Monroe and Nanta have been tracking down a lost cat in a busy market and have become loosely separated. Monroe wants to communicate to Nanta about his findings but the market is very noisy. Normally, the two could communicate to each other without a draw but due to the environmental noise, the Narrator will request them to draw to see if they connect.


Nearly all actions are chosen during the Narrator and Lead phases but some actions are instead triggered by specific scene conditions. For example, some relics teleport owners away from battle as soon as their vim levels reach a certain limit. The teleportation action in this example is not chosen as an action by the Lead, rather it automatically happens once the condition is triggered.