Editing Dogs with Cards
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= Dogs Play Cards, Too = | = Dogs Play Cards, Too = | ||
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Note: A drawn-out conflict between two people can use up 20-25 cards. If you have more than three players, you'll probably need two decks. | Note: A drawn-out conflict between two people can use up 20-25 cards. If you have more than three players, you'll probably need two decks. | ||
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=== Stats === | === Stats === | ||
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'''Acuity and Body''' | '''Acuity and Body''' | ||
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− | ''Acuity (Awareness) | + | ''Acuity'' (Awareness) describes how sharp, perceptive, alert, clever, quick, or knowledgeable you are--your mental faculties. |
''Body'' determines how big, strong, athletic, healthy, muscular, fit or coordinated you are--your physical faculties. | ''Body'' determines how big, strong, athletic, healthy, muscular, fit or coordinated you are--your physical faculties. | ||
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'''Heart and Will''' | '''Heart and Will''' | ||
− | + | ''Heart'' is your warm side. It tells us how compassionate, charming, empathetic, emotionally intelligent, enduring, and courageous you are--how effective your character is when he or she is being gentle, sensitive, patient, or disciplined. | |
− | + | ''Will'' is your cold side: your conviction. It tells us how strong-minded, stubborn, tenacious, or unshakable you are--how effective your character is when he or she is being aggressive, brutal, or staring death in the face. | |
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− | ''Will'' is your | ||
=== Traits === | === Traits === | ||
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* Regular Traits are like 1d6, 2d6, or 1d8 Traits. | * Regular Traits are like 1d6, 2d6, or 1d8 Traits. | ||
* Strong Traits are like 2d8, 1d10, or 2d10 Traits. | * Strong Traits are like 2d8, 1d10, or 2d10 Traits. | ||
− | * Significant Traits are like Traits that have 3 | + | * Significant Traits are like Traits that have 3 dice in them, and they can be of any "size", whether regular, troublesome, or strong. For example, 3d6 is significant, 3d10 is strong and significant, and 3d4 is troublesome and significant. |
− | '' | + | ''Example: Let's say you draw your gun. Draw cards for it normally, but also draw cards as though you brought a troublesome trait into play (for that extra d4).'' |
− | + | If you convert an existing character by the guidelines above, you may need to combine or remove a few Traits: a Dogs character could potentially have twice as many Traits as they should under these rules. You'll have to use your best judgement in those cases. | |
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− | If you convert an existing character by the guidelines above, you may need to combine or remove a few | ||
To make a new character, choose one of the following templates: | To make a new character, choose one of the following templates: | ||
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And: | And: | ||
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* One strong relationship | * One strong relationship | ||
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* One troublesome relationship | * One troublesome relationship | ||
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− | === | + | === Interesting History === |
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Distribute 7 points between the four Stats. Put at least one point in each. | Distribute 7 points between the four Stats. Put at least one point in each. | ||
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* One regular trait | * One regular trait | ||
* One strong trait | * One strong trait | ||
+ | * One significant trait | ||
And: | And: | ||
− | + | * One troublesome relationship | |
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− | * One | ||
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* One regular relationship | * One regular relationship | ||
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* One significant relationship | * One significant relationship | ||
=== Belongings === | === Belongings === | ||
− | All characters can also | + | All characters can also have belongings. By default, you may start with: |
* One troublesome (crappy) possession. | * One troublesome (crappy) possession. | ||
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== Conflicts == | == Conflicts == | ||
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− | When a conflict comes up, draw one card for each Stat point that applies | + | When a conflict comes up, draw one card for each Stat point that applies, as per Dogs rules. |
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Also draw cards for any applicable traits, just as you would add dice in Dogs. | Also draw cards for any applicable traits, just as you would add dice in Dogs. | ||
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* For a strong Trait, draw two cards but only keep the best one. | * For a strong Trait, draw two cards but only keep the best one. | ||
* For a Trait that's significant, draw twice as many cards, but follow the same rules as usual (e.g. if it's a regular trait, just draw two cards, but if it's a troublesome Trait, draw four cards and keep the worst two). | * For a Trait that's significant, draw twice as many cards, but follow the same rules as usual (e.g. if it's a regular trait, just draw two cards, but if it's a troublesome Trait, draw four cards and keep the worst two). | ||
