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Ace, n, one of the four playing cards with a single mark, with the highest or lowest value of all;

also a person who is very skilled at something. To be/come within an Ace of: to come very close of losing / winning / dying. To have an Ace upon your sleeve: to have some secret knowledge or skill that you have not yet used. To hold or have all the Aces: to have all the advantages.

Who is this System for? For storytelling gamers with some experience who prize flexibility and rich narrative. Whoever never had the patience to depend on their knowledge of a systems rules to enjoy the most of a session will feel at home with Ace! It will attract new players of different profiles and backgrounds with its primary reliance on language more than in mathematics. On the System Ace was designed to be a flexible system where good narrative will influence the game and players will have more control over their characters. It must be elegant, subjective, helpful for descriptions, and useful to manage from heated debates to magic weaving, from artistic creation to pitched melee with the same level of commitment. The systems goal is telling stories for players with strong literary streaks and new mature ones. Have you ever noticed that players who invest on careful and creative description almost always win some sympathy from the Narrator? This sympathy is often translated in rule bending to favor the enterprise or save the character that enhanced the scenes and storys drama. Simply, the main concept in Aces development is to turn this rewarding of description rich narrative the core idea in the system. Then, Ace co-opts to rely on a broader narrators liberty on decision-making and judgment, but also handles more of the narrative effort to the players.

1. Aces of Spades
or how to create a gifted protagonist with style and wealth

Before players form any kind of concept for the character they must have a statement from the Narrator on the story and settings basics. From this seed concepts will flow.
Ex: The Chronicle is set in a contemporary city of a western country left intentionally vague in order to allow maximum creativity freedom. The story will focus on the struggle between order, violence and libido and if our instincts have indeed been tamed and dulled by modern civilization.

Veteran players tend to develop the mechanical structure first and only then the characters persona. This tendency is reversed in Ace, so at this point you should brainstorm as much as you can about the character before starting the creation process (check the examples in 1.2, just below). Write down adjectives, actions, expressions and parallelisms to define the kind of character you want to play.
Ex: You brainstorm about a man perfectly adapted to urban life and a master of information acquisition and handling. Summing up, you want him to picture modern mans paranoia, violence, anxiety, and fear from nature. You decide to name him Talbot. The result of your brainstorm reflects this concept: ironic, cold, contemporary, hacking, urban, surveillance, violent, maniac. Impressed with the roughness of the concept the player thinks how he can describe this feeling in game terms.

1.1 Traits The game uses a simple card deck per player and one for the narrator. Each set refers to a pair of opposite traits, broadly defined such as follows: - Instinct: the potential to react or resist physically and perceive the world around you through your five senses. A high rated Instinct character can usually fight better, shrug off harm, perceive an ambush, hunt or survive properly on wild terrain and influence the basic instincts of beasts and men. - Reason: the potential to influence the world around you through your intellect and the depth of your power over your own inner mental faculties. A high rated Reason character has vast memory, keen wits, greater deductive power and intuition, creativity, and awareness. - Light: the potential to connect, sway, harmonize, heal, and strengthen bodies, minds, and the world around you. Its a measure of self-control, charisma, empathy, ethics, and faith. A high rated Light character may be able to socialize in any group, perform touching art, heal wounds of the body and mind, resist temptations, and restore things to their proper state. - Darkness: the potential to control and shape the outer world and people. A high rated Darkness character may be able to intimidate or coerce people, craft items, shape natural forces, use the environment to higher advantage, and backstab someone both physically and emotionally.
Observe that the difference between Light and Darkness may be subtle, but it is certainly stark. What defines Darkness is the power to change (or twist, bend, manufacture, unbalance, corrupt) something in fundamental ways while Light preserves and restores things as they were supposed to be. Their main difference is also one of how things are done: Light is usually gentle and never more than simply strict, while Darkness often mixes efficiency, secrecy and brutality in striking ways.

- Fate: meaning blind luck, high birth, chance, and the ability to play with the odds. A high rated Fate character tends to seem favored or predestinated and succeeds on the most unlikely

endeavors. Ace assumes that no man has a predetermined destiny and therefore, no great hero MUST start with an enormous Fate score. But some heroes do seem to be favored and cut from a different stuff from the others. 1.2 Creation The goal here is to create a way above the average person, who may be the best on his field of choice if specialized. Still, this character must strive to grow and build over the course of his chronicles. More than highly capable, this character must be interesting and he must have a soul to match this enormous potential. You have to bring an Ace to life. The players have 9 points to spread over their five traits, in which everyone has 1 basic point per trait. Use The Formula to describe the characters approach in each one of these traits.
The Formula will henceforth refer to a two-word conceptual description, further expanded and explained in one or two sentences. Follow the examples below and check The Formula Guide in Chapter 7 for more details.

In the characters Fate Formula the player should mention something of the characters background in two sentences and short term future goals in another two sentences, mixing both in a meaningful whole. Traits are a measure for raw power and potential. For the sake of comparison an average person would have 5 points to assign. On the other hand, some fearsome beings may have even more than 30 overall points. For a human, the average value for a single Trait would be 2 and the mundane top limit 5. However, Traits arent by any means limited to that (see section 5.1).
Ex: Keeping up with Talbots creation process the player now further defines the Traits and allocates his 9 points. 0 points to Cold Light: a bitter and ironic man, whose lack of purpose in life brings him close to depression. However, he keeps fighting on out of spite for his enemies, if not for anything else. 2 points to Maniac Instinct: he never lets his guard down to any situation or person and always expects to find his enemies pawns or influence anywhere. He is ready for them! 3 points in Keen Reason: a versatile intellect, able to deal rapidly with threats and highly competent in long term subtle plotting. 2 in Contemporary Darkness: a resourceful man, with many useful gifts involving sharp social skills and ultimate familiarity with cutting edge technology. 2 in Predator & Prey Fate: Talbot was raised in a family dedicated to some obscure sylvan entity that demanded sacrifices, both personal and literal. Talbot has never given free reign to his passions and opposed fiercely the strange practices of his family and somehow has kept his sanity and independence through his youth. Thus, turning his back on the wilds Talbot embraced modern life fully and became an urban predator, after threading through both sides of law. Now, he fights to have absolute control over his destiny, bowing to no one. His final distribution is then: Light 1, Instinct 3, Reason 4, Darkness 3, Fate 3. Adding to the initial concept weve got a desperate man, both cold and rough. The player decides to heighten this feeling through his Styles.

The cards available to a player for use at a given moment are collectively called a Hand, which measures experience, resourcefulness, and adaptability. While a protagonist has 5 cards suggested, the untrained average young might have as few as two cards. A monster (such as a dragon) or a highly skilled and cooperative team could have as many as 15 cards in their Hand (or paw), defining their enormous resourcefulness and resilience.

1.3 Styles After assigning the Traits you may now describe the Styles of your character, which consists in tying one of the Trait points to some general tasks he excels at; only exception taken in Fate, in which you dont associate any Style (see Gifts below). Observe that Styles can complement any Trait check once justified reasonably. A player must flesh out one Style per Trait point above the first using The Formula. Styles are quite open and you should feel free to describe any skill or ability the character may have, as long as you provide in-story reasons on how and why you have them. Remember to rely on common sense not to choose skills that are too broad, since your characters signature depends a lot on the specifics of his Styles.
Ex: With Talbots basic personality and Traits established, the player now must define his capabilities and specialties. Instinct Urban Violence Style: Talbot has worked and lived in the worst urban blights, both crashing the door, gun in hand to bring law to the darkest hellholes and fighting drunk in bars a few blocks away. Thus, he has got a knack to deal with violence using crudely firearms, improvised weapons and a great deal of malice to deal punishment in a fight. Instinct Paranoid Alertness Style: He has always been surrounded by enemies, even when amidst family! So, he has got a measure of alertness and observation of minute details and patterns to reflect his constant vigilance and siege mentality. Reason Research Style: The ability to search for data from a variety of different sources and solid methods of theory development and knowledge acquisition and storage. It stems more from a cold analytical mind than proper academic training. Reason Cyber Warfare Style: He was at the forefront of governmental sponsored cyber law enforcement. He is familiar with hacking and ciphering applied to surveillance and electronic sabotage and spy craft. Reason Invasive Surveillance Style: Since early childhood he has used secrets as tactical weapons to create space and distraction for his own maneuvering. Those skills were honed and put to use by expert training on law enforcement on gathering data using the best modern forensics and spy craft have to offer. Darkness Invasive Surveillance Style: Since early childhood he has used secrets as tactical weapons to create space and distraction for his own maneuvering. Those skills were honed and put to use by expert training on law enforcement on gathering data using the best modern forensics and spy craft have to offer. Darkness Elegant Burglary Style: Skills needed to break and sneak in (and out!) places unseen and without any trace of his passage, learnt both investigating criminals and being one. Since the player hasnt invested anything in Light he cant have any Light Style. Anyway, it fits perfectly the description of a man who can be anything but likeable. A character may start the game with one language known per point of Reason without any Style cost, as long as s/he provides in story explanations for that and the Narrator approves them. If a character wants to expand his / her knowledge of foreign languages, s/he may earn no more than his / her Reason bonus in languages known per Style spent. Finally, all characters have full access to all languages spoken in their Homeland (see Gifts below).

1.4 Gifts Your Fate points must be assigned to Gifts in a one-to-one point basis above the first and described in The Formula. Those, unlike Styles, are seldom checked, given that they describe innate advantages, connections or belongings granted by birthright or chance. As with Styles these Gifts wont describe commonplace traits, but rather those that distinguish characters from the norm. (For their mechanical effects check section 7.1). Some of the most common Gifts: Academy describes a connection to a formal and grounded body of training in any kind of activity usually taught. It may take odd forms, but it will support your endeavors and offer safe heaven, although it wont work for you!

Archetypes describe a character whose entire existence has been devoted to a purpose, be it by Fate or by personal choice. Nomenclature may change according to the setting, but the Archetypes remain pretty fixed. Go to any good dictionary and you will see new and old uses and views for them. Dont forget to specify the details of your characters Archetype in Formula. Trickster or Champion for Jacks Gallant & Mistress or Healer for Queens Artificer or Savant for Kings Athlete or Warrior for Aces Bloodlines such as non-human races demand such investment. Those who are different enough to merit a Bloodline Gift must have a definite flair and tangible feeling that set them apart from Mankind. Consider carefully the consequences of playing with such a character. Homeland is only relevant in a game where nations and cultures vastly differ; be then neighboring countries or different worlds! Characters from a given area will have a solid knowledge of the places language, gain typical advantages related to its culture, and a greater dedication to their beloved land. Fame determines if someone is famous (or infamous), or just another face in the crowd. Known names sway crowds to their biddings and whims and solid reputations shields characters from lesser foes efforts through sheer fear or awe. Magic for any character who wishes to weave magic or any other form of supernatural influence over reality. Whoever takes this Gift will be considered a Wild magician by default, unless other Path is chosen as a further requirement is met. See section 4.2. Markings describe (with a verb) situations where the character excels at. They may not have any specific reason to occur, but they distinguish the character from even other Aces in his chosen area. Social Connections tell of friends, influence, family or contacts granted by your background development. They must be carefully fleshed out and nurtured over the course of your characters career. Social Status represents a characters exceptional position in a specific area of the social pyramid. More than one Gift may be required either to achieve a really impressive position or to have status in more than one segment of society. Affluence represents money and all the benefits it might imply. Describe its origin in Formula and associate it freely to your Wealth score, reaping three times the usual bonus regularly (see just below).
Ex: The Narrator states that the Bloodlines and Homeland Gifts arent available, because the story told is exactly about the general human condition in our modern society. There isnt any requirement for the story in terms of specific Archetypes or Magic Gifts. Some possible Academies and spheres of Social Status, Connections and Fame were previously determined in order to flesh out the setting better. But of course, the preference will be to use whatever hooks Talbots player comes up with while fleshing out his Gifts in Formula.

Ex: The player scans what he has done so far and after talking to the Narrator, he comes to the conclusion that his Gifts must explain how he has managed to resist his familys influence and where he has learnt most of his skills. Although sorely tempted by a Trickster Archetype, he then decides by: Obsessive Control Marking: Talbot is always driven to retain some form of control over a situation and himself, wrestling it from his enemies by any possible means. Thus, whenever he describes an action involving such Control well enough to gain the Fate bonus, he gains triple the usual value. Law Enforcement Intelligence Social Contacts: after spending years climbing federal jurisdiction academies, Talbot reached the conclusion that no matter how talented he was he could never devote his life to obey superiors orders. He left in amicable terms and remains their private option when some surveillance job too sensitive for official agents comes up. Summing up, he can call on favors and help from these sources once per point of Fate per Quest (see section 5.1).

1.5 Wealth Although definitely NOT a basic Trait, Wealth must be taken in account for any character creation. Use these values as a weekly standard of living rate cost or goods costs, under these general guidelines: 2 for the lowest and simplest services and goods, which only those living at the fringes of society can bear for any amount of time. 5 for average services and goods for that society. 10 for expensive services and goods for that society.

You may associate a number of Styles or Gifts (Academy, Fame, Social Status and Connections only) equal to your characters Fate score as means to acquire Wealth, as long as you justify these options and only after your Narrator approval. Each one of these will grant a value equal to their associated Trait. If the Style described is associated to more than one Trait you stack those values to determine your standard of living. The Affluence Gift automatically grants you its bonus, without been associated as a source of Wealth. The sum of all these factors constitutes the maximum monthly value you can earn under normal circumstances. During a fixed period of time you must have free time and conditions between Chapters to work for your living. To reflect that you must play cards in associated Styles checks whenever all proper conditions apply, with the sole purpose of improving or maintaining Wealth. For every 10 points achieved in these checks your Wealth score will raise by one, up to its regular limit. Exception taken for Wealth based on Gifts, which grant you its benefits without card investment. Such resources can be stockpiled and used as the player sees fit. The really rich people in the setting certainly have frighteningly high amounts of cash and credit at their beck and call. But beware, because you may consume this bonus during play to pay weekly for all the basic needs of your lifestyle, or if you ever try to acquire something. This depletion is measured directly by the costs of goods and services from your Wealth. Consider the use of poker chips to keep tabs on characters resources in a clear and visible way. In case you have a stable job, you will be able to earn a fixed Wealth bonus per month, which can be even higher than your own Wealth limit. However, you must invest time and availability in it, been absent for a number of Scenes per Chapter (see section 6.1) equivalent to one tenth its Wealth reward to determine your effort and obligations towards your job.

In case you want to acquire Treasures through Wealth you must always deduce the value of EACH card used to describe their bonuses from your total Wealth. You may bring it to 0 with such purchases in the beginning of the game, but as it starts your minimum value resets to what only your Gifts grant you.
Ex: Talbot could be a well off man if he decided to sell his services to corporations or the government. Too thickheaded for that, he lives a Spartan life of vigilance and paranoia, surrounded by expensive equipment in a loft in the worst part of town. Of course, his first Style associated to Wealth is Surveillance; because it appears both in Reason and Darkness these values are added, to a bonus of 7. Next, he states Research and Law Enforcement Intelligence Social Contacts as his sources of income; tied to Reason (4) and Fate (worth twice the regular amount, for a total of 6) respectively, and they grant a bonus of potential maximum Wealth of 17. The player decides to buy all this Wealth in surveillance equipments and a powerful computer. This brings his initial Wealth to 0. Anyway, he will start with 6 due to his Gift based bonus it isnt much, but it will do.

1.6 Harmony No character exists in a vacuum, so you should always reflect over these questions: Is the character adequate to the conceptual rhythm and mood chosen for the story? Does the character have the proper motivation to follow plot threads or hang around a group? What is the level of possible harmony and interaction between the characters of the group?

Talk about such issues with your Narrator and maybe tune in a little your character, for the sake of playability. But relax; a crafty Narrator can often bridge quite disparate groups together. (Although, he cant work miracles!). Congratulations! You have created a character as faithful to the original concept as you could describe it.

2. To Ace It All!
or how to perform daring actions, interact with the scenario, and use and create props Ace prizes flexibility and allows for just that. People in a pinch seldom behave in statistical ways and more often than not talent and inspiration are the deciding factors. This chapter presents rules that will allow for quick and sophisticated resolution of any action, and with a definite heroic feeling to that! Throughout this chapter you have all the rules for non-opposed Draws. This method was created to let the story flow freely, with a flair for the epic, the literary, and the larger than life. The aim here is to qualify and quantify what really challenges you with the minimum possible amount of checks, so a check will measure your whole performance on a certain endeavor, instead of a step-by-step resolution. Also, you will be able to determine when to fail in certain tasks according to the needs of the story and to the potential of your Hand, instead of trusting blind luck. 2.1 The Draw The Draw consists in adding up a card from your Hand to your relevant Trait. The simplest task, for a Draw anyway, would count on a set difficulty of 10, on an increasingly harder scale of 10 steps at your narrator criteria. We can guess a target number of 50 to a real challenge and of 100 for a hypothetical maximum difficulty. Such efforts can only be accomplished with help and the careful use of all environmental possibilities to your favor. The Narrator will always tell the relevant Trait for each check. Players Rule: you must always state how the card drawn fits the action, justifying the use of any face cards or cards not covered by your Styles. The narrator can forbid any unfit or not properly justified card. Narrators Rule: Draws are flexible, once the player has provided, reasonable and tasteful description on HOW something was achieved and WHY it had to be done like that. Reward ingenuity! Be open and fair!

There are a few simple rules about the Drawing:


Ex: Talbot finds news on a censored story about some kind of religious inclined brutal serial killer. The police dont want to alarm the public, but he has seen this before and knows that this monster cant be stopped by regular police procedure. Talbot decides to track down and expose the assassin with the determination of those who had their turf crossed by hated enemies. So, the player tells the Narrator that he wishes to research when and where similar crimes had been committed. The Narrator decides by a Reason check without a set difficulty.

a) You can add any one card of any suit to the Check as long as you mind the Player Rule. However, if you use a card of a suit different from the relevant Trait you wont be allowed to replenish that card in your Hand in the next phase.
Ex: The player scans his Hand of five cards and sees he has cards and he Draws a 7 , plus his Reason of 4 and the check amounts to 11.

b) If you have a Style (or more) relevant to the check, and a card in your Hand of the same suit, you may use this Style card. You may keep adding Style cards, as long as you mind the rule f) below. All Style cards can be replenished.
Ex: before the Narrator tells about the effects of the poor check, the player decides to use the benefits of his Reason Research Style and plays also an 8 , thus scoring 23 in the check. The player ponders about investing yet another card to guarantee his success, but it would have to be a card, which wouldnt be replenished. He decides its too early for that and bets on his check of 23.

