intimately connected
with another character (ie: a sexual or familial
relationship)
Rule 3: CHOOSE A
REDEEMING QUALITY
Third, despite a
societal status as a "bad person," the character must possess a
redeeming quality that keeps him from sinking so far down
into the gutter that he can't pull himself out. This
means a driving passion, close-knit ties to a family
(biological or self-made), or some inner code of honor or
virtue.
example:
Nico Greer's characteristics
Nico Greer is
a young
cop, on permanent disability from a shoot-out with men
working under the auspices of a major druglord in the
city. He's pissed-off, cocky and bitter about being
"gimped" by the perps. He's a Warrior bad-ass type now working
(against direct orders of course!) to find the guys who
wrecked his leg and his career. Despite being a total
bitter, bad-ass vigilante type, he's a good cop in his
heart
and will bend, but not break the law. One dramatic
high-point for this character will be when he gets the
opportunity to exact his vengeance. What will he
do?
Characters
(Part II)
For this stage of
character creation, each player should have a deck of
ordinary playing cards (52 cards, no Jokers). Remove the
so-called "face cards" (a Jack, Queen and King of each
suit) from your deck and place them in front of you. Set
aside the remainder of the deck.
The face cards
represent your character's abilities; their
fields of
expertise. In
Sex & Violence, there are only four areas we're
concerned with. These are listed in the sidebar to the
left. As you can see, each area is associated with a
particular suit.
As the main characters
of a gritty crime drama, the characters in
Sex &
Violence are
extraordinarily skilled in their fields of expertise.
Choose one field where you wish your character to be the
"best of the best." Now, place the King, Queen and Jack
of that suit in front of you. Place the other cards aside
(these are no longer needed for play).
If you wish for your
character to excel in two fields, you may do so my
sacrificing your King - remove it and replace it with
another Queen of a chosen suit. If you wish to excel in
three areas, you lose both your King and Queen and may
replace them with two Jacks of any suit. You may not be
proficient in all four areas.
example:
Nico Greer's fields of expertise
I decide that Nico
is going to excel in the fields of Violence (Clubs) and
Emotion (Hearts). He will end up with the following four
cards:
Queen of Clubs, Queen of Hearts, Jack of Clubs, Jack of
Hearts.
During the game, this
collection of cards is called the character's
sideboard.
Playing the
Game
So now you're ready to
play the game. Every player (except for the Game Master)
should now have a set of three to four cards face-up in
his or her sideboard, as well as a deck containing all
the numbered cards and the four aces. Each player should draw ten (10) cards
from their own deck. This is called your hand and should be kept hidden. You may
discard either your highest card or your lowest card and
draw a replacement. This discarded card is then shuffled
back into the deck and play may commence. The reasons for
discarding your lowest or highest card is explained in
the section called Stacking your Deck.
example: my
hand
After drawing my ten
cards, I have the following hand:
Spades - A, 2, 4
Hearts - 9, 10
Clubs - A, 6
Diamonds - 4, 7, 7
I decide to get rid of that 10 and draw again. I draw a
3. The 10 is shuffled back into the deck and I'm read to
go.
Play progresses in
typical RPG fashion. That is, until a contest
occurs.
Contests
Whenever you want to
perform an action that deals in any of the four fields of
expertise, the GM will ask you to bid a number of cards.
The total of these cards is then compared to the top card
of your deck (aces count as 1). If your total is higher
than the drawn card, then you perform the action as you
see fit. If the total is not higher, the GM will inform
you of the consequences. In the event of a tie, the
outcome of the action becomes unknown or
inconsequential.
Depending on your level
of expertise, you may bid from 1 to 4 cards at a
time:
No expertise (no
appropriate face card): Maximum bid of 1 card from you
hand
Jack-level
expertise:
Maximum bid of 2 cards from your hand
Queen-level
expertise:
Maximum bid of 3 cards from your hand
King-level
expertise:
Maximum bid of 4 cards from your hand
Expertise is not
cumulative. If you have (for example) the King, Queen and
Jack of Clubs and you're performing an act of violence,
you may bid a maximum of 4 cards, not 9 cards (
4+3+2).
After bidding, the bid
cards are discarded (regardless of the outcome)
If any of the bid cards
are of the same suit as that of the action, you may
re-draw that many cards. Otherwise, your hand will remain
short until you have time to replenish it.