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− | Aces are low, face cards are worth | + | Aces are low, face cards are worth 11 points (i.e. a face card beats a Ten). |
To ''Raise'', push forward one card. | To ''Raise'', push forward one card. | ||
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You ''Take the Blow'' if you decide to See with two or more cards. Draw that same number of cards from the deck (face down) and set them aside--that's fallout. You'll have a space on your character sheet to leave talking fallout, physical fallout, etc--separate piles for each. | You ''Take the Blow'' if you decide to See with two or more cards. Draw that same number of cards from the deck (face down) and set them aside--that's fallout. You'll have a space on your character sheet to leave talking fallout, physical fallout, etc--separate piles for each. | ||
− | You ''Reverse the Blow'' if you can See with a card double the value of your opponent's Raise. You get to keep that card if you want to use it for your next Raise | + | You ''Reverse the Blow'' if you can See with a card double the value of your opponent's Raise. You get to keep that card if you want to use it for your next Raise. |
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== Fallout == | == Fallout == | ||
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Take all the remaining cards and combine them in a second pile, on the right. This is your Fallout pile. | Take all the remaining cards and combine them in a second pile, on the right. This is your Fallout pile. | ||
− | + | '''Experience Pile''' | |
If you have two or more red cards in your Experience pile, you get Experience. | If you have two or more red cards in your Experience pile, you get Experience. | ||
− | + | '''Fallout Pile''' | |
Take the highest ranked card in your Fallout pile and read its value: | Take the highest ranked card in your Fallout pile and read its value: | ||
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'''Dying''' means you're done. | '''Dying''' means you're done. | ||
− | '''Mortally Injured''' means that you must win a healing conflict | + | '''Mortally Injured''' means that you must win a healing conflict against the cards in your fallout pile or die. You also choose 2 options from the Long-term fallout list, below. |
'''Injured''' means you must choose 2 Long-term fallout, and you may be in need of medical help: draw one card for each point of Body you have. If you can't match your highest fallout card, you're in need of medical attention! | '''Injured''' means you must choose 2 Long-term fallout, and you may be in need of medical help: draw one card for each point of Body you have. If you can't match your highest fallout card, you're in need of medical attention! | ||
− | For a healing conflict, draw the healer's Acuity + your Body vs. all the cards in your fallout pile | + | For a healing conflict, draw the healer's Acuity + your Body vs. all the cards in your fallout pile. |
+ | ''Note: in regular Dogs, you add Demonic Influence to this, too. If healing conflicts feel too easy, add some cards along those lines. The best way would be to treat Demonic Influence as a single Trait (just as it is in regular Dogs, really). Something like this:'' | ||
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+ | * ''1d10 - regular'' | ||
+ | * ''2d10 - strong'' | ||
+ | * ''3d10 - significant'' | ||
+ | * ''4d10, 5d10 - significant and strong'' | ||
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'''Long-term fallout''': choose one option from the Long-term fallout list. | '''Long-term fallout''': choose one option from the Long-term fallout list. | ||
− | '''Short-term fallout''': choose on option from the Short-term fallout list. | + | '''Short-term fallout''': choose on option from the Short-term fallout list. |
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− | == Miscellaneous Conflict Stuff == | + | === Miscellaneous Conflict Stuff === |
NPCs and fallout: Remember the option to keep a card for a followup conflict: when an NPC takes fallout we don't really care about, the GM should give their highest fallout card to anyone initiating a followup conflict. | NPCs and fallout: Remember the option to keep a card for a followup conflict: when an NPC takes fallout we don't really care about, the GM should give their highest fallout card to anyone initiating a followup conflict. | ||
Cutting your losses: if you give, you get to keep your second best card (still on the table) for a followup conflict. (Note: Maybe it should be just your best card?) | Cutting your losses: if you give, you get to keep your second best card (still on the table) for a followup conflict. (Note: Maybe it should be just your best card?) | ||
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== Fallout Options == | == Fallout Options == | ||
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=== Short-term === | === Short-term === | ||
− | * | + | * spend time alone |
− | * | + | * treat a trait as troublesome for the next contflict |
− | * | + | * subtract one 1 from a Stat for the next conflict |
− | * | + | * (maybe "discard your best card in the next contflict" is easier than "-1 to a Stat"?) |
=== Long-term === | === Long-term === | ||
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* make something you already have troublesome (trait, relationship, or belonging) | * make something you already have troublesome (trait, relationship, or belonging) | ||
* make a troublesome trait significant | * make a troublesome trait significant | ||
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