For each 10 you achieve in your check the Narrator will consider a successful step to the conclusion of the task at hand. The higher the result of the check the more benefits a player will reap from a single check if so desired, even for simple propositions; and the more complex the task the more steps to success a player will need. Finally, a check below 10 is always considered a failure.
Ex: the research results show a few connections between the murders to typical lycanthrope or bestial killings. Also, he finds out that a renowned writer on the topic lives in town and Talbot is sure he will consult for local law enforcement on the matter (two pieces of data due to the check in 20).

c) You add to the Check the cards value plus the Trait (plus all Bond bonus, see section 5.3) associated with that Style. In case more than one Style is represented by cards used for the check, add the Traits from each Style (plus all Bond Bonus) involved. You can even use Styles associated with a same given Trait as long as they are represented by independent cards.
Ex: as a result, the player tells the Narrator he wants to keep close vigilance on the writer and on the house. The Surveillance check in question can use both Reason and Darkness cards since Talbot has such Style in both Traits, and he plays 10, 8 and adds both Traits, to a total of 25. These cards will be replenished since his Surveillance Styles cover them.

d) Players who describe their characters actions with flair and taste, according to the needs of the moment and the mood of the story should be awarded with a bonus equivalent to their Fate scores.
Ex: In the following days Talbot tampers in Dr. Malcolm telephone line, internet accounts, and even breaks into his house to plant video and audio recorders. As a spider at the webs nexus, he waits patiently and follows all his target steps. By such description of the Surveillance check the Narrator rewards Talbot with a Fate bonus. His check result goes from 25 to 28.

e) If you Draw a face card, it adds 12 to your check. Please note each face cards rules some broad general concept actions, in which you add 15 to the check instead. The Jack governs Trickery or Defensive Actions. The Queen governs Social or Healing Actions The King governs Knowledge or Crafting Actions The Ace governs Athletic or Offensive Actions. The Joker adds only your Fate score to any action.
Ex: after laying the vigilance system and waiting for days, Talbot successfully records a conversation of Dr. Malcolm with a federal investigator. His suspicions seem to prove correct, but there are still many details missing. So the player decides to try to steal in the police department to gather all data and evidence that could lead to the murderer. Its a daring measure, but the player is confident.

The Narrator states the check to be a Darkness one, obviously open to Talbots Burglary Style. The player also wants to add the Paranoia Style in the same check and works hard to convince the Narrator of the plans viability. The effort pays up since he plays 4 (for the Burglary Darkness Style), J (for the Paranoia Instinct Style), 3 (which wont be recovered, as explained just below) cards, to a total check of 29 (counting with the Burglarys Darkness Trait score of 3, The Paranoias Instinct of 3, the Jacks 15 bonus for trickery, and the Light for the spent 3).

f) In any case a player cant Draw more cards for a check than each Trait used.
Ex: The player had in his Hand a 2, 7, and 4, but if he played them he would have used a total of 4 Instinct cards. Thus, he would have exceeded the card limit imposed by his Trait in 3.

g) In case the check achieves 5 or less you must describe and consider the action as a Disaster. If you dont describe it properly in 10 seconds or less your Narrator is free to impose his own (and probably harsher) description.
Ex: Why has the player spent the Light card? Well, first because he doesnt have Style for this Trait. Second, because if he played it in any simple Light check it would bring a Disaster, due to its total value of 4. He could have dealt with any such circumstance by narrating the mistrust and hoarseness innate to troubled Talbot wrecking any possible social interaction action, usually based in Light. Instead, the player decided to risk losing one card to his Hand and achieving a slightly better result in this critical check.

h) After that action is solved you may replenish your Hand from the deck with a number of cards as defined by rules a) and b) above. Also, the Joker is always replenished. Burnt cards can only be replenished by Burning Fate (see Section 2.2).
Ex: With this action completed the player asks for his Hand to be replenished. The only card played and not covered by any Styles or by the Trait the Narrator suggested was the 3 played in the Darkness check. So, the player takes 2 more cards and will have to manage a Hand of 4 cards.

i) Some Styles can by definition be considered active permanently, as long as the character keeps cards invested in the check. These cards wont be replenished or lost, but are simply left aside; meanwhile the value achieved becomes active and impose barriers or passive attacks that must be overcome before any opposition really starts. Whenever the character wishes (or needs) he can lower the effect and then recover the cards invested, as per the regular rules.
Ex: The player considers that from now on Talbot may be in greater danger than before, and accordingly some defensive measures must be taken. Checking his recently replenished cards, he ponders on permanently investing a 10 in a Paranoia Instinct check. The result would be 13, so whoever tried to sneak on Talbot would have to face this passive resistance of 13 and whenever the situation became critical he could discard the 10 and replenish his Hand as usual. Even with the risk of playing with a Hand reduced to three cards the player decides the trade will pay off nicely.

j) When the drawing pile is emptied the player must reshuffle the discarded pile and then narrate a Disaster that will cause 5 points of Real damage to whatever Traits the player chooses. If the Narrator and the other players deem the Disaster too light or unfeasible, they might propose their own versions. This situation must never kill a character; if unable to pay such price he will be removed from the Scene and wont receive any Bonds reward by the end of the Chapter (more on this in 6.1). 2.2 Modifiers

There are always conditions that facilitate or penalize any kind of action. Such elements are as potent and influent as a characters ability to benefit from them and of a players to describe how that was done. The following Modifiers rules add further flexibility to suits on any given check, including confrontation or magic related ones. However, they are all dependent of careful description and Narrators approval. Only one card can be played, and this value (plus the Trait in question) is added to the check. Characters can dispute for the same (or very similar) Modifiers, and they will be only able to take advantage of the difference between such checks. Also, a character can never benefit from more cards in Modifiers than that he has played in the main Check. Darkness Modifier Ambient Check Making use and measuring the advantages of environmental conditionals ask players for Darkness Ambient check. Take for example a fog blanketed rocky hill: the possibilities for advantages and drawbacks are huge in a race, chase or fight! But they are useless unless someone capable manages to make good use of, i.e., uneven ground, poor visibility, etc. This is based on the Ambient check and witty description. On the other hand, even the most creative players will be hard pressed to describe how they will take advantage of an empty, round, and well lit room, lets say, for stealthy purposes. General negative circumstances can be ignored since they affect all characters involved evenly.
Ex: Talbot has his hands full with data from the autopsy and investigation from the murders scenes, but most of its highly technical language baffles him. Hence, he decides to visit the local university and peer over the books of legal medicine in the library. The player draws a K for his Research Style, and a 6 justified by the use of all books of the library. The Narrator allows it after listening the description, so the final check comes to the Ks 15 (due to the obvious knowledge connection), Talbot Reason of 4, and the Ambient check of 9 (counting with his Darkness, plus the card) to 28. The Narrator tells him two pieces of data about the polices information on the case so far, and Talbot realizes that as long as detectives dont accept to believe in the supernatural they will never be able to solve the crimes.

Light Modifier Cooperation Check You may use a Cooperation Check to express the management of a non-Bonded (see section 6.3 on Bonds) groups effort. Such as if a protagonist wishes to help another character he has no Bond with or if a protagonist or major antagonist wishes to manage the efforts of a number of supporting cast characters. Peoples ability to act together in a productive way depends on their Light scores and cards.
Ex: Talbot decides then to act as a secret guide and mentor to a group of dissatisfied local cops who wishes to make quick and dirty justice. With their help he starts monitoring and hack through the upper branches of federal investigation to find out anything they could be withholding. His check alone would be a pitiful 2 (from his Cyber Warfare Style), but he evokes the Cooperative modifier and saves the task from failure with a 10 . His total check comes to 17. The Narrator teases him that all that they find about is that the federal branch knows indeed more than they do, but what they know is still a mystery

Reason Modifier Strategy Check Whenever characters wish to impose penalties to the opposition they can plan in advance and employ Reason cards for a Strategy Modifier Check. However, be careful not to overlap the benefits provided by such planning with the use of resources covered by other Modifiers. You have to state in advance the Narrator about your plans so to justify this check, at least a Paragraph before the actual Draw.

Ex: Fearing that his covering of tracks would be good enough to throw off the local cops, but not federal investigators; Talbot decides to hold thick counter-surveillance measures around his identity. All possible traces would mask him as a source inside the proper local police department, and lead away from him. The player convinces the Narrator to accept a 5 (for his Surveillance Style) and a 7 (for the Strategy modifier), to a total of 20, since he counted his Reason twice, one for the Style and one for the Modifier. Whoever tries to follow his trail would have a penalty in their checks of 20 by consequence.

Instinct Modifier Initiative Check You use an Initiative Check to simulate an aggressive approach for the upper hand of any contested activity. Characters can dispute for the Initiative, and whoever wins will be able to adjust his cards after they are all down in the table and revealed. (See 5.1 for further details).
Ex: Betrayed by his false sense of security, Talbot must have committed some mistake because now someone is shadowing him from downtown till back home. However, his opponent wasnt able to beat his invested Paranoia check of 13 and ends up exposed. If they find out about his home he will loose all his equipment and be terribly weakened. So, he must take the pursuer off his tail. Talbot decides to stay one step ahead and invests on an Initiative check: he plays a 7, to an Initiative of 10. Unless the opponent beats Talbots Initiative the player will be allowed to check all cards played and, if needed, change his draw to guarantee success during the following confrontation.

Fate Modifier Burning Fate In case a character has disastrously poor cards in his Hand he has the option of exchange blindly with the pool a number of cards equal to or smaller than his current Fate score, at the expense of a Fate point. He can also recover cards to the Hand that were not replenished; but still, he must always respect the usual Hand card limit. These benefits may be mixed per point burnt and used as the player sees fit. This point can be recovered as described in the 5.3 section.
Ex: Talbot considers teaching the shadow a lesson on good manners. He arms himself with an improvised club from a nearby trashcan and approaches to make good use of his Urban Violence Style. However, the player checks his 3 cards to find an abundance of Light ones, which will be absolutely useless in such a pitch. He Burns Fate and exchanges two Light cards and receives three from the Narrator. Not only he grabbed some more adequate cards but he also recovers one to his depleted Hand because of his Fate of 3 and that he has given only two of the possible three cards.

2.3 Treasures Whenever we talk about confrontations or feats of skill the subject of equipment comes forward. On novels heroes can usually perform most actions with or without common equipment; mostly based on the dramatic need of the moment. Hence, it is not the point of Ace to lay lists upon lists of items and their benefits, encumbrance, and prices. Here the relevance falls upon noteworthy possessions, from sturdy armor, to an un-expensive climbers kit, to books full of enchantments; all items with critical specialized function. Treasures grant the benefit of 1 one to 10 value as long as used for the stated purpose, which must be described as straightforwardly as possible in Formula. Its value is based on the potency or utility of the item.
Ex: The club will be quite ineffective if he faces a tough or better-equipped foe, but since he had other priorities on terms of equipment during character creation he couldnt afford a gun! Praying for some luck and counting on surprise factor, he covers his face with a sky mask and gets ready for action. The doubtful Treasure will grant 2 to all offensive checks Talbot performs.

Some special cases must be considered:

Inexpensive Treasures of simple use can be usually improvised by scenario tools. Check with the Narrator if your improvisation is possible and if it will be considered a Treasure or an Ambient Modifier. Some Treasures may bestow different bonuses for different actions, these handy possessions cost the sum of all their bonuses.

Ex: Talbots powerful computer grants 4 to data research, 4 in cryptography processes and yet another 4 to image processing. Thus, the final Wealth cost is 12 (4+4+4=12).

Some Treasures can have a limited number of uses, becoming useless after them. Other can only be activated in groups or under very specific circumstances.

2.4 Generic Craft System Great musicians are often remembered far longer than most warriors and their masterpieces define cultures and elevate arts to a higher level. Great craftsmen create items coveted for their beauty and excellence and scientists labor uncover the secrets of creation and advance technology to undreamt heights. And what if such geniuses were used in the creation of lasting works of magic? A character must invest time, effort (meaning cards), and sometimes wealth in order to create something. These rules try to convey the painstaking process of fine arts, science development, and crafts through three steps, which can be expanded in length according to the level of detail desired and the extent of ingenuity and effort required. These steps tell in a comprehensible way about the challenge of conceiving, undertaking and refining the fruits of your labor.
Ex: Letting the shadow Scene behind for a while, lets follow another circumstance where the characters skills are tested. Talbot plans to create and assemble multipurpose surveillance equipment, capable of independent and selective operation and remote access, which would regularly cost a small fortune. The player states that he wants the Treasure to allow for a bonus of 7, the Narrator agrees and the process starts.

a) The player states the aimed potency and utility and the Narrator sets the time limit for each phase.
Ex: The Narrator considers the rather technical project a lengthy affair, open for research and based on previously existing data, so in the Idea phase the player will have a Scene to put down whatever cards he can to start the project.

b) For every 10 points you achieve in a given phase you can play a card in the following phase. Modifiers dont count for this limit. c) All cards played follow the regular rules concerning replenishment. d) Character somehow Bonded may swap places altogether during a given Phase. Thus, permitting more specialized characters to handle specific Phases. The Crafting phases are: Idea, when a task is proposed and a problem addressed; the time for muses, blue prints and eureka factor. A character has usually only a Paragraph to play for Idea, a Scene at most!

Ex: Talbot takes advantage of a very good Hand and put down 10 , J, 8 in a single check, all properly justified. He achieves 41 in the check allowing him to play 4 cards for the next phase. Talbot will replenish all his cards because of his Surveillance Style both in Darkness and Reason. The player however has described that the 10 was instead an Ambient Modifier check based on his workshop, which is promptly accepted by the Narrator.

Set up, where a character prepares the working conditions and optimizes the process of labor. This step might take up to a Chapter to be concluded, always previously determined by the Narrator.

An item costs as much to be crafted as for purchase, unless you scrounge for resources and a proper environment for the task. During any phase you can discount part of the check value to diminish the final cost of the Treasure; each point spent in this way is worth a 1% discount.
Ex: The whole reason why Talbot is crafting such device is that he doesnt have all the money for that. So he must risk a discount of his Planning check to reduce its price. Talbot knows he needs to scrounge spare parts and smuggled components for during the Set up step. The player states he will use the regular Invasive Surveillance Styles for this check, but that it will be laced with Elegant Burglary Darkness Style. He plays K , 6, 4 for the Styles and 8, Q for Planning and Cooperative modifiers plus a very good description awarding the Fate bonus, thus achieving 65. He can play 6 new cards during Crafting phase with this value. He could safely use 5 to grant him a 5% discount, without even lowing the last phase card limit, but that is too little! He decides to risk it all on 3 cards and discounts 35. The equipment that would cost 7 of Wealth, now requires only 4 in Wealth costs for parts and equipment.

Toil, in which hard work covers the ground between idea and realization. This step might take up to a Quest to be concluded, always previously determined by the Narrator.

The difficulty of this check is the originally designed potency of the item x10, and if this value isnt achieved by any measure you can count it as a failure.
Ex: The Narrator sets this phases time limit in a Chapter, considering the assembling work not to be such a pain. Talbot uses most of his time limit to finish this project, but eventually he lays down a burnt K , 10, 9, K, to a total of 58! However, this would mean a failure since he couldnt beat the 70 required to create a 7 Wealth item. But, the player uses carefully all Modifiers he can to raise this limit and guarantee success.

If money doesnt pose a problem to your project you might want to improve the final result by investing in supportive Treasures, such as: high quality raw materials, proper environment, and refined processes. Such investments can never amount to more than the sum of Planning and Ambient Modifiers. In case you beat the expected difficulty you might be able to achieve an item even more powerful than you first expected. The simpler the item is the more difficult it will be to upgrade it. Divide the potency of the item from 100, this will determine how much more is necessary in the Crafting check to grant the item one point more of potency, up to the usual limit of 10.
Ex: The original potency projected was 7 (with a base difficulty of 70), so Talbot would require (100/7= 14,28 rounded down plus the base difficulty) 84 in the Crafting check to raise the items potency to 8; 98 would take it to 9, 112 to 10, and so forth.

For the purpose of crafting once more an item already mastered, in which you covered all three phases, you go over simplified steps: No inspiration phase required, use the same amount of cards allowed by the first check. You can use again and with no cost the same discount gained in the first Planning check as long as the general conditions remain the same.

3. To Come Within an Ace of


or how to oppose your foes efforts, beat them, and regain your composure In Ace battles and contests take many forms; all defy your wits and raise the stakes of tension. Mixing visceral pace of combat with the intellectual challenge of high-stakes strategy, dramatic actions become possible, effective, and flexible. Confrontation means to hook players with plastic scenes and cinematic action, instead of detailed statistical juggling. It deals with all manner of contested Checks. Our goal is to keep a uniform level of commitment towards detail and dynamism to any dramatic dispute: be it physical violence, social interaction, puzzle contest or what have you. More importantly, here you will discover that battles always happen in different levels and fronts and to allow that in your game will turn contests in a sophisticated (and still pretty realistic) affair. In this chapter you will learn how to take offensive and defensive actions, prepare ambushes, outwit your foes, or anything else you want as long as you have cards in your Hand to fuel your actions. 3.1 The Confrontation Check There are three forms of Confrontation: The Test, where the participant with the highest value is considered the winner with no further dispute and immediate results; as shown in the example of Ambush below. The Dispute, where the winner is the one dealing the first point of damage to a certain Trait or a predetermined amount of damage to any Trait. The Battle, where the winner must neutralize his opponent either by somehow reducing key Traits to 0 or depleting his Hand to 0.

The Narrator will chose for one of the Confrontation formats depending on the dramatic needs of the story and scene. Alternatively, the players involved can overrule the Narrator or dispute among themselves for the right to set the rules of engagement. Such dispute is better be based on chance and should cost the players something; for instance: let the players draw blindly as many cards from their as they wish and compare the flat results, the winner has the call on the next Confrontation. 3.2 Initiative Confrontations first step is an Instinct Initiative Check, which determines who has the control of confrontations narrative flow; instead of only the concept of who acts first! After all, aggression and a decisive attitude play a vital role in any contest; for instance, a trapped opponent might be led to believe in whatever you allow to be perceived as truth. However, sometimes canny and guile work better to surprise a defense in disarray. There is no contest for Initiative, just a merciless offensive in the most unexpected moment: it becomes an Ambush. In such case the check used to set it up becomes the characters Initiative for the rest of the confrontation. It prevents a counterstrike on the first round and allows only for the use of Ambient Modifiers for defense. As the icing of the cake, the character can use Strategy Modifiers every round as if he had it planned!