When the action has
been resolved, you may re-shuffle the discarded cards
back into your deck.
Replenishing
your Hand
You may re-draw cards
back into your hand at any time by flipping over a face
card from your sideboard. Flipping a King allows you to
draw 4 new cards. Flipping a Queen allows you to draw 3
new cards. Flipping a Jack enables you to draw 2 new
cards.
In place of re-drawing,
you have the option of flipping a face card to restore
all flipped cards from your hand or restore a flipped face card of lesser
value (in other words, flip a King to unflip a queen,
jack or all cards from your hand).
You may also replenish
your entire hand by appealing to your character's
archetype. After performing a pre-defined task
(determined by your character's archetype), you may draw
the top card from the deck. If this card's suit is the
same as your archetypes, keep that card and draw again.
Continue until your hand is back up to 10 cards or until
you draw an unrelated suit (this card is kept but you may
not re-draw).
The task needed for
each archetype is as follows:
The
Survivor: Go
see a contact for advice or assistance. The nature of
this meeting is up to you.
The
Warrior:
Meditate; reflect on present events the place you feel
most at peace.
The
Fool: Teach
someone a lesson (the nature and spirit of this lesson is
up to you).
The
Magician: Spend
time in the place where you do your best work and
accomplish something, no matter how trivial, as long as
it relates to your work.
You may appeal to your
archetype in this way once per game session.
Flipped
Cards
If a card has been
flipped, it is "unavailable" -- you are considered not to
have that card in play at all. If the flipped card is
part of your hand, then that card's "slot" is still
counted as part of your hand, even if it's not usable.
Flipping is further covered in the section called
Mayhem.
Kings are the only
cards that cannot be restored during the game. These are
only unflipped at the end of a game session (provided
that your character isn't in the middle of some action at
the end of the session).
Stacking
your Deck
At any lull in the
action (but no more than once during a scene), you may
exchange any of the cards in your hand for an equal
number of cards from your deck. The catch is that for
every card you draw equal to or below 5, you must
announce some factor that is affecting your character
negatively. If the drawn card is above 5, you must
announce some factor that is affecting your character in
a positive way.
Flipped cards may not
be exchanged in this manner.
Mayhem
Fight scenes use the
same system as normal contests. The difference is, that
when the player's bid is compared to the top card, the
difference becomes a number of "wounds" that are
inflicted on the losing party. You may also split your
bid to take on more than one opponent at a time.
For every wound you
receive, flip over the highest card in your hand
(GM-controlled opponents are assumed to be able to
survive up to ten wounds). You may cancel all wounds
incurred during a single attack by flipping a face card,
so long as you meet the following criterion:
Spades: You may cancel the attack if you are
using a weapon of some kind.
Hearts: You may cancel the attack if your
redeeming quality comes into play.
Clubs: You may cancel the attack if you have
fought your opponent before.
Diamonds: You may cancel the attack if your
archetype is the Survivor.
If you run out of cards
to bid (and you cannot flip any face card to cancel the
attack), your character dies.
Sex &
Violence
Aces can represent
complications that are introduced during scenes of
intense passion - sex and violence, to be exact. To use
an Ace, bid it as normal during a contest and announce
the card's function -- the Ace also counts as a 1, as
usual. The card's function is determined by its suit and
the nature of the contest.
Sex
Ace of
Spades:
Conception. Your partner will become pregnant. Playing an
Ace has no effect if either particpant is sterile or the
partner is of the same sex.
Ace of
Hearts: True
Love. Your partner falls in love with you (or is simply
infatuated).
Ace of
Clubs: Vow. If
your life is at risk, your partner vows to safeguard it
with his/her own.
Ace of
Diamonds:
Accomplice. Your partner decides to assist you in any
"hands free" way (ie: shelter, money, equipment) but
won't actually take part in your plans.
Violence
Ace of
Spades:
Bullseye. This attack cannot be cancelled with a face
card.
Ace of
Hearts:
Intimidation. Defender must match bid with all Hearts or
back away from the fight with no more damage done to
either side.
Ace of
Clubs: Lethal
blow. Defender must double the bid or die instantly.
Ace of
Diamonds: Lucky
blow. Attacker adds the top card of his deck to the
attack.