ROUNDS!

ACTING: Why bother to explain? Oh well, just for the completeness of things I will. Usually the judge sets the scene and
invites the players to respond. This works well for talking to non-player characters (NPCs) or gathering clues. If the players
ask to make a specific action the judge can direct them to roll a FEAT to determine the outcome, or just suggest an outcome
that works well for the story. 

     Judge: You have all read the local paper's acticle about strange lights in the park at night and animal mutilations. What do you
     want to do? 
     Vena: I'll contact the others and ask them to meet me at the park at dusk. 
     Ganja: Are we getting paid for this? There's no way I'm wasting my time for free. 
     Daughter of Jade: Well, if you don't turn up I'll come around and drain the life-force out of you. 
     Ganja: You could try! But what wrong with wanting some money? 
     Mental-man: Why don't I ask the newspaper if they'll put up a reward or pay for an exclusive? I can speak to my editor. 
     Vena: Ok, you do that. 
     Judge: Mental-man, are you going to speak to the editor as Dr.Choi or Mental-man? 
     Mental-man: I'll use my secret identity since he's more popular at the moment. 
     Judge: You need to roll a Popularity feat. 
     [Green result] 
     Judge: The editor, Quentin Broomstik, likes the idea but wants to assign a more senior reporter to work with you! You need to pick
     up Gill Tonham at 11:30pm from her home. She has a reputation for being extreemly rude and snotty! Dusk is at 10pm tonight. 
     Vena: I suggest that Mental-man catch up with us later. 
     Daughter of Jade: But you had better come as Dr.Choi if you don't want to blow your secret identity. 
     Ganja: Well,  if he did we could always kill her and blame it on the strange things in the park! How much money did you get
     anyway? 
     Judge: That will depend upon how interesting the story is! 
     Ganja: Right, then we'll definitely have to kill her! 
     Judge: Unless anyone wants to do anything else before going to the park I suggest we get on with it. Vena, you arrive first. The sun is
     just setting and there are only a few people in the park. What do you want to do? 
     Vena: I'll just look around for anything unusual until the others arrive. 
     Judge: Make an Intuition feat. 
     [Yellow result] 
     Judge: You notice a surprisingly large number of crows flying towards the park, and very few pigeons. 
     Vena: Crows are carrion eaters, so I guess they are expecting meat tonight. 

INSANITY POINTS: An additional rule ,that can be quite useful, is that of INSANITY POINTS. If a player says something not related to
the game (e.g. "is that the phone ringing?" or "could you pass the pizza") without first saying "NOT IN GAME" give them an
insanity point. 

     1-3 points: Minor insanities include phobias (of a type of animal, darkness, priests, technology, doctors, cars,  confined spaces, open
     spaces, ghosts, any non-humans, police, dirt, corpses, a specific object or person, food, or magic and mysticism). 
     4-6 points: If they reoffend, go to more problematic things like antisocial behaviour (kleptomania, compulsive-lying,
     ego-maniac/god-complex, hysterical laughing/aggression/blindness/flatulence/incontinence, paranoia of all strangers, or an out of
     control addiction). 
     7-9 points: For the difficult to train player, perhaps select an obsession (stalking a  member of the public, idealising another team
     member and attempting to copy them, constant risk taking, constant cowardace, seeking public approval and fame, constant attempt to
     sort out every crime no matter how minor), 
     10+ points: Try them with a psychotic belief (has hallucinations when stressed that seem absurd but are totally believed by the
     character). 

COMBAT: Once the fighting starts, try to discourage players chatting too much. If they take too long to decide what to
do tell them that their hesitance has prevented them doing anything this round. One player should have been nominated as the
leader before the game began, and they should tell you what their team plans to do. 

     Players roll for initiative, judge rolls for initiative of NPCs. Those with the highest initiative can react first. 
          (In the original game initiative was not declared until after the actions were declared, but this stopped people planning defensive
          actions, and forced them to make yellow feats to change their action. I just felt there was too much dice rolling doing it that way
          so I declare the initiative straight away. See how it works for you.) 
     Players decide upon their actions, judge decides the actions of NPCs. 
     Roll feats for the group that acted first, and adjust to account for any defensive actions, bonuses or penalties being
     taken. 
          (If a player choses to move and attack in the same round, the actions are considered simultanious and therefore may incurr a
          penalty.) 
     Roll any feats to do with the injuries (usually endurance feats), and adjust health levels appropriately. 
     Once the combat is over you can award or deduct karma points as appropriate.