Ex: Returning to the shadow Scene, Talbot decides to play a Q for the stealth approach, for a total check of 15. The Narrator warns him to justify the use of the Queen, and he does so saying that Talbot will use the crowd itself as a cover. This explains the social element of the card. The shadow only plays a 4 to perceive the sneaky attack to a total of 7. Talbots ambush works and then he will be able to attack without fearing any offensive measure from the shadow in the first round.

In case of a tie, either in the Modifier draw or in the characters Traits, the winner will be the character with higher Instinct, then Reason, Fate, and lastly Darkness. All characters present their actions for that round; first those with lower Initiative up to those with higher ones. Moreover, Initiative can be contested and disputed at the beginning of each and every round, but during an Ambush.
Ex: The Narrator requests Talbot to play his attack immediately, which would be an Instinct check due to the physical element involved. The character can play more than one Instinct card since he has the Urban Violence Instinct Style, and with his Initiative at 15 due to the Ambush he decides to wait and see whatever the shadow has to offer. .

All the cards for the actions of that round are put face down. The greatest advantage of checking and winning the Initiative is that the player may Adjust (change or put down more or less cards) his actions after everybody with smaller Initiatives had put down and shown theirs. 3.3 Rules of Engagement Characters should rely on more than one Trait to base their usual confrontational Styles, enabling them to have a broader Trait choice other than the basic one proposed by the Narrator without draining their cards. Also, they should learn how to apply their different Styles and how to describe their actions so they gain the Fate bonus. Unlike most other confrontation systems, Ace considers defense an active effort, and without it to support even the most powerful offensive a character is sure to eventually meet failure.
Ex: Considering that the shadow has fallen on the ambush attack, he can only defend now. He plays a solid J and 6 for defense, for a total of 27 supported by Styles. Also he plays a 4 to draw a gun, which cant be used in this round due to the Ambush. The Narrator shows right away these cards since Talbot won the Initiative.

At each round a character may target more than one Trait, and even cause different forms of damage, as long as separate attacks are staged against the same target. However, a certain Style can only perform one attack or defense per round. If acting without the support of Styles a Trait has the same limitation.
Ex: Judging his option (but without clear information on the final result of his foes check), Talbots player decides to invest everything on an attack to beat the awesome shadows Hand. He plays 8 and 5 as Ambient Modifier to an Instinct real damage attack and leaves his defenses open. Both justify their cards played and describe their intended actions.

Whoever wins the Offense contest uses whatever was left from the compared Check against his opponent Defense, if he has any. Damage happens once one of the opponents gets his defense pierced and an attack delivered directly on his trait in a one to one basis.
Ex: So far Talbots attack amounts 21 (counting 2 of the club used) and the shadows defense is 27. Talbot has been beaten by the shadows defense. The shadow is now ready to attack and armed, but facing a tough Initiative.

This Defense may be valid for the whole round according to the description. Another, riskier choice is to put up a defense you trust will stop your foe and then counterattack with your own

offensive, which will target directly the targets defense. If all the involved opt for this defensive approach none of the cards are discarded, but they return to the players Hands. All parties decided not to engage, but they will have revealed their resources at hand and thus diminish the impact of bluff and Initiative in the next Paragraph.
The Narrator describes the overall action conclusion in that Paragraph and Talbot starts planning the second round.

3.4 The Paragraph The characters then replenish their hands according to regular rules and start another round. But, how long does it last? It takes as long as the story demands, from seconds to minutes, at the Narrators discretion. Meanwhile, the checks try to measure the sum of all your efforts during that period, and not every action performed. For this reason rounds will be therefore referred as Paragraphs, exactly to show the description based fluidness length.
Ex: Talbot recovers all his cards, since they were: a Q played for the stealth approach, and the 9 , 5 and K for the attacks. All covered by the Traits or Styles. With some apprehension he observes that the shadow had proper Styles in Darkness and Instinct to keep up in the fight, and then he replenishes all cards and is ready to counterstrike the Ambush.

3.5 Tactics The effects of different actions can be represented by the following distinction: Real Damage reflects direct aggression targeted at the permanent Trait score, usually caused by lethal combat, torture, magic, and other extreme measures. It greatly impairs characters capability until healed, which can be quite hard and time consuming.
Ex. At the beginning of the Paragraph Talbot listens to the shadow actions intentions description. He intends to shoot Talbot with a heavy 9, 10 and A and cause 46 of Instinct Real damage. It sounds like a death sentence to Talbot, as lethal as any well aimed point blank gun shot! The passerby crowd takes notice of the brawl but avoid it morosely still confusing it for a mugging and unaware that the gun has just changed it to a lethal and desperate struggle.

Scene Damage reflects success on beating your opponents defense on a given Trait governed contested and non-lethal situation. Characters recover quickly from such damage over the course of some Scenes. Also, such penalties can sometimes impair the victim only to who caused the damage.
Ex: Quite worried Talbot decides to nullify the shadows only advantage and play a K to cause Scene Darkness Damage and disarm the opponent in case any damage is really delivered. As part of a blitzkrieg assault Talbot attacks with 10 and 8, 7 as Ambient and the club for a total of 31 to cause Instinct Scene damage. The Narrator accepts the players description and rewards with a triple Fate bonus due to the Maniac Control Marking in the checks. The final result is that the shadow is disarmed due to 24 (12 of the K, 3 of Darkness and 9 of Control Marking), and with this damage his Darkness falls to 1. He now is considered disarmed and must play only one Darkness card, opting by the Ace. The original gun attack of 46 has become a 28 Scene damage attack and is then easily beaten by Talbots 31 Instinct Scene attack (plus 9 from the Marking, to a total of 40). The 12 remaining points of Talbots attack still cause 1 Instinct Scene damage to the Shadow.

Thus, Confrontations can be more than simple bloodshed and you may choose to try to outwit, intimidate or a host of other options limited only by your Styles and your narrative over it. Simply consider that non-lethal related Styles might be able to harm other Traits. However, it is

notoriously difficult to sway people from warpath and cause damage to their Traits with anything other than magic (see section 4.1). For every 10 points of advantage you have on your check over your opponent, he suffers only one point of Scene damage in the targeted Trait. Confrontations can evolve to an advanced duel in which characters battle to damage multiple Traits with Real and Scene damage. As explained above each form of damage means something different, so confrontations should always contain not so obvious elements. New strategies will appear all the time as your group refines and explores the possibilities and approaches to battle. Get ready for surprises!
Observe that all examples given in this chapter could be adapted to cover a chase, a heated debate, or a chess contest with small changes. You must only consider that: The Styles used for defense and offense are different The basic Trait targeted and used might be other than Instinct Finally, you must use Scene Damage to cover all non-lethal contests.

Only protagonists and major antagonists may keep fighting without cards in their hand. But they can still only perform one action per Paragraph, without counting on any Styles or Modifiers. Otherwise supporting cast characters are considered stunned and exhausted. 3.6 Damage and Recovering Interestingly enough, sometimes absolutely healthy people wither and die as if they have gone tired of living or see no reason to recover whatsoever. Thats why in Ace most unaided healing Checks will be Light ones, since it measures the characters inner harmony and fortitude. Traits can be harmed and healed in different ways.
For further information on Paragraphs, Scenes, and Quests mentioned below please check section 6.1.

Instinct How do you harm it? Real Damage: Through physical trauma, disease, overall weakness, or environmental aggression. Scene Damage: Through light concussion, fooling of the senses, taming or exhaustion. How do you heal it? Real Damage: Through medical treatment or rest. Scene Damage: Through rest, second wind, or stubborn effort. Reason How do you harm it? Real Damage: Through any sort of psychological trauma or dysfunction, or induced by drugs. For every lost point of Reason you should state a Symptom in Formula. In case you dont role-play accordingly the Narrator is free to cause damage to your Light, or further damage to Reason. Scene Damage: Through trickery, convincement, or confusion. How do you heal it? Real Damage: Through therapy, psychiatric drug treatment, brain surgery or meditation. Scene Damage: Through a shift in perspective or perhaps rest. Darkness How do you harm it?

Real Damage: Through overwhelming fear or confusion. Crippled, insane and faithless people still plot with incredible craftiness; sometimes to save their lives, others to take as much people as possible with them to death and pain. Consider that not having any resources left to shape a situation, people, and the world around you doesnt mean you have lost potential for that. Scene Damage: Through exposition of ones hidden efforts or intents of some sort. Also, by somehow hampering ones ability to interact with or use the environment or tools. How do you heal it? Scene and Real Damage: Through a change in perspective, clever argumentation or regaining composure. Light How can you damage it? Real Damage: Through tragic losses, life shattering failures, and severe religious or romantic disillusion. Once it goes down you are in a state of physical, psychological, and spiritual frailty. If it ever reaches zero the character has lost all will to live and will be a walking dead, just waiting for his time to come; hence, suicide is a common outcome. Scene Damage: Through discouragement in any form, loss of spirits or depression. How can you heal it? Real Damage: you can only recover with the help of those around you who love and care for you. Scene Damage: by basking on those same things you lost. The recovery system is rather simple. One point of Real Damage is recovered per check, and its difficulty is 10+10 per point of damage. Only one such test can be attempted per Chapter and others can only help through Styles. Observe these differences though: Checks to recover Darkness can be tried every Scene. If ever reach 0 in Instinct you will be considered dead unless you pass in a Light check of difficulty 10+1 per point of damage beyond that which brought the character to 0. The character must pass in such check every beginning of Scene or die, unless help arrives timely. A character recovers one point per 5 points above 5 in a check of the respective Trait. One such check can be tried per Scene and every character recovers one automatically point by the end of every Scene. Another character can help with the use of Styles or Cooperative Modifier. Checks to recover Darkness can be tried every Paragraph. The Narrator is free to raise the base difficulty for healing check due to a hostile environment or lack of healthy conditions for the healing process. Or sometimes a wound will be always impossible to recover from, and further damage will always make the situation worse. By the end of a Quest a character may accept the Trait loss as permanent, and the present value will be then considered the natural one get the description of scar and traumas ready!

Fate How can you damage it? You can only stretch the odds so far until the Wheel of Fortune catches up.

How can you heal it? Due to its cyclic nature no healing is possible or necessary. You regain a Fate point whenever you discard a Joker of your Hand for that specific purpose.
Ex: The shadow can recover his gun if he only recovers his Scene Darkness damage. This could be done with a Darkness Scene check of 5! The Instinct would be equally simple, but it could be tried only once in the Scene. However, Talbot keeps the pressure on the following Paragraph causing Scene damage to Darkness and Real Instinct damage, frightening the shadow with the brutality and competence of his fighting skill. With a swift knockout, Talbot grins wickedly and plants a tracer on the unconscious man. Talbot caused 7 points of Instinct damage reducing it to 0, mixing scene and real Instincts injuries. The Shadow collapses and plays the proper Light check of difficulty 17 just to stay alive until the end of Scene, only to wake up at the end of the same with the automatic recovery of the Instinct Scene damage point. Then he stands and gathers himself up to limper away in pain. To recover the 2 point of Real Instinct damage he will need a Light check of 30 to heal just the first one! Better find a doctor.

3.4 Augury Augury allows players to add symbolic elements to the Scene, reminiscences of their past and future Fates when discarding a Joker with the specific purpose of Fate recovery. They must not influence in the outcome in the scene, but are rather aesthetic narrative devices. Players who describe their characters augury with flair and taste, according to the needs of the moment and the mood of the story should be awarded with an extra Fate point recovered per Joker played.
Ex: After the confrontation the player scans the Hand and decides to play luck to its fullest. He burns yet another Fate point, recovers his fifth spent card to his Hand and exchanges another very low Light card. Although counting on a fully replenished Hand Talbot now has only 1 Fate point left, basically rendering his Marking useless! The exhilarating feeling of fending off his enemies efforts fills Talbot with energy and determination. In the lonely alleys he looks up to the cold night and gazes at the waning moon, both veiled and revealed by the fast moving clouds. Exactly like the night of his escape from his familys manor, so many years ago. Cold and cynical, Talbot wont fall to superstitious symbols, but Fate seems to sign his small victories as twins steps on a longer journey After such narrative the player discards another Joker and without a word of argument the Narrator concedes the two Fate points award to the player.

3.5 Empowerment Sometimes a simple word of encouragement is enough to raise our spirits and give us energy to accomplish things we didnt believe possible. What about then, when a great priest blesses your efforts and boosts your confidence? What happens when the most able doctors use all medical resources to improve your health while you recover from severe injuries? The effects and reasons of such boost vary greatly: mentoring, drilling and practice may boost Darkness or Reason, medical and pharmaceutical procedures affect Reason and Instinct, morale boosting through oratory and the like affect Light and Instinct, artistic and religious inspiration affect Light, and so forth. Character can try to empower their chosen allies or themselves through the use of proper Styles and good storytelling. You must achieve 10 times the targeted Trait value in your check to raise it by one (minimum of 10 for a Trait reduced to 0). Only one point can be gained per check, unless you raise the final difficulty by 20 per bonus point above the first and never to more than double its original value. Those bonuses last until the player checks the Trait in question and are depleted one at a time.

Ex: The player now checks his hand and asks his Narrator if he could raise Talbots Light value by 1 using a Light card and a Control marking bonus from the Augury description. Decided to reward the players excellent performance the Narrator states that it would be a 20 difficulty check to raise Talbots Light to 2. The player puts down a Light Jack (12, plus 1 of Light, plus 9 of the Control Marking), for a total check of 22. Even if the player could somehow raise the check to 40 Talbot wouldnt reach Light 3, since he cant ever rise it to more than double its original value of 1.

You can only empower multiple targets in case you have Fame Gift invested in the proper Style or if you and the targeted group all share Bonds in a relevant Style, and only in the Trait in which such Style is present.

4. To Have an Ace Up Your Sleeve


or how to break the rules that define reality as we know In Ace, magic must be described as a mysterious and potent force that can be tapped only at great risk and effort. Sadly in other games we feel magic as a tool and weapon, often replacing technology. When in romances it reveals the future, sends castles afloat, plagues whole countries, cloaks villages, animates armies of undead, etc. It has to be grand and epic, and never entirely tamed. In different genres there are other names behind the idea of imposing your will over reality in disregard for its regular laws. In this chapter you will find rules to describe this notion, by whatever names you chose to call it. Magicians will have to go to great lengths to learn about the greatest power of magic: that it lies not on its ability to kill and destroy, but rather in breaking realitys rules. Its system walks a thin line between absurd simplicity and complexity. So, we will follow the path of the magician from the beginning of its creation. 4.1 Magician Creation

The ability to use magic is dependent on the Magic Gift. Besides this, the main Trait of any magician is Reason, independent of background or style of magic. The first choice must always be which Magic Path the magician will thread. As long as they have only a Magical Gift they will be considered on the Wild Path by default.
Ex: Another player wishes to join the chronicle and asks the Narrator on the possibilities of doing a nature-oriented magician with a modern twist. The Narrator considers the interesting idea of contrasting Talbot to her and allows it. Her name will be Deirdre and the Traits go as follows: 2 points to Harmonious Light: Deirdre has always heard the screams of Mother Gaia closely and lives in a state of deep respect by her laws. So, she has a captivating charm and deep faith on her destiny as an instrument of the Mothers will. 1 points to Sanguine Instinct: down-to-earth and outdoorsy, Deirdre also has a great lust for life and sometimes a flaring temper. 2 points in Magical Reason: born in a rural town and educated at home, she lacks most technical formal education but instead thrives on old folklore and story of ancient peoples and cultures. 1 in Lustful Darkness: despite her upbringing, she embraced modern life fully and work as an actress, using fully her looks and innate sensuality. 3 in Goddesss Fate, Deirdre is marked and favored as an avatar of the feminine principle of life. Her parents thought of her as a princess and heir to gods and taught her accordingly, so she embodies the Maiden, the Mother and the Crone in her body, mind, and soul. Now all she wants is to find out more of Magics wayward children to tender for and lead. Her final distribution is then: Light 3, Instinct 2, Reason 3, Darkness 2, Fate 4. In the initial concept weve got a passionate and confident woman, deeply aware of magic in the world. However, due to the magic focus on the character the usual creation flow must be changed and Gifts will have then precedence over Styles. The player worries a little that Deirdre cant evolve much more on her magical path without raising Reason, but the maximum of three Magic Styles will do for now.

4.2 Magic Paths There are many different ways to work magic as there are cultures and schools of thought, we cant hope to cover them all. Instead, Ace describes Paths to establish different approaches to how and why the Magician performs the art. In such a free form system it is often more important to deal with the boundaries and particulars of your abilities and style than simply perform everything you can by convenience. The following description contains all the relevant information to start the magician creation process. In its first paragraph you will find a description of the general feeling and use of the Path and in the second one some directions on requirements and how to use it in game. Lastly, avoid the third paragraph until you finish reading the rest of this chapter. Wild Path describes people with an inborn but highly dangerous ability to weave magic. It usually fits any campaign and settings where magic is unknown or dying. One must observe that this hard to summon and master Path causes as much harm to the magician as to his foes, befitting the basest and most primitive form of magic. A character must start with a Magic Gift focused in one of the relevant Lines of Magic (see 4.3 below) present in the setting. Once started there is the option of acquiring either different Wild Magic Gifts, which would enable the character to do different things, or Wild Magic Styles (restricted by you having the appropriate and identical Wild Magic Gift), which would enable the character to use and recover cards from the spell without risk.

You can only cast a Gift based Wild Magic spell once you draw a Joker for it, with all relevant Backlash (see 4.6) consequences. The magician always takes one point of Real Damage for every card played in the spell (but the Joker) in the Trait in question. Also, the magician cant replenish any card played without a Magic Style. In order to cast a Style based spell, the character can only start and play with the suit into which the Style is based or a Joker. Finally, a Wild magician can only use Initiative Modifiers for his Spontaneous casting. Paradigm Path describes people who have developed careful roots and ancient and powerful pathways to power. Suggested for settings where magic is strong and vital, yet mysterious and difficult to master. Although not suited for confrontation, Paradigmatic magic excels in potency and flexibility. It also requires the character to start with an Archetype Gift and at least one Magical Style. To cast Paradigm Magic you must use at least one face card of a suit covered by your Magical Styles. Finally you can use all possible Modifiers when casting Ritualistically, where you can even use Strategy and Cooperative Modifiers to dissipate Backlash. Also the magician can use Strategy Modifiers (only) to dissipate Backlash of a Spontaneous Casting. Miracle Path describes magic granted by a deity or other supernatural agency to its pious servants or for those ready for bargain for power. Its suggested for any setting where the divine exists and interferes in the mortal world, be it as gods, spirits, devils or what have you. Although the Path counts on useful requirements and allows for unique freedom in spell casting it takes a huge toll on unfocused characters. The character must have either a Social Connections or Status Gift relating to an organization worshiping the entity in question. A miracle worker can evoke magic simply by burning Fate points and converting them to 10 points, which will be used for the Potency and Reaches (for 15 points each) of the spell. You might use a number of Modifiers equivalent to the number of Fate points spent per casting, and even though only if doing it Ritualistic. Also, you must take a Vow (see section 5.5) associated to your church and faith, which will set limits to your powers. Backlash and Consumption rules apply fully here. Excellence Path is the extension of ones own abilities, but heightened to a magic level! Its recommended for settings were magic is either common place or absolutely forgotten, and the fantastic occurs shrouded in the mundane world. The character has to cover and support his area of excellence on his Marking Gift. Whenever the character beats 50 on a check of his area of excellence the action becomes magical in nature, independent of the presence of any face cards. The final result of the magical check will be divided between Potency and Reach (see section 4.5 below), which can be bought at the cost of 15 per Reach effect. Backlash and Wild Magic rules apply fully here. The greatest strength of this magic path is that there is no distinction between Spontaneous and Ritual casting. In the other hand, besides the steep initial cost, such characters lack ways to diverge from their expected roles, since they are the pinnacle of specialization in a given area.

The Blood Path describes people who weave magic due to their heritage and lineage. Its suggested for settings with magic races to highlight their inhuman nature. Although limited, it is rather powerful because it can empower almost any Style related action in the characters area of expertise. It requires that you belong to the Bloodline in question. A character with Bloodline and Magic Gifts needs yet another Gift to belong to a different Path of Magic and must adhere permanently to this other Path. You can cast Blood Magic whenever and only in case you gain your Bloodline associated Fate bonus, thus empowering an otherwise regular action supported by Styles. All cards present in the check in which you gained the Fate Bonus must be face ones. You replenish these cards regularly, according to the Styles used and they determine the Reach and potency of the spell. The magician can only use Light to dissipate Backlash, and even though only if casting Ritualistic magic. If you have Homeland and / or Marking Gift(s) you may apply these Fate bonuses as well to your spell-casting repertoire; only so these Magicians can stray from their heritages abilities.
Ex: Deirdre could be created in any Magic Path, but for Blood since there are no Bloodlines in this Chronicle. After some thought, the player decides for the flexibility and power of Paradigm Path. So, she must pay its heavy price: the Magic Gift and the Mistress Archetype Gift due to the Paths requirement. For the third Gift, she would like to have support from Deirdres parents, so she invests in Social Connections.

4.3 Lines of Magic The examples below are a simplified suggestion of magics most basic manifestations. They describe what you can do but not how you can do it, which is the province of the Paths of Magic. Associate Traits, Styles or Gifts to flavor your approach to the Magic Style. Notice that these are just suggestions and different settings may require different Lines of Magic, given that they are designed only to guide and set patterns for the otherwise free form Magic Styles. Flowing Magic Style (): the ability to restore or deplete and enhance or alter the proper balance of energies in a given living body or system and heal or cause any inflictions that may threaten the fore mentioned balance. Charming Magic Style (): the ability to influence and control people and beasts emotions, thoughts, intentions and sensations, and erase or create them where there were none. Divination Magic Style (): the ability to acquire information about the present, past and the future through the expansion of ones regular senses or the use of new ones. Conjuring Magic Style (): the ability to bring elemental forces from out of nowhere, gap time and space, and summon creatures from any plane of existence to your presence. Branding Magic Style (): the ability to shape for better or worse someones fate and destiny.
[Despite an obvious connection between the Lines and the five Traits, they can be acquired and linked to any regular Style Trait. It means you can learn for instance a Darkness Magical Divination Style, or any other such interrelation. However, if you tie it with the main Trait you gain a Bond to use as you see fit] Ex: Deirdre can have no more than 3 Magic Styles because of the limitation of her Reason. She decides to have an Instinct Pulse of Life Flowing based Style to cure and strengthen life once its subjects surrender to rhythms, dance, and chants charms. Also, she considers Divination in the form of a Reason Watery Sight Magic Style, or the ability to see remotely and prophesy once beholding calm waters. She then decides to wait a little while and not to buy Charming right now; otherwise her character will have too few mundane Styles.

Also, the character gains 2 Bonds to be spent in the Styles because of the matching of Instinct Flowing and Reason Divination magic.

The different elements of creation so far in a nutshell: Magic Path tells why the magician weaves magic and its rules; it depends on Fate and Gifts. Line of Magic describes what a certain Style or Draw can do. Magic Style defines in Formula how the magic is performed. Reason defines how many of these Styles a magician can have.

4.4 The Magic System Magic can only be performed with face cards, except in the use of Modifiers. Face cards have the usual purpose advantages that can be combined in any sequence of suits or types. Difficulties for magic range from 10 to a basic and limited effect, to around 100 for devastating and far raging spells. The Player Rule also applies fully here, thus every card must be added only in face of proper narrative of its effects and consequences. Spells may be cast on a confrontation causing either Real or Scene damage at the magicians discretion. But they will never be as potent and safe as enchantments performed carefully and with all due preparation (therefore referred as Ritualistic casting). A spell cast without any research, amidst mayhem, or in a hurry will therefore be referred as Spontaneous.
Ex: Deirdre starts the game once she finds out on the newspapers about a savage killer on the loose. She suspects that whoever the killer is he might be a magic being wreaking havoc. Deirdre decides to seek the killer and after she will decide to offer alliance or stop the rampage altogether. She decides to cast a ritual on the place where two cops were killed while they searched for a killers clue. The player informs that Deirdre will use her vast charming talents to gather a group of Wicca to help her on the task. Also, she takes a silvered bowl and inscribes Oghma of vengeance and justice on the scene; reciting ancient Gaelic prayers she guides the rite to show her what has happened here. The player draws a 10 for the Cooperative Modifier, a 5 for the Ambient Modifier and K , J for the spell itself. She could only do the spell because she had a Reason face card played: the King. She justifies the use of J by adopting hunting motifs in body paint and symbols. The total result is 52, plus one because she has a Bond invested in the Style (see section 6.3).

If a magician adds cards that are not relevant to his Styles he wont be able to Replenish them, as per the regular rules. More than never the Traits played will certainly color the effect. Beware the Joker! Although it may be useful (maybe even vital) sometimes, whatever Spell started with it will cause a full potency chaotic Backlash! (See section 4.6 below).
Ex: Deirdre will recover all cards played but for the J , not covered by any of her Styles. She receives the vision and at its conclusion she discards the spell and replenishes her Hand. Since she played a Jack she will be able to recollect the sight at any moment during the next Scene due to its Reach (see just below).

Spells can be maintained for Paragraphs, Scenes or whole Chapters, if suitable and needed; as long as the cards invested are kept aside, neither discarded nor Replenished. Spells already cast cant be improved.

4.5 The Reach of Magic Every spell pulses with chaotic life and Magicians must channel the storm of magical energies with a delicate balance of art and chance. Befitting such wild portrait of magic each spell cast is unique! Each spells potency tells of its power but not its reach. Each spells Styles tell of what it can do but not what was done. Sadly, such effects cant be measured solely by artful description. We must rely on a system so to preserve game balance. But still, magic must be subjective and also powerful and wild. To achieve such effect consider the face cards Reach: Kings describe the relative area covered by the spell: one K would affect a house, two a compound, three a block, four a neighborhood, five a city, and so on. Of course such measures are comparative and influenced by the characters description of the incantation. The entire spells potency will affect evenly characters present in the area. Queens describe the relative amount of people affected by the spell: one Q would affect a family unit, two a small clan, three a tribe, four a lineage, and five a population. Of course groups of equivalent size with no blood ties will be affected and influenced as usual by the characters description of the incantation. The entire spells potency will affect evenly the mentioned amount of people despite distance factors. Aces describe how many different Traits your spell can affect. It must always be subordinated to the Style description, but one extra Trait is targeted for every A played. Divide the potency by the number of Traits involved and consider them separately; targets can put one defense to each effect. Jacks describe how long the spell lasts after the cards are discarded: one J would last a Paragraph more, two a Scene, three a Chapter, four a Quest, five a Circle. Instead of the stated effect, you can also delay the magic from happening by the same amount of time described by the amount of Js played. Jokers cause a Chaotic Backlash and add only the characters Fate score to the spell. However, you can allocate a Reach of your choice from the ones described above to the Joker in that spell.

Ex1: Deirdre spell was a Divination using K and J. By her description and the cards Reaches the player describes the events that happened in the house (the K) one scene before (the J). Perfect to see the two tense cops daring the darkness with flashlights, and their shock and panic when they see the lights illuminating two bright red eyes at the height of their heads. Deirdre flinches but sees the beast facing the bullets and shredding the two men to death in a matter of seconds. She isnt quite sure if she liked to find what she was seeking for: a beast of magic, a lycanthrope. Ex2: Deirdre is leaving the scene when a group of men appears to seize and question her and her friends about their interest on the crime. Unwilling to give any explanations she lures them to inside the house and there she summons back the visions as an aggressive effect to cause them Darkness Real Damage. The Narrator agrees with the plan and checks the results. Since Deirdre played both King and Jack, she really can target anyone in the house with the same amount of the check during this Scene. All 4 out of duty cops would have to resist to the full potency of the spell, but since they are a group it all might be rather different. The regular cop has Light 2, Reason 1, Instinct 3, Darkness 1, Fate 2 and 3 cards. The Group usually acts together and then they have: Light 4, Reason 2, Instinct 7, Darkness 3, Fate 2 and 6 cards. They put down a 4 in a Light Resistance check, for a total of 10. Since there 4 members in the Group and the spell doesnt

contain any Queen the potency is divided by 4. The 52-potency spell becomes 13 against the Groups defense of 10, and so they still take 3 of total Real Damage directly to their Darkness score. Leaving the men quaking on the floor with fright, Deirdre leaves at once the place, sure that she wont be the only one ready to face the beast from now on. For further reference on Groups check section 5.5 Multiple Opponents.

As long as respecting the Players Rule any face card might fit into any spell, to cover their specific purpose or not. These Reaches define the spells upper limit and Backlash range, and a magician who casts a spell below the specified range must deal with Backlash (see just below). A magician must have visual contact with at least one element of his target(s), even if the Reaches of Magic extended the effects far beyond the magicians sight. In other words, if all newborn children of a city are to be affected the magician must see at least one of such children or the city in general before casting the spell, even counting with all necessary Queens and Kings. This sight cant be improved by any means, so myopic mages beware! Such limitation can be overcome by the use of indirect parts of the target, such as a lock of hair, or a piece of cloth, a drop of blood from the target. Even for Divination spells the magician must count on some sort of link to extend and focus the magical perception determined by the Reach. 4.6 Backlash All magicians avoid careless use of magic due to Backlash, the havoc caused by whatever remaining energy unleashed without proper use. Those conditions apply whenever a magician controls a spell to affect a lesser Reach or to end prematurely. Also, whenever spells either collide or intersect the nullified energy generates Backlash, to be described by the player with the strongest spell. Thus, magic duels become flashy affairs and no magic should ever be used to lessen the effects of a spell. Magic such beautiful monster! The Magician must provide proper description of the magical effects taking in account all Reach Modifiers. He has no more than ten seconds after its power was measured to do so or suffer whatever harmful effect, therefore referred as Consumption, the Narrator deems fit; but always based on the Reach and Potency of the spell.
Ex: If the cops havent put down any defense Deirdre would have to face a Backlash of 10, coming from the magical energies left unspent. The player would use his 10 seconds to describe the effect of the remaining 10 points of spell Potency left, or risk Consumption (and the nasty Narrators imagination). Everyone in the vicinity would listen to the howls and screams of the night before, as well as anyone who entered in the house (The Ks Reach) for the next Scene (The Js Reach modified for Divination, see section 7.4-f).

For a chaotic Backlash, resulted from magic initiated with a Joker card, the effects must be described BEFORE the target suffers anything. Such effect has the spells full strength and cause confusion and misrule (with loud noises, bright lights, and strange phenomena), but not necessarily harm as Consumption would... unless, of course, the character breaks the 10seconds rule.
Ex: if Deirdre needed to search further in the past the player was ready to put a Joker down to extend the Jacks Reach. The player has then thought of a possible Chaotic Backlash effect, involving past ghosts and manifestations of whatever terrible had happened in the scene. There would be no doubts it would certainly cause some Scene Darkness damage! Thus it would be a last resort tactic, because to describe the Backlash before the spell started would possibly leave both the magician and her helpers too frightened to react for a some time.

For Paradigm Magicians Backlash can be lessened with the use of Ambient and Strategy Modifiers, or Cooperative Modifier for Miracle ones, where the bonuses gained serve strictly to nullify in a one-to-one basis all forms of Backlash.
Ex: In case of Backlash the player could divert 20 points of the spell from its Modifiers to nullify those effects. But only because Deirdre is a Paradigm magician! Luckily nothing like that became necessary.

So, as noted a Magician is nothing without proper preparation and time, and to rely on luck is an invitation to disaster. Mostly because Backlash tend to turn most spells against the Magician and because Modifiers cant be used Spontaneously, unless stated otherwise in the Magic Path. Make no mistake: magic is usually very difficult and risky to perform, especially during confrontation. However, only magic can readily cause Real Damage to any Trait other than Instinct, and that certainly outweighs the risks and investment. Much of the damage caused by magic will depend on the description of its effects. Usually, a character targeted by it can try to resist with a Light or Instinct Check. However, regular attacks and defenses are usually ignored by magic attacks; this forces characters to Draw exclusively to defend from magic, which is not always possible. Adding to this, magic Checks achieve quite high values and spells can threaten and harm scores of opponents at a time. 4.7 Magical Treasures Magical Treasures can be found in any piece of fiction that assumes the existence of magic. They often turn the tide of wars, and start them as well. There are three types of such Treasures: Relics are items of great meaning and history, but they can only benefit a spell caster. These add any card, including face ones, to spell casting; but this bonus cant start a spell and is only become available once some casting occurs. Relics can only be created by long history or use in a dramatic event. Artifacts are intrinsically magical items, usable by anyone and of particular interest for a magician. These afford only face cards, which can be used to any action, mystical or not, described on the items function, and even start a spell or independent magic effect. Also, magicians can use such face cards to heighten their regular spells, both in potency and Reach. Artifacts can only be created by magical crafting. Tomes of magic record past ages lore and wisdom. These can offer brand new Magical Styles for Paradigmatic magicians; no matter how rudimentary are their abilities. These Styles can be used whenever the magician has access to this information, or after he/she learns it. Some of these Tomes can be enchanted Artifacts and / or are old enough to be considered Relics. Tomes can only be created by those who have the mentioned Styles and after a highly complex craft process.

Every one of such Treasures has a requirement in terms of Fate, barring common people from wielding too much power. Relics and Tomes require one Fate point per bonus, while Artifacts require two points per bonus; if these categories overlap or provide more than one bonus the costs stack. If a character has not the proper amount of free Fate he will only tap partially on the benefits of the Treasure; as to be decided by the Narrator, exception taken for Tomes.
Ex: Deirdre receives from her parents a silver amulet that has belonged to their family for ages. This Relic will grant her a 6 for Warding Magic, committing 1 of her Fate points. Later on the chronicle the protagonists discover the Tome of Moon, describing 3 Magic Styles and granting two bonuses as a Relic; such powerful item can only be used

by a Magician of Fate 5. In Deirdres case she would only be able to tap on two uses of the Tome until her Fate gets somehow higher, due to the commitment of 1 Fate to the family Relic.

The magician who creates such Treasures also has to bear the Fate commitment price, making even simple magic items rare and valuable. 4.8 Magic Crafting Magical crafting would follow regular rules, but sticking to face cards. Every additional step draws from either a craft or research related Style or an enchantment of sorts. Modifier benefits must also obey this rule, always using only face cards and as a part of a spell cast exclusively for it or for the crafting per se. Also, if any sort of Disaster occurs the Narrator is free to invoke Backlash of a potency equivalent to all cards played in that specific phase up to that moment. The cost takes in account a minimal of 15 per face card awarded, but the magician may try to make the process less expensive as per regular Crafting rules. An Artifact will also cost the magician two Fate points per bonus card. Besides that, these points must be recorded during the whole career of the magician, because he can never spend more of these points than his actual Fate Trait. Such connection between Artifacts and crafter creates an everlasting Fate link that can be explored by rival magicians. On the other hand, Branding mages can transfer the burden of Fate cost (and therefore the link) to the future owner or even to unwary victims of sacrifice. 4.9 Interactions Some other elements can be used in your chronicle to emulate the interactions between the material world and the casting of magic: Invested casting: a Paradigm, Excellence or Miracle magician can benefit from carefully chosen and rare mundane tools to elevate the spell power or tame the spell. Once casting the spell ritually the character can o Trade Wealth in a one-to-one basis per spell potency or, o Spend Wealth in a one-to-one basis to dissipate Backlash, The limit value for these options is the amount achieved on the Ambient and / or Planning Check, thus potentially doubling its (or their) efficiency. Conjunctions: a specific moment of the chronicle relevant to a nation or culture. It will double Ambient bonuses and Reaches invested in spell casting related to its nature, as long as the Magician has either the Homeland or Social Status Gift related to the Conjunctions origin. Crossings: Certain places of power that enable all of those who commune there to enhance their powers. If you take Vows (see section 6.5) related to the place you gain, once there, an extra number of dedicated Fate points. The Crossing is secretly rated by the Narrator from 1 to 5, and once you bond to the place you gain the extra dedicated Fate amount. 4.10 Anomie Any magical path has the potential to destroy its practitioners. By living a magical life, you are stepping outside consensual reality. Sociologists call it anomie, and it occurs when someone alienates from society, paradigm, or fate (i.e. something larger than oneself). Anomie bars the

magical path from careless magicians with the same intensity that drives non-magicians to depression, rebellion and suicide. When and how Anomie affects magicians in the Blood Path: you have a role and background defined and restricted by your lineage. If you deny your condition and heritage you suffer one point of Real Damage per end of Chapter in a random Trait (draw a card to find out which one, the Joker indicates a loss of Fate). Excellence Path: if you leave your quest for perfection aside you become lost and apathetic. Whenever your stated Fate doesnt directly concerns your Excellence art you must take a Vow binding the character to the chosen path to perfection. Miracle Path: if you ever loose commitment to your faith you also loose favor with your patron. The maximum number of Fate points spent in a spell amounts to the Fate dedicated to your faiths Vow. If you ever break such limit you lose the invested Fate above the limit and take Real Light damage of equal value. Paradigm Path: if you work magic without proper cultural support and consistent method. In this case you lose the alternative of starting spells with a Joker or to burn cards not covered by your Styles. Wild Path: the burden of Anomie is an intrinsic part of the basest of all Paths.

5 To Be Aces With
or how to deal with supporting characters, protagonists and antagonists Aces compete on stage with a multitude of other characters, devised and controlled by the Narrator. Their depth and originality will give life to the setting and dynamism to the Chronicle. This chapter offers some views on how to create and organize them. 5.1 Supporting Cast From now on the players characters will be called Protagonists, to differ from the rest of the Supporting Cast Characters (or shortly SCC) who populate the setting. These follow all regular rules and are created as normal characters, under these general guidelines: King (21 Traits, Hand of 9): Heads of state and high Fated characters able to oppose indirectly even a group of Aces. They usually command and use legions of Challengers and Jacks to do their bidding. Queen (17 Traits, Hand of 8): These are usually the power behind the throne in any contested arena. More than able to serve as serious mentors for even experienced Protagonists. Jack (13 Traits, Hand of 7): direct rivals for Protagonists in the beginning of a Chronicle, they usually represent the first opposition on the path to glory. Ace (9 Traits, Hand of 5): experts or highly resourceful jacks-of-all-trades more than able to oppose the Protagonists efforts in their area of expertise. Challenger (7 Traits, Hand of 4): more than simply common people, these are the lieutenants and managers. Although highly competent they still cant match an Ace, so they may gang up or set up Protagonists to even things out. Toiler (5 Traits, Hand of 3): this is the common man in the streets. Although limited, their efforts shape the world given their mind boggling numbers. Failure (3 Traits, Hand of 2): life isnt fair and we all know those who havent fulfilled their potential in any way or simply dont have any whatsoever. The runt of the litter. Innocent (1 Trait, Hand of 1): too elderly or young to really live on their own.

The base status of the Supporting Cast created by the Social Connections Gift is Toiler, with an increase of one step for each extra point spent. Describe them shortly depending on their relevance to the story, and adopt the Formula only for the most recurrent and serious ones.
Ex: At some point in the story the protagonists prepare to amass all their resources against the savage killer. Both have Social Connections and decide that it is time to ask for help. Deirdre decides to call her father, and designs him as a veteran of the Falklands war and capable hunter. What should be just a support character gains contour of a hero and model, and shamelessly Deirdres player spends all 4 points of her Social Connection pool; thus bringing a Jack (13 Trait points and 7 cards) to their side and potentially a recurring character for the whole Chronicle. The player drafts the character and presents for the Narrators approval, both know that in a pinch the player will be able to literally switch to a very capable and combat oriented character for that Chapter. Talbots player dares much less, and opts only for two local cops of Toiler status to clean up the upcoming mess.

Antagonists may appear in a number of forms, more than just the regular cannon fodder, mastermind, and great end villain stereotypes. Exactly as there are scores of ways to harm and oppose Protagonists, there will be always scores of challenging and interesting Antagonists; and there usually lies the secret of an exciting story. Reading good books you will find master poisoners, irresistible temptresses and Casanovas, influent people who can turn society against you, charismatic (and half-crazed) preachers, etc. They can usually mean trouble, and what if specialized or somehow mystically inclined or changed (see Creatures below)? 5.2 The Dramatic Cast During the course of the story some SCC will frequent the spotlight more than others. The Protagonists Social Contacts must be constantly present, even if not performing their duties, in order to amplify the players collaboration to the general tone of the setting. Besides that, for each Circle (see 6.1) the Narrator should design and insert the following elements, each connected to a different Protagonist if possible. Mentor: an indirect guide through the events and a device to steer Protagonists to the proper path. They wont be overtly active, since they arent necessarily Social Connections, but their presence in the story ought to be rather clear. Even a Toiler SCC can become a Mentor as long as it has the proper knowledge and inclination. Nemesis: the ultimate enemy of Protagonists will always play hard and sometimes dirty to bring them down; choosing to tackle Protagonists indirectly and slowly destroy their resources and base. They are of at least Challenger status, but they may even be Kings! Rival: a friendly opposition in the Protagonists area of interest of expertise, aiming to beat Protagonists, not to destroy them. It is important that both have the same status so to keep the challenge interesting and fair. Paramour: a romantic link of any sort, very important to keep the story human and dramatic. Interestingly they can have absolutely any status!

Keep a certain balance between allies and foes, for instance if you use a powerful mentor the characters nemesis must be equally strong. However, since the Dramatic Casting present mixes influences from different protagonists there will always be a surprise factor. Also, the interactions between the Dramatic Cast and the protagonists become a natural Chapter milestone organizer and a powerful story dynamo.
Ex: The narrator asks if the players would like to suggest any sketch for their Dramatic Cast and Talbots player simply states the obvious: a member of his family as a Nemesis, and an old and tough law enforcement chief, but he leaves the rest to the Narrator, who will also decide their ranks. He then prepares a surprise: the family member will be just a jealous cousin of Challenger status, who will use an Ace Rival to harass Talbot, while his allies will be the suggested Jack mentor and a Toiler rave goer girl to counterweight his brooding and tense behavior.

For Deirdre the narrator has received carte blanche to surprise the player. For her mentor the Narrator prepares a very frail old lady, as a hidden element of mysticism in the city, she will be a simple Toiler but full of wisdom and soothing presence. Her paramour will be an oddity: Talbots Rival, the conflict of interests will be interesting at least. But that will only be a relief on a very crude, real, and gritty menace for both Rival an Ace former prostitute and drug dealer and Nemesis a Toiler average Joe ready to become a rapist, and perhaps a murderer if his lust for her isnt reciprocated or satiated.

5.3 Companions Both in medieval warfare and fantasy literature few warriors are more impressive than the knight, the mounted archer, or the dragon rider. Their combined strength surpasses anything any other warrior can achieve. Lets not forget the pride of the falconer; the magicians lore gained from an imp, the terror of a sentient blade, or the safety of a loyal sidekick! Companions enhance the worth of any character. In Ace these companions are described as very simple characters, which can be improved by their connection with the protagonists. They begin as a blank stale character with 1 in every Trait and one card, without any Styles. Then, for every Bond (check 5.3) (cumulative after the first, to a maximum cost of 5) spent at their creation the Companion gains a Trait, and a Style; also for every point invested in their Fates they gain another card and a Gift. You can use the Bonds for cooperative actions with them, as per regular rules.
Ex: Deirdre considers the option of acquiring a typical cat as a magical Companion with recently gained 5 Bonds. With the investiture of 5 Bonds the cat would have two Traits (putting Darkness and Reason in 2 points each), the respective two Styles (Stealth and Omens & Portents). Still, there would be 2 Bonds left to use that could be put in a Bond Bonus of +1 in Stealth and a Bond with Deirdre in Omens & Portents. Anyway the familiar would have only 1 card in its Hand.

5.4 Creatures Sometimes a whole family is cursed, either by the mysterious workings of genes, high technology or magic, to become something not entirely human, something new altogether. Meanwhile, there are creatures out there that are anything but human, and never were, to start with. If, for any reason, a SCC changes, it must be decided to what kind of Creature and then a Deviation per point in the chosen Trait must be described as usual. Besides they have a penalty of 1 to whatever Bonds they form with characters that dont share their condition, and they must always devote a Vow related somehow to their nature (as you see in chapter 6). On the other hand, they count on some unusual and general advantages: Real Damage to their main Trait is healed with both this very Trait and Light Checks. They die only after both their main Trait and Instinct are reduced to 0 through Real Damage. If any other Trait but their main one is reduced to 0, they will be then able to convert the cards of this Trait to their main one.

Creatures of Instinct are bestial shifters of legend or monstrous brutes of any sort. They can channel Reason to increase their Instinct at will during the game (or sometimes restrained by the Deviations drawbacks). For every new point of Instinct gained in this fashion the character has to set previously a Deviation, per the usual rules.

Creatures of Darkness are usually those who gained resilient and agile bodies in lieu of their humanity. Creatures of Light are immortals of any sort: faeries, demigods, etc. They are unusually resistant and more often not, immortal for all practical aspects. Creatures of Reason are spirits, A.I.s, or disembodied minds of any kind. They can fuel their Reason at expense of their Instinct, without any further collateral effect. If they do so up to Instinct zero, they become immaterial as ghosts, altogether divorcing their consciousness from matter and thus can only affect the material world through Styles. If they find a body without any Reason left due to Real or Scene Damage, they can try to take over that body once its Light is no bigger than their Darkness scores.
Ex: Talbot and Deirdre are unwarily chasing a man known as Angus, who was born in a very poor family in the countryside. For some reason beyond his understanding he was cursed to be a lycanthrope, but instead of suffering from the condition he relinquished to its most debased urges. He is a Creature of Instinct. Angus is Talbots Rival and Deirdres Paramour Ace and his Traits are: Reason 3, Light 2, Darkness 2, Instinct 5, Fate 2; and his Instinct Deviations are: Ferocity: while a cunning and vicious nature shaped Angus to be a fearsome warrior, he cant cooperate with anyone not of his pack in a battle. Unfeeling: werewolves feel no pain and little fear once enraged. Thus, Angus never knows when to retreat or flee from a fight. Ravenous: the predator is now close to surface and Angus has large canine teeth and strong talons instead of nails. Also, he must consume human flesh whenever the opportunity arises without risk of immediate consequence. Unwelcomed Stranger: Angus is bound to roam every night to hunt, and all domestic animals shy away and cry out his passing. Hecates Lover: wild predators can be tamed by the ferocity of Anguss wolf-like eyes, but as everyone has a place as both master and servant he has yet to find out that he cant help but fall under the binding spells of a witch. (The next Deviations result from the channeling of Reason to Instinct) Marauding Beast: once such state is achieved, Talbot jaws extend and his teeth all become long and sharp as knives. Huge Monster: when thus far enraged Angus grows a foot taller and gains a hundred pounds of pure savagery. Wolf-Fiend: befitting the total loss of his consciousness and reason, Angus becomes a four-legged lupine monstrosity able to turn cars without losing its stride.

Also, all Creatures may buy new Gifts related to their origin: Hardiness, which enables the character to add the value of a certain Trait as a passive resistance in a given Trait.
Ex: Angus considers buying Instinct Hardiness in Instinct, thus whenever someone tries to target this Trait he will have an automatic defense of 5 (or up to 8, always equivalent to his own Instinct value). He can justify this Gift easily using his unnatural stamina and resilience.

Edge, which enables the character to add the value of a certain Trait for an advantage on checks of a given Trait.

Ex: Angus considers buying Instinct Edge in Darkness, thus whenever he checks Darkness he will have a bonus of 5 (or up to 8, equivalent to his own Instinct value). For that he states that the dark powers that changed him allow him to deceive and skulk in the darkness as if it has always been his natural element.

5.5 Multiple Opponents Swarms of even Toiler antagonists can (and must be able to) overwhelm an unwary Ace, but seldom can bring down a specialized one or a harmonious group. For practical purposes they dont need to have to apply The Formula for Traits, nor Styles, relying in broader and simpler one / two words concepts for each. In case of confrontation against multiple opponents the Narrator has to assume that a number of lesser antagonists gangs up, thus becoming a single Group, stronger than any one of them individually. a) The Group receives two points per member after the first to any appropriate Trait. b) The Group usually has half or two thirds of all their combined Hands, depending on their ability to cooperate. The group will only have Styles that half or two thirds of all its members possess, again depending on the cooperation level.
Ex: Following the tracer Talbot stalks the man sent to investigate him. To his surprise the man enters an old looking and ill kept mansion. After, he listens to some strange chant coming from inside the mansion through the directional microphones. With wicked pleasure he makes an anonymous urgent call for the police: I think I saw two men taking a girl to Yes, there are screams! The address? Waiting to see the result of the mischief and who or what it would flush outside, Talbot waits until the cops arrival. The Narrator assumes the regular cop has Light 2, Reason 1, Instinct 3, Darkness 2, Fate 2 and 3 cards. The pair usually acts together and then they have as a Group: Light 2, Reason 1, Instinct 5, Darkness 2, Fate 2 and 4 cards. Nobody comes out of the place to receive them, so they decide to come in. And, with horror and surprise Talbot listen to their futile shots and painful deaths.

In case of mass confrontations the only significant difference is that Groups will be much bigger and they must be simplified for the resolution. Establish the minimum common multiplier of the Groups involved, be it 10, 15, 100, 1000 or what have you. Make the regular adjusts for Groups and divide the final result by the minimum common multiplier. In the end you have regular characters or groups that will do battle as usual.

6 To Raise the Stakes


or how to write your own destiny 6.1 Chronicles & Rewards Ace can be used with some adjusts to cover any scenario and genre, with an epic flavor to it. These are the basic rules upon which further development will come naturally, in form of specific settings additions. These settings dont need to encompass whole worlds and universe sometimes a mere city is more than enough to tell a compelling story. The subject cant be covered hastily, since whole books were written on it. But, you may find useful to divide your stories like this: Paragraph, usually lasts for a single or a few Draws, contested or not. Scene, a collection of Paragraphs or a storytelling sequence. Chapter, usually a gaming session, in which characters gain Bonds. Quest, a sequence of Chapters taken by a given character to achieve his stated Fate or fail at it. Circles, the sum of completed Quests taken by the group of characters to achieve all their independent (and often interrelated) stated Fates.

Chronicle, the sum of completed interwoven Circles, in which one or more characters fulfill their tenth Fate point and thus their Destiny. A Narrator should reward their players with increasing ability and resources. This experiences measure is Bonds, usually gained at the completion of a Chapter. The reward depends on three factors: Appropriate role play of the characters Style and Traits Active attitude concerning the characters Fate furthering Proper relation with SCC and settings events.

Each one of these steps would grant a Bond, so an excellently played Chapter would grant 3 Bonds at best! With the investment of these bonuses a character can buy: One extra card to your Hand by 15 Bonds A Trait (except Fate) point by 10 Bonds A Style that is learnt by contagion (from some other character without any changes) costs 5 Bonds o A Style that you edit costs 7 Bonds. o A Style you create costs 10 Bonds. o But remember a character cant have more than double the associated Trait in Styles. A Gift is gained whenever characters achieve a new Fate point.

Ex: After two Chapters Talbot and Deirdre finally meet and strike an uneasy alliance. Then, the Narrator decides to distribute 5 Bonds of experience. Talbot asks if he could invest Bonds in Urban Violence Style; the Narrator considers that he can do so. Whenever Talbot checks the Style he will gain +3 in it at expense of 3 Bonds. The remaining 2 Bonds are invested in Surveillance in both Reason and Darkness for a Bond Bonus of 1. Deirdre decides to learn Urban Violence in Instinct from Talbot and pays her 5 Bonds for that.

6.2 Fate Ace revolves around the concept of characters evolution and fulfillment and their impact in the world around them. Every chapter must unfold the drama of gifted people trying to live up to their potential and expectations. Despite any amount of action, mystery, romance or cliff hanging you choose to experience in whatever setting your Narrator uses, Ace must lead you to build up an exciting personal saga. Hence, Fate can never be bought; it should be awarded once you achieve major success on the development of your stated Fate. Then, a new point can be gained and the description must be expanded in Formula. All such additions are made by the player, but with absolute power of veto from the Narrator. Such evolution must be organic and linked to the story told, and more than anything it should reflect the growth and maturity of an increasingly powerful and important character. In case most of your stated Fate dealt with personal changes and goals before the fifth point, you will have to state goals that alter the world and people around you after that; and the opposite for initially externally oriented Fate characters. Although not absolutely necessary for the continuity or successful closure of a chronicle, this process should at least hint of a personal climax for the

character. When and if that happens the character will have imprinted his mark on the world in a memorable and lasting way.
Ex: Deirdres Fate is Her parents thought of her as a princess and heir to gods and taught her accordingly. Now all she wants is to find out more of Magics wayward children to tender for and lead, while Talbots is raised in a family dedicated to some obscure sylvan entity Talbot has opposed fiercely the strange practices of his family and has vowed not to become a pawn ever again. Thus, Talbot tries to have absolute control over his destiny. The intersection may not be clear at first, but the Narrator assumes Angus is under Talbots family control and that his mission is to bring the runaway child back home. Thus, if Deirdre manages to counteract their control and bring Angus to her fold, she will have resolved (at least partially) her initial Fate. Talbot will have to assert his control over his destiny and prevent his family from simply trying again. When they achieve such conditions they will gain a Fate point, a new Gift, and will have to describe the next step of their Fate.

In a case a character is rendered unable or looses interest in the previously stated Fate goal he can edit and write now a new development. However, this doesnt come without a cost and whenever that happens the character looses permanently a Light point. Finally, when and if a character ever reaches nine Fate points his saga approaches an end quickly and needs closure. The tenth point states the final step and once solved the character will have fulfilled his ultimate Destiny. The nature of such Destiny depends greatly on the setting in question, but once achieved the character will be ready for honorable retirement as a player character. 6.3 Bonds Few things are nobler than the concerted charge of experienced warriors in harmony. There is little an experienced and resourceful warlock cant accomplish. Seasoned heroes become artfully lethal and efficient when they temper potential with skill. In Ace this is described by Bonds, that characters that perform one or more Quests may develop. Whenever characters are rewarded at the end of a Quest, they can choose to invest their Bonds in: Character Bond: two or more characters link the same Style (or edited ones), although they dont need to share the Trait associated to it. After that, they can help each other Draws with one card (improved by any Trait and Bond bonus value up to double the main characters own added value), once per paragraph, under all the usual rules for both. This Bond can be improved and then more cards can be added per paragraph or other Styles may be covered with further rewards. Style Bond: mean a further dedication to a certain area of expertise. You can devote Bonds to a certain Style and henceforth gain a bonus for its checks equivalent to the Bond investment; limited by the Trait value in which the Style is based.

Ex: Latter on the Chronicle, Deidre had already bought Urban Violence Style and now Bonds it with Talbot in two cards. So, once she played a card using this Style Talbot will be able to up to two cards (but never more cards than she has played) and also his Trait and Bond Bonus (but never more than double Deirdres own values in both), beside the card value in itself. Or she could have invested the two Bonds to upgrade her Style in +2.

6.4 Vows We have all seen this before: the hero that wont rest until his nemesis meets painful death by his hands, the thief that will go to any length to recover stolen gold, cavaliers that put life and limb at

stake for their Vows, lovers who will go to any lengths to stay together. Lets face the fact that people are capable of great things once committed. Ace tries to capitalize this common literary resource by tying it to the characters Fate. You can simply state in Formula a serious situation to be solved and/or opponent to be faced on the long run and devote a certain number of your Fate points to that and spend an equal amount of Bonds. For then onward your score will be diminished by that amount, to a minimum of zero, to all other actions not related to your goal. However, when engaged in this very situation the character will gain the devoted number as a direct bonus in his original Fate score. The Vows can be broken at any time, but the Bonds invested are irrevocably lost.
Ex: Talbot eventually finds out that the werewolf, Angus, was sent to the city with the sole purpose of luring him out and dragging him back to his family. Fully aware that such move would be within the realm of possibility of his family, and feeling more than a little manipulated, Talbot decides to strike back. After a long evening talking with Deirdre he decides he had had enough and vows to break his family power once and for all. Talbot has just invested 2 Bonds to take this Vow and from now on his Fate will be considered 1 for all purposes. With the obvious exception of breaking his family power once and for all in which his nominal Fate will be 5. Talbots player smiles wickedly, thinking that the Vow, coupled with his Control Marking, will grant him an astounding eventual Fate bonus of 15! The stakes have just become definitely higher.

6.5 Deviations & Unbalance Unbalance is unhealthy to everyone. The forces inside characters in such a situation clash like a stormy sea, and the waves ripple through their core essence. Whenever a character reaches a Trait higher than 5, which the diametrically opposite Trait is less than half its value, he may start to designate in Formula a Deviation per point above the fifth. These Deviations may affect the world around and even grant you some advantage, but keep in mind that they are first and foremost a cosmetic drawback or mystical limitation linked to the Trait in question. The further you aggravate the difference; the worst the symptoms will be. If a character can somehow use them to his advantage, these would follow all the regular uses of a Style; including allowing for Bond Bonus.

5. 6. 7. 8. 9. 10. 11. 12.

13. 14. 15. 16. 17. 18. 19. 20.


Yes, being the Narrator is a dirty job but someone has to have the pleasure of doing it! This chapter aims to guide you as a Narrator on the process of adapting to the system and developing it to suit your own projects and ideas. Hopefully, we will be able to address and solve the common pitfalls you and your players may stumble upon. For that we will review all chapters with a meta-game perspective. Please note that I wont go over the basics on storytelling, which are easily and carefully explained on the Wikipedia, but our focus will be on what Ace differs from what most people have played so far. 7.1 Aces of Spades Key Word: Coherence. We have observed that the presentation sequence of the character creation process is rather relevant for the players who are new to the system. You have to guide them carefully through such steps: a) Concept development As a Narrator you should lay down the platform of possibilities according to chosen setting and genre. Select which Gifts will be available and their details, and when you present them to your player they will have already some directions to guide them. You can also chose to give a certain Gift for all of them, in order to highlight an aspect of the chronicle you planned. For instance: Academy for chronicles about: o Spies from different agencies and branches, who compete and cooperate o Students of a certain institution or members of a same supporting organization. Affluence for chronicles about: o Epic heroes with no time to waste on mundane affairs. Archetype for chronicles with: o Inexperienced players who need a model and some direction before they can create their character; Bloodline for chronicles about:

7 The House Wins!

or how to deal with the rules of the game

o Supernatural creatures hidden among our society. o A world without humans or with them as the enemy. Fame for chronicles about: o Experienced heroes dealing with large crisis. o Political games of power and influence. Homeland for chronicles about: o A land full of myriad realms with distinct flavor. o A group of characters from the same profession, in order to maximize individuality. Magic Gift for chronicles about: o Magicians surrounded by arcane mysteries and all too common violence and corruption. Marking for chronicles about: o A group of characters from the same profession and background, in order to maximize individuality. Social Connections for chronicles: o With a Narrator who wishes the players to have even more freedom to interfere with the setting. Social Status for chronicles about: o Political games of power and influence. o A society with rigid castes.

Dont give everything to your players or Gifts will be taken for granted! Carefully consider your options and alternatives. Try too to create minimum requirements for your group: how many protagonists can have Bloodline or Magic Gifts? What are the Magic Paths available? Is it advisable to have certain Archetype characters? b) Trait definition Reflect carefully if you agree with the descriptions provided, and if you dont, decide on what are the changes needed. The system will be as solid and harmonious as your Trait definition. You also have the option of completely rewriting the Traits so they can better fit your chronicle style. This is tricky and only recommended for Narrator with some experience in Ace. But, some ideas are too attractive not to be tried. Once you discern exactly what each Trait will represent in your chronicle you must review some aspects like Arts and Crafts. The final step is to assign and associate a suit for every Trait, where the secret of mechanics lies. The Formula guide The whole point of the Formula is to permit maximum freedom in character design. Keep in mind that the following directions mean not to restrict nor prohibit, but rather to guide and help players and narrators to define rich Styles, Traits, Gifts, Deviations, etc. a) It must be described in one or two conceptual words, which can inform a lot if it well defined. For instance of a Style:

Hunting tells about a very broad and perfectly functional Style Or In Relentless Hunting you already colored a very broad Style, telling something of it before you even describe it. b) Define it in one or two sentences. This may well be Aces strongest advantage: to allow you to come up and establish any advantage, perk or skill you can define. Following the example above you could use either one of the definitions below: Relentless Hunting: after years ensuring the survival of the tribe with game even during the worst winters, Mark became a skilled and tireless hunter. He can track and stalk animals in their home ground and swiftly kill and skin them using bow and knife. Or Relentless Hunting: Mark is a legend among bounty-hunters and is able to locate fugitive and debtors with surprisingly ease, counting with good contacts and simple detective methods. He doesnt stop at anything when on a hunt and is known as more than a little cruel and unscrupulous when bringing a quarry back, dead or alive. Both Styles have the same name, but very different uses. If you wanted you could use a single sentence for both, as underlined above but then you would miss flavor and detail. While the two sentences described more of the character, instead of simply saying what the character does. c) What Formula sentences... MUST have: A description of the ability, skill or advantage proposed. You are free to keep it simple if you want, as long as it doesnt end up too broad or vague. Ex: He can
track and stalk animals in their home ground and swiftly kill and skin them

A built in limitation will always be clear. You shouldnt worry so much on deleting those. They will make your character more believable and three-dimensional. A crafty or experienced narrator can uncover some never before thought of limitations in most Styles. Ex: He can track and stalk animals (never people) in their home
ground (not in alien terrain for them!) and swiftly kill (not capture or herd back!) and skin them using bow and knife (not traps or even a spear!).

SHOULD have: A complement of tools and methods to enrich your description. A good rule of thumb is to limit these by the Darkness Trait to how

many tools the character can use and Reason for methods. Ex: He can track and
stalk (two of Reason, so two hunting methods) animals in their home ground and swiftly kill and skin them using bow and knife (Two of Darkness, so to main tools). The player can choose to

somehow edit the sentence to long ranged weapons instead of bows, and the Narrator could demand as a toll the deletion of some positive part. Some background information on how or why the character learnt, developed or used the Style. And some adjectives and adverbs to portrait the style of your Style! Ex: Mark became a skilled and tireless (added to the Relentless and you have a nice character
picture) hunter. He can track and stalk animals in their home ground and swiftly (the player can still use this speed element to enrich actions description and hopefully earn some Fate bonus) kill

Maybe a quotation can deliver a lot of information and flavor quite nicely. Never rely solely on it though, since it can be pretty awkward to describe the ability properly. d) Beware excesses and overly broad Formulas. Exactly because Formulas can and should describe more of your character, they mustnt be too broad; good tricks for that are a) editing all and any out your sentences, b) add adjectives and adverbs. Thus, you wont end up with a: a. Fight Style, the ability to use any weapon to fight in all difficult situations and terrains. Also, for practical reasons they must not be overly long. Sentences with more than two commas maybe should be divided in two (or more!) sentences. We used to joke during play tests that Ace players best friend is a good dictionary or thesaurus. Use them, you wont regret it. With a little practice your character will mirror exactly your intentions and expectations, still preserving game balance.

c) How does a Hand affect a character? It reflects his adaptability, energy and inspiration for certain kinds of actions. People under extreme situations are not machines with regular results based on an average, and the cards in the Hand reflect that. More cards in a Hand tell of a resourceful person, able to perform heroic deeds, a higher degree of potential competence, and wits and coolness to multi-task. Lastly, it was observed that the hand often guides players a little in their role-play of mood and humor.

d) Connection between Traits and Styles To blur the distinctions between Traits and Styles is a common mistake. Traits should define by who you are and Styles what you do. The link between them rests in the characters approach to that certain skill or advantage; or how he does that. Never forget though that if players dont have a Style they cant add more than one card, even to a check favored by the Trait played. Also, if a Trait comes to zero (even through Scene Damage) no cards can be played based on it. e) How broad or specific can Styles be? You must mind and assess Styles according to their explanation sentences and its limitations and flaws. At first you must judge if the definition isnt too broad, and when it happens you can suggest the player to break it down in two or more Styles. An overly limited Style should never be discouraged, once it helps flesh the character out in finer detail. But the player must be fairly warned of its limitations. A striking example of broad yet interesting Style was:
Relentless Hunting: after years ensuring the survival of the tribe with game even during the worst winters, Mark became a skilled and tireless hunter. He can track and stalk animals in their home ground and swiftly kill and skin them using bow and knife.

Can a character fight in urban terrain with such Style? Yes! As long as he keeps his position of hunter and not prey. Can he hunt using any weapon? Not exactly! He should state and negotiate with you the proper list prior to the game. As observed the character flaws can be found on their definitions, you just have to analyze it carefully. And if supported by a good in-story justification, Styles can be really broad. You should also consider where, when and how the character learnt any Style during play, and if necessary veto it if there is no real explanation for those questions. f) Difference between Styles and Gifts Gifts are the potential to do things, advantages that enhance your chances of success or solid ties to people and groups the character had had prior to the beginning of the chronicle or that he has forged over its course. Styles are your character Trait dependent skills, abilities, and characteristics. However, consider that you can develop Styles that would simulate social ties, contacts, henchmen, wealth, spies, allies, and the like that are also Trait based, which implies they are direct result of your efforts during the chronicle. Narrators will find useful to define the options player will have for their Gifts when presenting them with the premise of Chronicle. Set up and list possible Bloodlines, Homelands, and Academies to flesh out the setting. Also, you may state your story demands certain Archetypes or that Magical Gifts will be somehow restricted. Some forethought in Social Status will help you to develop the social structure relevant to setting. And as helpful Gifts are for you, they will certainly be to your players while they lay down the basics of their characters.

g) What is a Gift Pool? Each one of the social Gifts (Academy, Fame, Social Status, and Social Connections) grants the character a specific and independent pool of uses equivalent to their total original Fate. These pools will only be renewed by the start of a new Quest and if by any reason the characters Fate is manipulated, the pools will suffer no effect. h) Academy Gift analysis: This Gift allows more rooted characters too have constant support in all their endeavors connected to their expert area. Describe its origin and nature in Formula. Once per point of Fate per Chapter (contrary to the usual Quest) the characters may add their Fate bonus to a check Modifier (see section 2.2) somehow related and performed with the Academys help. You can designate it as a source of Wealth with double the usual effects. i) Affluence Gift analysis: Always describe the range and nature of your Affluence in Formula. This Gift doesnt need to be specified as a source of Wealth, but instead confers three times the characters Fate as a bonus every Cycle of Wealth. You may use such bonus to purchase Treasures prior to the game, and you will still start with it as free cash when it starts. j) Archetypes Gift analysis: There are 8 possible Archetypes, one for every specific purpose of a face card; i.e. Defender (Jack), Trickster (Jack), Sage (King), etc. You excel whenever performing an action related to your Archetype in which you gain your Fate bonus. Once meeting such requirements you ignore the Trait of all face cards equivalent to the one defining your Archetype. Also Archetype features a Bond bonus equivalent to your total Fate score that your character may start with. You must assign these Bonds to Styles related to your Archetype. Reward this bonus again whenever a character gains a new Fate point. k) Bloodlines Gift analysis: Bloodlines appear to be really strong, but keep in mind that such characters will always face some form of xenophobic reaction and can never turn their back totally to their mother societies. Be sure to describe them shortly and present them ready for your players along with the premise of the Chronicle. Two bonuses of one of the following in any order, and with possible cumulative results. i. Direct Trait bonus, but without the Style associated to it. ii. Hardiness, a Trait defense against all attempts of damage, equaling the characters score in this same Trait or any other Traits value.

iii. Edge, an Trait advantage to all contested checks based on this Trait, equaling the characters score in this same Trait or any other Traits value. Two Lesser Markings that tells of the Bloodlines areas of excellence.

Important, dont forget that the Bloodline Markings enhance their Bloodline magic. Stronger and bulkier races may gain an Instinct bonus; not strangely this describes warlike and / or savage races. Hardiness against Instinct tells of a cold and civilized race, and / or an enduring and husky one. Such an Edge means a cold, alert, or highly warlike people.
Ex: Ogres, a brutal creature that stalks the wastelands in small clans and lives from hunt and plunder; widely known for their savage and cruel culture. Their fierce and ferocious temper marks them as peerless warriors. Ogres have the Power of Brutality. They have fierce demeanors and stout bodies, forged by untold generations of plunder and warfare. They have 2 extra Instinct points. Also, double whatever Fate bonus they may gain to maraud and weather.

Sophisticated, resourceful and / or shadowy races may earn a Darkness bonus; many of these races may have debased moral practices, but this is not a norm. Hardiness against Darkness tells of great bravery, resourcefulness and / or purity. Edge against Darkness means keen senses, great empathy, and quick reflexes or in fact a wicked and deceitful nature.
Ex: Goblins, mischievous small creatures who prowl the night and inhabit mines, so elusive they are often taken for spirits. Their lairs are littered with traps as dangerous and wicked as their words. Goblins have the Power of Trickery. They live in darkness and there they have seen terrible things, they also alter their environment to make up for their small size when confronting other races and are notoriously difficult to deceive. They have an extra Darkness point and Darkness Edge in Darkness. Also, double whatever Fate bonus they may gain to deceive and sneak.

Brave, pious and highly ethical races may earn a Light bonus; many of these races live in harmony with the natural world and produce great healers and artists. Hardiness in Light tells of people with unbreakable spirits and a very close connection with the divine and immortality. A Edge in Light shows great charm and holiness that change all who come in contact with it.
Ex: Fauns; originally a race of minor gods of nature and fertility, they are often pictured as youthfulseeming men and women of great beauty living in forests and other natural places. They have been portrayed to be long-lived and highly passionate artists. Fauns have the Power of Moon. They have great beauty, are nearly immortal and their performances often spell their audiences. They have a Light bonus of 2. Also, double whatever Fate bonus they may gain to hide and bewitch.

Advanced races may earn a Reason bonus. It implies in sophisticated tastes and extensive learning, inquisitive natures, rebellious minds, and / or great humor, which would mean an Edge. These traits plus the possibility of a magic resistant race would describe Hardiness in Reason.
Ex Gnomes are mythical creatures characterized by its small stature and subterranean lifestyle. They often resemble gnarled old people living deep underground and guarding buried treasure. Gnomes have the Power of Riddle. They may live for centuries and gather up a vast amount of knowledge, also their culture breeds in them humor and cleverness. They have an extra Reason point and a Darkness Edge in Reason. Also, double whatever Fate bonus they may gain in any attempt to elude and outwit anyone.

Also, every non-human must take a Vow concerning his race, culture, and people. The cost of such commitment must be discounted from their future experience, and as soon as the

first Race Oath is concluded another one should be taken. Adding to that, the price for any Bond with members of other races is always 1 more expensive. Lastly, mixed Bloodlines with human blood should gain only one of their Trait associated bonus and one of their Lesser Markings, adding to that they suffer the Bonding penalty with both humans and their other ancestry. l) Homelands Gift analysis: Simply allocate two Lesser Markings that must picture the essence of the nation, for settings where such differences are relevant. Also, characters can take Vows related to their Homelands without paying any Bonds to that. If combined, Homelands and Bloodlines can deliver rather potent characters, especially if coupled by Blood Magic. Be sure to describe the possibilities shortly along with the premise of the Chronicle.
Ex: British are an amalgam of conquering nations that settled and conquered the British Isle from the Norman Invasion onwards. Renowned for their unwavering courage and civility in face of adversity (and their terrible food and acid humor), this people have explored and conquered much of the world with their naval power, fearsome longbow men and knights, and zealous nobility. British characters may double whatever Fate bonus they happen to earn while beating the odds and keeping civility.

m) Fame Gift analysis: Always describe the range and nature of your Fame in Formula. It confers a Gift Pool based on the characters Light score (contrary to the usual Fate connection). Fame allows characters to sway crowds and force access to some advantages of the wealthy and powerful. Influence: invest one or more of your Fame points to a certain social and nonmagical Style and if it can cause Scene damage (to any and all Traits but Instinct) or Empower they will now be able to affect a group during that Quest. The size of the group is subjective and relative, based on, but not limited to: o 1 Fame point affects close friends o 2 Fame points affect colleagues o 3 Fame points affect acquaintances o 4 Fame points affect a club sized audience o 5 Fame points affect an arena sized crowd The checks however dont change and are still mundane and follow all regular Contest and Empowerment rules. Recognition: you can use one of your Fame points to access once one of the benefits of Academy, Social Connections, and Social Status for that Scene. Reputation: you can counter the effects of Social Status Hinder at the cost of one of your Fame points. If the opponent has less Status than your Fame he will suffer the difference as damage to it.

These effects must be justified in play and properly tied to your own sphere of influence during the narrative. You can designate it as a source of Wealth with double the usual effects. n) Marking Gift analysis:

Consider this THE last touch of customization of the creation process. Consider carefully if you wish to allow only verbs in the Marking description, or if you prefer it stated in Formula. Anyway, triple any Fate bonus you happen to earn related to it; while a Minor Marking only doubles the Fate bonus. o) Social Connections Gift analysis: Always describe the range and nature of your Connections in Formula. It confers a Gift Pool based on the characters Fate that allows players to create a Toiler SCC to somehow help the character. This support will be active for the rest of the Chapter, and new points can be spent to extend its length (one point more per Chapter) or relative power (one point more per rank above Toiler). They might remain present for the rest of the Chronicle, but they will only help actively and take chances for the character once activated. You can designate it as a source of Wealth with double the usual effects. p) Social Status Gift analysis: Always describe the range and nature of your Status in Formula. However, the specifics effects of this Gift will vary according to the Setting. The defining factor for Social Status is the Quest, it defines the length of effect, and when its uses are renewed. It confers a Gift Pool based on the characters Fate point that grants players the following abilities: Patronize: you may add your Wealth bonus related to this Gift to another characters Wealth score. Also, you may grant a character that possesses Social Connections a new use of this ability with a supporting cast character related to your area of influence. Hinder: you may reduce a characters Social Connections, Fame, Academy, or Social Status by your own Fate amount. Also, you may cancel one Wealth related Style income of a target per use of this Gift. Recognition: you can use one of your Status points to access once one of the benefits of Academy, Fame, and Social Connections for that Scene.

These effects must be justified in play and properly tied to your own sphere of influence during the narrative. You can designate it as a source of Wealth with double the usual effects. q) Can Wealth be gauged differently? Ace as it is evokes the conflict between mundane needs and heroic deeds, and characters must reach a compromise between how much effort they will devote to have a comfortable existence and fight for their Fate. If you decide this aspect isnt relevant you may state a monthly or even seasonal expenditure for life style maintenance. Alternatively, you can play with Treasure costs according to your wishes, doubling, tripling or halving them as you deem necessary. Just be sure to determine these price fluctuations to your story before and in written form in order to promote organization and fair play. By determining the economic particulars of your setting you can raise realism and / or coherence.

Ex: The Narrator determines that for this Chronicle the weight of bills and income will help build a mood of angst and hard decisions on whether one conforms to a luxurious mainstream life style or lives at the fringes of this same life, dealing with need and lack of comfort. The weekly life style cost remains. Also, he wants violence to be crude and personal, thus the purchasing and craft prices to all firearms are tripled! A gun of bonus 5 would cost staggering 15 of Wealth! Moreover, he wants to reflect the pervasive influence of digital technology and allows for very complex computer Treasures with 5 or even 6 functions, for half their regular purchasing and craft prices.

The Power of Wealth Money is probably the most successful idea of all time, and no one escapes or forgets it. Players will discover that downright rich characters might be as powerful as the greatest magicians, but in more subtle and indirect ways. Besides the obvious benefits of a luxurious lifestyles and access to whatever Treasures one can buy, they can influence society in very profound ways. Coupled with regular means and contacts, money opens all doors. Crash: simulate the effects of Social Status for a Scene at the cost of 10 of Wealth per Status Gift point required. Although, it doesnt confer you the Patronize ability. Bribe: causes one Scene Damage to Reason or Light per 10 points of Wealth invested once coupled with social Styles. Some SCC can be so bought, for a Scene or a Chapter. Access: a wealthy character can access any Academy, and use its benefits during a Scene at the cost of 1 of Wealth per Fate bonus awarded. Hire: as a rule of thumb you may use the services of a SCC as long as you pay their full Wealth score per Chapter of service.

7.2 To Ace It All! Key word: organization Most problems in this phase arise from doubts and arguments to what Trait should cover a certain action. For that remember the Player and Narrator Rules. Another common problem: players getting rid of undesirable cards in inadequate actions. You can avoid such inconveniences by setting and respecting the flow of actions, as presented: The player declares his intentions The Narrator states the base Trait for that action or simply deems the action not worthy of a Draw. The player justifies the use of any Style and Modifiers involved, under the supervision of the Narrator. The cards are Drawn and the player describes his action, minding the Players Rule. Based on that the Narrator approves or adjusts the Draw, rewards any Fate bonus involved and completes the narrative. In case of a contested action both contestants are advised to keep even the number of cards Drawn secret. Nothing should stop a player to inquire the Narrators reasons to Drawn certain cards or Styles used, as long as it doesnt slow down the scene pace.

a) How can I read the numerical results of Checks? For every 10 points achieved in the Check the character receive some successful step. The overall complexity and effort required to perform a certain task will indicate you how many successful steps are needed to accomplish it. b) How can difficulties be managed? The suggested scale of 10 to 100 works pretty well from the most regular tasks to the legendary or cinematographic ones. An action can be performed by a 100 result even if only slightly probable. However, experienced players can beat even that by careful investment, use of Bonds and Modifiers and a little luck. If you wish to avoid this as a current feature be judicious and careful in granting Fate bonuses and Bonds awards. But be so from the beginning of your chronicle and with all due justice. c) Disaster?! Yes, if somehow your check resulted in 5 or less your player must describe what kind of problem this critical failure caused. If the player cant come up with anything wicked or nasty enough, do the honors. Feel free to cause some Scene Damage as well, if needed. Some checks have a fixed and non-contested difficulty. In case a character doesnt beat the suggested difficulty by 10 points or less, you can assume he / she suffered one point of Damage in the main Trait related to the check for every 10 points of failure. The character also suffers one Scene Damage point in case of retry of a failed check. d) How can divisor and multipliers be handled? In any case (often found in Confrontation checks) in which there is a division, fractioned values should be rounded down. In case more than a single multiplier alters the same check, sum them up and then add the result as the final multiplier. e) Are there extended checks? By definition a check should cover all your efforts for a given result. These may certainly go beyond normal difficulty range, so some actions can only be achieved with careful planning, a good Hand, and a lot of cooperation. f) How relevant can Modifiers be in checks? All the effects of Modifiers depend on the players ability to turn the elements of the scenario and situation to their own favor. Some elements can be added, but unless you want players to abuse of these bonuses youve got to be very careful to provide a rich scene description! Everything you say can and should be used by the players to their advantage. g) How Character and Style Bonds affect the usual Draw? Bonded characters can contribute to the Draw as long as they respect the limits imposed by the character who received the Bonded card and performed the main check. However, such limit doesnt count to the Modifier cards, these abide by the number of cards played in the

Draw. In other words: there cant be more Modifier cards than Draw related ones. Style Bonds are used only to the character main Draw, and not to the Bonded characters contribution (which doesnt add anything but the card itself) neither in any Modifier. Remember that during any Craft phase bonded characters can swap places altogether and do all the checks that endeavor. h) Can character create their Treasures? How should I handle its potency? Check section 2.3 Generic Craft System for details. On the potency, award a value from 1 to 10 for the stated item; but keep in mind that such scale must apply for all items and thus bear in mind a convenient proportion. As a matter of fact, as long as we keep bonuses rates subjective to the Narrator, he will be able to adjust the relevance of certain items in the chronicle. Lastly, the suit associated with the bonus is not usually relevant, unless for flavoring purposes. i) How should Hazards be handled? A Hazard is a disease or poison, which has a related potency (suggested from 10 to 100) and cause damage, usually to Instinct and sometimes Reason. Such damage can be either Real or Scene, but unless the source of the damage is healed more damage might be delivered. The potency indicates the difficulty to resist, heal the damage caused by, and to purge the disease or poison even magical ones; some hazards inflict a Symptom in case the target is affected. One can craft poison using the regular rules, just divide the potency per 10 in order to determine the target number for the crafting checks. j) How should traps and natural hazards be handled? Setting the trap requires a simple Darkness check, the character responsible for setting the trap must divide the final result between: Camouflage: the difficulty of the opposing Instinct check to discover the trap before it springs. Complexity: the difficulty to disarm such a trap once and if discovered, which requires a Darkness check. Quickness: the Initiative of the trap, a character that beats the trap is able to put up a defense against the trap damage. Damage: the overall Real or Scene damage caused in any Trait but Light. A tip on the dealing of cards: sometimes you may tamper directly in the pace and mood of the game by adjusting the cards the characters are about to draw. Consider the following example: characters decide to take a time off and go to a night of festivities; you may reward them with an optional Draw (up to the limit of Light, for example) and shuffle the deck so the majority of the cards on top of the pile will be Light ones. Try to be fair and imaginative! 7.3 Confrontation Key word: drama.

If you have mastered the flow of action resolution, confrontation should not be really harder. Organization is also very important, but here you must pump up the pace and raise the dramatic stakes. Most confrontations should be charged with tension due to the very real risks involved. Also, a description rich confrontation will lead to a more plastic scene and successful narrative. On the mechanical level, be very careful to organize the cards drawn by their purpose. Once characters start to take multiple actions in a given Paragraph there might be a good number of cards on the table. However, the flow of actions is very similar to the action one. Initiative is solved as a simple action The Narrator determines the base Trait used for the confrontation. Whoever lost the Initiative plays his intentions (not necessarily actions). The cards are drawn and justified according to the Characters Rule, and any Adjusts are performed. Based on that the Narrator approves or adjusts the Draws, and rewards any Fate bonus involved. Results are calculated. The process is then repeated for the other involved parties in crescent Initiative order. o Some actions may be cancelled due to the intervention of those with better initiatives who opted to Adjust. These actions cant be changed in nature, but either lost or weakened. Once all involved have their actions resolved the Narrator describes the overall Paragraph action flow. All replenish their Hands, the Narrator inquires about anyones wish to dispute the Initiative again and a new Paragraph begins. Once such flow is mastered the pace can be really constant at much less effort than you may think needed at first. For the unwary Narrator: by the end of a Paragraph you will really have a backwards rule resolution of the Paragraph actions, hence the final description of the Paragraph scenes importance. Anyway, most confrontations wont last more than two or three Paragraphs. a) Can a character perform multiple attacks or defenses? A character can put multiple defenses or attacks to different Traits or different forms of damage. In single confrontation, players cant deliver multiples attacks of the same type against the same Trait of the same target. However, they can and should diversify their attacks to Scene and Real damages of whatever Traits they can target. b) How can I handle multiple opponents? Be ready with quick descriptions (Traits and Styles described without the sentences) of opponents in individual and Group forms. The Group should be readjusted in its Hand and Traits if each of its members is taken out individually. c) Are ranged weapons just another Treasure? In case of ranged weapons are employed the characters gain the advantage of setting up an Ambush and so automatically win any Initiative contest. But only as long as he keeps the distance from melee opponents, which requires Ambient and Strategy checks to impose a

barrier that opponents must overcome before they can engage. There are some different weapons that can be used like that: A hand held throwing projectile, such as javelins, spears, knifes, axes and the like, may enable the user to put up some Defense on the paragraph of a ranged attack. Finally, they can only target a single or ganged up opponent per Paragraph. Bows and crossbows deny their users the ability to properly put up a Defense, but ignore their foes Offensive checks striking directly at their Defense, if any; exception taken in case of enemys far ranged attacks. Every firearm can pierce armor and shields; thus ignoring any protection of such a value equal or smaller than the firearms Treasure value. As in throwing projectiles they can only target a single or ganged up opponent per Paragraph and as in bows and crossbows they ignore their foes offensive checks striking directly at their defense, if any; exception taken in case of enemys far ranged attack Rapid fire allows attacks against multiple targets or Groups in a single Paragraph, besides all cumulative firearms bonuses.

With the exception of hand held throwing projectiles, all the other Treasures falling under these rules have their price doubled. d) Do bulky Treasures cause encumbrance to characters? In case of heavy gear you may assume the Treasure value as penalty for other checks. For instance, an armor of 8 of protection would cause an equivalent hindrance for a character trying to swim, or sneak around. Such bonuses might be counterfeited; characters just have to pay for it in case its possible and available at market. e) Advantage of characters with two weapon attacks and shield and weapon: They need a specific Style that enables them to fight so, and then apply the Treasure bonuses together to the same attack. Shields will stack with armor for a passive defense, or can be used as defensive separate action with the single purpose of impairing the incoming attack. f) How can area damage be dealt with? The damage is inflicted in everyone in the area equally. Without the clever use of Modifiers most people will certainly die or be maimed once targeted by a grenade blast, for example. Besides that, the attacker can only improve the damage (in case it is caused by a Treasure) with the use of Strategy or Ambient checks. g) How can passion and romance be translated in game terms? As usual there are several ways for this, depending on the Trait targeted. By Empowering someones Instinct a character can seduce and raise passion. In case this adds more points to Instinct than the target has of Reason, the final result might be a raging lust and passion as dangerous as its fickle. By the same token, a character can reduce ones

Reason in order to achieve similar results (or at least awe) or facilitate the seduction attempt. By Empowering someones Light for romantic purposes a character can evoke such a warm hearted feeling as to be confused with love. If a character receives as many points of Light as it has of Reason and Darkness added together of the course of a Quest the target will be addicted to the character or in love. Such state must be maintained continuously or the magic is gone and may very well turn to hatred or despise. The Light of a character in love is considered one higher for all intents and purposes. It fades thought, if even one Chapter is spent without any point of Light raised by the loved one. In both cases the character who raised passion has a bonus of 10 for further attempts to Empower the target, once the first point was raised. Also, in both cases for every point raised after the first the targets Darkness is considered one lower for the character. Strange as it may sound at first, all characters may have reasons to resist and avoid such Empowerments. 7.4 The Arts Key word: mayhem. Can you imagine drawing a tune from a flute using the furious winds of a tornado? Welcome to Aces magic: unpredictable and mighty as a tiger and dangerous as riding one. a) The in game sequence of casting should be organized as follows: The Magician declares his intentions and through what Style(s) the spell will be performed. The Narrator states if the situation requires a Spontaneous or Ritualistic casting. The Magician justifies the use of any allowed Modifiers, under the supervision of the Narrator. The cards are Drawn and the Magician describes his action, minding the Players Rule. In case of a spell using a Joker, the Magician provides the proper Chaotic Backlash description. Based on that the Narrator approves or adjusts the Draw, rewards any Fate bonus involved and invokes Consumption for the Chaotic Backlash, if needed. The spell potency and Reach are determined and the action takes place: resistances are tested, target(s) affected, and the Magician suffers whatever damage the casting might provoke. In case the spell lacks a target when it strikes or it effects the target(s) and there is still any potency left, the Magician has to describe the effect of the Backlash or suffer Consumption. The Magician recovers any eligible cards. b) Why is Spontaneous magic so dangerous to be cast? Or, why Ritual casting is so much better?

Ritual casting allows for the use of Modifiers and Investiture, so magicians can use regular cards and even Wealth, thus such spells are more potent and relatively safe from Backlash. Also, if a character plays a Jack and the characters Hand is replenished before he unleashes the spell, more cards could be added to this casting. Spontaneous casting cant usually count on the luxury of Modifiers. Also, it is alarmingly dangerous because in the case of harmful spells effects, the damage that exceeded its usefulness (brought the target[s] to zero in one or more Traits) generates Backlash and possibly Consumption. Both pose a serious threat in a pitch. c) How intense and extensive should Backlash and Consumption be? Backlash and Consumption relate to potencys leftover after a target suffers the full effect of a spell. Ultimately, it will be as flashy and destructive as you story demands. In any case the results must be closely tied to the potency and description of the spell, use the Reach of cards for further elements and hints of the extension of the effect. For Backlash use Scene Damage and for Consumption use Real Damage threatening all Reaches of the spell. d) In case spells intersect who is responsible for the Backlash? The player with the strongest spell must narrate Backlash. If the 10 seconds rule is broken it falls to the next player in the descending line of power to narrate it, but now as Consumption. e) Can Modifiers add face cards and magic Reach to castings? As long as players provide proper narrative of the reasons and particularities of such powerful Modifiers, the Narrator is free to allow it. Beware abuses of repetition of rare elements and the like. f) How are Groups affected by magic? When a Group is affected by a spell you must divide the spells potency by the number of characters in it. Unless otherwise explained below: King affects the whole area and all in it must try to put up a defense. However, these effects can be resisted by all characters of affected Groups, meaning that the potency of the spell should be divided by the number of elements in it before the resistance. Queen affects a group of people with the total potency of the spell. Only so a magician can target a Group directly. o If you combine both Reaches all groups in the given area will suffer the full magical effect. Ace affects the target(s) in more than one Trait, dividing evenly the spell Potency. This is the only circumstance where a character or a Group can put up more than one defense against the same offensive. g) How can the Jack be used in spell casting?

Jack expands the duration of the spell, in case of damage it will harm or heal its targets once per paragraph (usually a terrible death sentence) and all secondary effects will remain active as long as the spell lasts. It also enables casters to improve a spell after the cards are shown, but before it comes in effect. In addition, a spell cast with Jack(s) may have their start postponed during the time Reach. h) Can Flowing Magic be further explained? It deals with any form of life force and soul matter. Flowing can be channeled to onceliving forms or transferred to vessels, locations, and different people. Through it, you can cause diseases as well as heal broken bodies. However, you cant affect the mind or expand your senses. A Flowing magician can serve as a vessel to a long deceased spirit to gather up information, but he wouldnt be able to simply see and talk to it directly. You can Empower targets using magic, as described in 3.5, but with the difference that the bonuses durations is determined by the Reach of the spell and they arent consumed if the magicians maintain the spell active. Alternatively, harmful effects can both cause direct damage (in the amount of the value of the magic check) or inflict physical Symptoms that can only be dealt with once the check value is beaten by healing checks. Also, consider the regular healing rules (see section 5.6 Healing & Recovering) but with instantaneous effects and with multiples attempts permitted without any time constraint. i) What are the limits and uses of Charming? It deals with thoughts, ideas, sensations, and emotions. Charming can imprint or send these to any one within your sensorial range, even falsifying sensations in form of illusions. However, these wont affect anyone watching the scene through electronic means and out of your sensorial range, unless stated otherwise by the Reaches of Magic. Charming is pretty much straightforward, your check value must be resisted by the target or the effect will be fully felt; all other variables are covered by the Reach of the cards played. Alternatively, you can assume that every non self-destructive command or suggestion you issue will deduct respectively the targets Light or Reason score from what was left from the spells potency after the resistance. j) What are the limits and uses of Divination? Divination deals with the acquisition of information through any direct means, unbound by time, space, or human limitations. Please note that it cant alter such information, which would be handled by Charming. To mechanically handle Divination is trickier than all others. Usually the potency of the spell will indicate how difficult it is to be perceived and resisted. By definition its range cant be measured numerically, but anyone under such surveillance can try to perceive it with a similar Reason check and then resist it with a reflexive Light check. Divination spells are limited by the following Reaches:

Jacks measure the time span achieved, both past and future, in terms of story blocks, but with an increase of one of such blocks. (I.e., see an event that happened a Circle in the past from the actual Paragraph would require two Jacks) Kings determine how far you can extend your senses in terms of relative distance. (i.e., find someone in a town would require three kings) Queens measure the relation between someone (or something in his possession) you have within your sensorial range that could serve as link for the spell (i.e., remote seeing the magicians brother would require a Queen independent of distance) Aces can be changed to any one of the purposes and uses explained above, chosen by the time of casting. The only limits left are those of the Style or Gift.

k) What are the limits and uses of Conjuration? Conjuration is the flashiest of all magic; dealing with energy and / or creatures from out of nowhere; it tears the space to allow passage and alters the world with not-so-subtle strength. Measure a summoned creature taking the potency of the spell and convert the result in Bonds to create an instant Companion, using the Bonds in any and all regular ways. The creature lasts until destroyed or dismissed by the magician. Lastly, if any Jacks are present in the casting the duration of the effect is expanded as usual and if any Queen is present in the casting the number of summoned creatures is multiplied by the magicians Reason, for every Queen played. Portals and the like can be done using the K and converting any A into Ks to determine how far you can travel (according to the Ks usual Reach). Adding to that the Qs determines how many people can go through it and the Js determine how long the portals last or to point in time the portal leads (in case the Style support such uses). All other forms of energy are directly determined by the potency of the spell and its Style. l) What are the limits and uses of Branding? Both subtle and extremely potent, it deals with fate and fortune. While it cant change the world by itself, Branding rules over the actions of others; thus redefining history and shaping the world. A Branding magician has power over any form of checks, influencing them directly. They may also empower or damage Fate, impose Oaths and even Quests; always with a difficulty of 10 per Fate point manipulated. In its finest practice, the magician states a Curse or Blessing upon a conditional and defines its intensity. From that point on whenever the conditional applies the intensity works as a bonus or penalty for the character(s) or place(s), deducing this value from the overall spell potency. Jakes work with their Reach improved by one block, and Aces can be changed to Jakes. m) Blood Path analysis:

The Blood Path can become extremely potent in the hands of a crafty player. After all, he can enchant regular actions related to his Bloodline (and maybe also his Homeland or Marking) from the start and with an investment that will benefit other areas besides spell casting. The point of balance is that such character seldom gets out of this frame and can only evolve by investing in the stereotype of his Bloodline. Thus, its predictability outweighs its initial strength. Unless, the character decides to invest in Markings and personalize his Blood Magician, but then the difficulty of expanding the casting options again balances the benefits gained. n) Excellence Path analysis: This might be the last Path to magic in a world where it is dying. The examples of possible choices for areas of Excellence are numerous: music, martial arts, tinkering, hacking, alchemy, oratory, etc. Their magic is highly flexible and strong, even if ultimately confined to the chosen area. Often they lead lonely lives due to their unceasingly pursuit for perfection. Their magic is as useful as the ability related to it. They alone can use Modifiers and Investiture fully once casting spontaneously. A veteran Excellence magician is invincible in the chosen field, but outside it the magician becomes both less useful and less willing to act. Their Anomie is both crippling and restrictive in story terms and collateral effects and summarizes the Path dilemma: the exchange of ones freedom for power. o) Miracle Path analysis: Miracle workers can weave rather strong magic unbound by their Hand and with absolute freedom. They count on useful social ties to a group that more often than not see them as paragons of their faiths virtues. These magicians are unpredictable and focused because they must be so. All these power comes at expense of their regular lives, since their devotion to the church and its dogmas must be total. Also, they will regularly crave Fate points more than any other character; by using these points to fuel magic they loose Hand flexibility and capacity for recovery. Befitting zealots and fanatics, they will wish to advance their Fates as fast as possible since it is their only fuel and power limitation. Besides, their Vows will be probably constantly renewed to open new Fate points to be used; since the first points to be lost are those connected to their Vows. All spells must serve the faith or church somehow and if their description doesnt fit the deity nature you are free to waste the points invested without any effect. Heavens dont always listen to prayers, to pious peoples dismay. p) Paradigmatic Path analysis: These are the common staple magicians of fantasy and horror fiction, people who bend and weave magic through careful rituals and hard study. They are fittingly powerful and diverse. Although limited by the use of their Styles Trait face cards to start a spell, they are in condition to buy several Magical Styles over the course of the Chronicle. Overall,

Paradigmatic mages have good chances of outshining other characters with alarming frequency. However, a character has to devote fully to the Arts to become effective; with an initial investment of two Gifts AND a Style to cast even the simplest spell leaving them unbalanced and overly specialized. q) Wild Path analysis: Wild magicians can be rather potent with little investment, since they can already cast a few spells with only a Wild Magic Gift. They tend to specialize in one of the Magic Styles and develop it through their career, becoming frighteningly strong on that. Wild Magic is better suited to stressful situations than Paradigm due to its flexibility to start and cast spells with the Joker and with face cards of suits other than that of their Magic Styles and quickness since this magic doesnt alter their initiative. The point of balance lies in the difficulty of acquiring new basic Magic Gifts. Wild Magicians also risk their lives and sanity in the very real danger of casting spells. On the other hand, since their Magical Styles reflect their Wild Magic Gifts they can always add the Fate to a Magical Style Draw. Wild Magic comes from within, so no Modifiers can help the character, but for Initiative Modifiers due exactly to this very reason. 7.5 Casting Key word: originality No matter in what setting or genre the SCC will be the deciding factor on the success and longevity of your Chronicle. They define the depth and the flavor of the story as much as the Protagonists and the investment in energy, creativity and detail will generate unexpected revenues with your players. But beware clichs! Although it was simply a good overused idea at first, it might cause all kinds of inter references that disrupt and disfigure the Scene and its intended purpose. So, experiment and surprise your players or else! a) How to handle suggested punctuation: The values shown also cover the SCC Fate, with all proper Gifts, plus twice their Hand in Bonds for customization. Thats the reason why the values escalate quicker above Ace status, referring to powerful SCC able to extend their influence everywhere. b) What is the Dramatic Castings purpose? You should use them as a powerful narrative tool, enabling you to control and set the proper tone for your players Chronicle. This is their story and nothing fairer than adding further elements to strengthen this statement. Mentors and Paramours can reward Protagonists with knowledge, solace, and support. However, distribute Light damage in case they are terminated.

Nemesis and Rivals push Protagonists forward and threaten everything they hold dear. So, consider affording some Instinct and Light empowerment bonus if they defeat their Nemesis and beat their Rivals. c) How often should they appear? At least one of them should be present per Chapter, as they are one of the defining factors of Bond rewarding. Avoid crowding your Scenes with too many vital characters, remember that the players characters are after the all the Protagonists. d) How powerful can Companions become? It depends on the nature of the Companion and the needs of the story. You and your narrative are the only limits to how powerful they might become, beside the obvious (steep) Bonds cost. In settings where magic is present, character can create servants magically, and upgrade them from humble imps to mighty bodyguards. There can even be entities formed by a group Bond investment, such as totems or egregoires. In settings where high technology is present, character can craft items that are so complex and powerful to the point of self-awareness or any form crudely resembling so. If you deem the craft system (described in the section 2.4) too simple to describe the investment of energy and creativity needed for the proposed item, feel free to have players invest Bonds to describe their multipurpose creations. 7.6 Evolution! Key word: meaning. What is the point in becoming almighty, renowned, and rich beyond measure if it was all for no clear goal? This chapter offers the tools to keep track of characters progress and development. Their experience can be measured in the following ways: Trait evolution: in which characters become more potentially powerful. Style evolution: in which characters become more efficient in what they do or more resourceful and learned. Hand evolution: in which characters become more heroic, adaptable, and persistent. Character Bond evolution: in which characters become more able to interact and cooperate with chosen allies. Style Bond evolution: in which characters become more specialized and skilled in one chosen area of expertise.

None of these improvements should come from nowhere or without in-story effort and reasons. Players may try to invest most of their earned Bonds in one of such ways, but in the end playability and balance are not harmed at all by such specialization. However, these are just mechanical

measurement tools it should be always clear that the objective of each and every character should be their story development. The Fate rewarding system is the real pace control and reward system of your game. Through it you can help players develop continuously their stories and goals, and really reward their efforts in the desired direction. Naturally, it can and will take as long as you wish from one point of Fate to the other. Just beware so Fate statements are always achievable and never too broad; always keeps players striving for something. Warn your players in advance that some Fate statements might isolate them from the plot and / or the group and try to weave tales around characters Fates. Other relevant questions may be: a) Can characters adhere to more than one Vow? As long as the character has Fate point to invest he can abide by any amount of such obligations. 7.7 - A Dirty Job Key word: Question There is no doubt that the Narrators task is daunting and complex. However, Ace tries to present new solutions as well as new challenges. If you wish to highlight the experience and the systems differences, you should focus on the following points: Its important to always ask how the player wants to achieve a given result and why of the use of Styles, Traits and Cards. This will keep them alert to the game and more aware of their characters capabilities and means. Inquire players on Scene details related to their charactercs: clothes, mood, surroundings, soundtrack, and everything else that wont be on rules way. It is important that they visualize their characters in the settings suggested. Dont resort to violence to heighten the drama frivolously, unless the players / characters wish so. Ace can be pretty lethal! Remember that you have all the tools to make characters oppose and overcome opposition by different means. Magic in Ace differs from magic seem elsewhere in which it isnt always useful and more often than not quite dangerous. There is no small magic. Take care in that the chronicle must be an organic development of the characters Fates interconnections. Your job is to provide an interesting stage and relevant antagonists, not (at least not anymore) to build up a large story in which to insert the characters.

The apex of a Narrators career is when people gather and spend time having fun and all exchange tales, anecdotes, and memories of a successful chronicle long after its ending. Sometimes, these talks stick to damage given or received, critical success or failure. However, keep in mind our goal here is to make people remember instead plastic scenes and deeds, uniquely developed characters, and a clear and grand saga. Have fun! Douglas Santana Mota

dsmvites@hotmail.com 23/12/08

21.

ACE
Age: 32 Campaign: Concrete Wild Birthplace: Newfoundland, Canada Traits

Name: Talbot Hagson Player: Attila

Reason: 4

Darkness:
3

Fate : 3

Light: 1

Instinct: 3
Reason Styles: a versatile intellect, able to deal rapidly with threats and highly competent in long term subtle plotting. Reason Research Style: The ability to search for data from a variety of different sources and solid methods of theory development and knowledge acquisition and storage. It stems more from a cold analytical mind than proper academic training. Reason Cyber Warfare Style: He was at the forefront of governmental sponsored cyber law enforcement. He is familiar with hacking and ciphering applied to surveillance and electronic sabotage and spy craft. Reason Invasive Surveillance Style: Since early childhood he has used secrets as tactical weapons to create space and distraction for his own maneuvering. Those skills were honed and put to use by expert training on law enforcement on gathering data using the best

modern forensics and spy craft have to offer. Maniac Instinct: he never lets his guard down to any situation or person and always expects to find his enemies pawns or influence anywhere. He is ready for them! Instinct Urban Violence Style: Talbot has worked and lived in the worst urban blights, both crashing the door, gun in hand to bring law to the darkest hellholes and fighting drunk in bars a few blocks away. Thus, he has got a knack to deal with violence using crudely firearms, improvised weapons and a great deal of malice to deal punishment in a fight. Instinct Paranoid Alertness Style: He has always been surrounded by enemies, even when amidst family! So, he has got a measure of alertness and observation of minute details and patterns to reflect his constant vigilance and siege mentality. Cold Light: a bitter and ironic man, whose lack of purpose in life brings him close to depression. However, he keeps fighting on out of spite for his enemies, if not for anything else. Darknes Styles: a resourceful man, with many useful gifts involving sharp social skills and ultimate familiarity with cutting edge technology. Darkness Invasive Surveillance Style: Since early childhood he has used secrets as tactical weapons to create space and distraction for his own maneuvering. Those skills were honed and put to use by expert training on law enforcement on gathering data using the best modern forensics and spy craft have to offer. Darkness Elegant Burglary Style: Skills needed to break and sneak in (and out!) places unseen and without any trace of his passage, learnt both investigating criminals and being one. Predator & Prey Fate: Talbot was raised in a family dedicated to some obscure sylvan entity that demanded sacrifices, both personal and literal. Talbot has never given free reign to his passions and opposed fiercely the strange practices of his family and somehow has kept his sanity and independence through his youth. Thus, turning his back on the wilds Talbot embraced modern life fully and became an urban predator, after threading through both sides of law. Now, he fights to have absolute control over his destiny, bowing to no one. Obsessive Control Marking: Talbot is always driven to retain some form of control over a situation and himself, wrestling it from his enemies by any possible means Law Enforcement Intelligence Social Contacts: after spending years climbing federal jurisdiction academies, Talbot reached the conclusion that no matter how talented he was he could never devote his life to obey superiors orders. He left in amicable terms and remains their private option when some surveillance job too sensitive for official agents comes up Wealth: 17 maximum, actual 6. Associated Styles: Reason / Darkness Invasive Surveillance (7), Reason Research (4). Associated Gifts: Law Enforcement Intelligence Social Contacts (6). Treasures Surveillance Independent Device, 7: designed and assembled by Talbot transmit sounds, images or electronic data over a considerable distance or record a week of data collected. Multifunctional PC, 4 each: a crude computer empowered and enhanced for data

research, image processing and cryptography processes.

Casablanca 28
Digital Life From the end of the twentieth century on Mankind opened the unlimited doors of digital realms, vast and puzzling, where all the information flux sparkles with life. In these and all posterior societies information is regarded as a valuable commodity and control over it a terrifying power. Since it is an environment, and not simply a method or tool, actions can be solved in a number of ways and specialists in its lightning fast rules co-exist with their own virtual creations under the same rules. So, Action and Confrontation rules must be slightly expanded to this new world. The qualities of the ambient explored and all data graphic references will depend entirely on how advanced the technology is at the chronicles time. To all purposes we can deal with it as our own tridimensional space, but unrelated, wider, messier and faster than it, under the following rules: Characters will count only with their Reason and Darkness scores, with independent values for the digital environment. If Darkness is brought to 0 your system is exposed and possibly under third parties control. Darkness will determine your subjective processing and interaction power. If Reason is brought to 0 your system is crashed and overloaded and you might as well be confused or clueless on your critical status. Reason, be it by Styles and / or Treasures, will determine the subjective amount of information you might access or copy. Treasures, both hard and software, will enable and determine a variety of common actions. Programming Styles and related Treasures can be used in conjunction to boost digital Traits, thus increasing the characters abilities online. Traps are constantly present to detect, ban, and neutralize an intruder. Only an Enhanced Style would allow a character to put down Initiative, based on the Styles Trait.

Boosts

As technology strides in exponential speed in all fields Mankind uses more and more such advances to better, modify, and expand itself. Theres no way one can predict objectively where these technologies might led us to. We can only guess

There will be three umbrella terms for different kinds of Boosts: - Cybernetic: where machines of any size interact with organic elements, measured by Darkness. - Genetic: where the organic elements have their genetic codes somehow tampered, measured by Instinct. - Neural: where the plastic structures of the brain are modeled and altered, measured by Reason. How those effects are achieved is of no importance but their uses and effects must be described in Formula. The systems intrusiveness and depth of the changes will influence what will be modified or expanded. Superficial Boosts cause little fundamental change in a character, although their effects can be quite obvious enabling for action no human could performing without some sort of technology. They function as Styles. Complex Boosts enhance some aspect of the character basic potential and still allows or contains room for further Superficial boost. They function as extra Trait Point. Structural Boost alter character in their essence with radical yet subtle changes. They modify an existing Trait point and allow the Trait Formula to be expanded in one sentence.

Of course those advantages have a certain price, and it usually means more than simply the medical and hardware bill. There will be a monetary price, but also one in Bonds so to reflect the need for adaptation and sacrifice. However, if you have the best money can offer in medical and psychiatric assistance even the most profound changes might be easily overcome. A character can always swap the price in Bonds for Wealth in a 1 to 10 ratio, but in any case the player must pay at least 1 Bond for the Boost. Alternatively, no Boost can be purchased for free and the lowest base price will be defined by the Narrator. Superficial Boosts cost 5 Bonds and they count to your Style limit per Trait. The character always suffers 1 Real Damage in the relevant Trait. Complex ones cost 10-20 Bonds (depending if they come with associated Superficial Boost Style[s]) and they contribute to the characters Unbalance. The character must have their Traits empowered to its new value by the technician responsible by the Boost. Structural ones 10-20 Bonds (depending if they come with associated Superficial Boost Style[s]). The relevant Trait must be brought to 0 during the difficult installation process, with all due medical expenses and recovery time.

Most Boosts will also penalize their users with perennial maintenance expenses of some order. While Superficial Boosts only consume a simple amount of energy, the others require one tenth of the initial Wealth cost (both medical and technical) to keep it in running conditions. Otherwise, a cumulative penalty of the same value will mount up until the service is done. In case of damage the only really fragile system is the Complex one, which may be shut down in case the targeted Trait is reduced bellow the invested dot. The other systems depend on the well functioning of the Trait, and require repairs only in case a character is brought to 0 on that Trait, or

else they will simply shut down. Such repair costs one third of all medical costs to bring the character to full health again. In order to somehow restrict or properly describe the wide range of Boosts effects use the Reaches (of Magic, found in chapter xx) to describe it. Every Superficial Boost can use no more than one Reach in its description; any upgrade doubles its cost, limited by the total Trait value.

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