The rulebook includes an extended example of play from pp. 43-65.
Intro
Power is Fun…
Superheroes soar through the sky and leap across city landscapes. They reshape the course of mighty rivers. They dance untouched when the bullets fall like rain and sift moon-dust through their bare fingers.
It’s the ultimate thrill ride. Don’t let anyone tell you differently.
… But Do You Deserve It?
You’ve been given a gift the rest of the world cannot share. No matter how often you save the city, or the world, you still owe a debt you can never repay.
Playing Capes you take on the role of a superhero. You’ll tell a story and pursue two goals. First, enjoy your heros powers….
…Second, show that your hero deserves them.
What you’ll do
- You’ll try to tell a super-hero story.
- But everybody else is trying to tell a super-hero story too.
- Your ability to tell your story will depend on how well you can adjust to the contributions of the other players and incorporate them into the shared story.
Who’s in charge?
- Capes has no GM.
- The rights and responsibilities are shared between the players.
- The sharing is structured by the rules system.
How the rules help you
The rules help us agree on what we can narrate:
- Players introduce Conflicts, to refer parts of the story to the rules system for arbitration.
- Only the winner of a Conflict gets to narrate its conclusion.
- Anything not covered by a Conflict can be narrated by anybody.
The rules also determine when you narrate:
- It goes in turns, clockwise around the table.
- When it’s your turn you get to narrate.
- On other people’s turns you listen.
- Turns go very quickly, so you’ll get another turn soon.
You’ll get Story Tokens in the course of play:
- These let you get more control of the turn order.
- Most of the time where you get a turn to do something once, you can spend a Story Token to go again.
Some terms
- Scene: Like a scene in a movie or play, this is a place and time that something happens. Players choose their roles for the Scene, and may change them every Scene.
- Page: A unit of narration inside a Scene. Each page consists of many actions, at least one per character.
- Action: A player using their character to influence the course of the game. Often an attempt by the character to control the course of a Conflict.
Rules overview
- Scenes: A new scene is declared by the player to the left of the one who declared the previous. Starting with that character, going clockwise, players choose a character to play for free. They may then buy more characters for a Story Token each.
- Pages: At the start of each Page, going clockwise around the table, players may add Free Conflicts and Claim one side of a Conflict. They may add or Claim more Conflicts for a Story Token each. In the same order, they get an action for each of their characters. Players may then buy more Actions for a Story Token each.
- Actions: In their Action a player may either use an Ability or create a Conflict. Before and after, they may Stake Debt, Split Dice and/or spend an Inspiration to raise a die to the Inspiration’s value.
- Conflicts: Conflicts start with a die for each side. These start at 1 and change through play. The highest side controls and narrates the Conflict.
- Events: By declaring an Event you say what will occur in the future. The Resolver narrates how it happens, when it Resolves.
- Goals: By declaring a Goal you say some characters are trying to do something. The Resolver narrates whether they succeed.
- Resolving: After actions, once again in turn order, players look at the Conflicts they claimed. If the side they claimed Controls a Conflict then they Resolve it. Losers get back double the Debt they Staked. Winners give away their Stakes as Story Tokens to the losing characters. Claimant matches winning and losing dice and gains an Inspiration equal to the difference for each pair or excess die.
- Resources:
- Debt: Gained by using Powers, or losing Stakes. Spent to Stake.
- Story Tokens: Gained by losing Conflicts. Spent for extra roles and actions.
- Inspirations: Gained by winning Conflicts. Spent to increase dice.
- Drives/Debts: Debt Tokens go on Drives. Each Drive has a numeric Strength. If it has more Tokens than Strength it is Overdrawn. At the start of each Page, for each Overdrawn drive, the player rolls the highest die the character owns, accepting only lower rolls.
- Staking: Players Stake by moving Debt onto Conflicts. Each character may Stake one Drive per Conflict, no more Debt than Drive Strength.
- Splitting: Players may evenly split any die they own into dice totaling the same value. A side may split to as many dice as it has Stakes.
- Abilities: A super-ability earns a Debt Token each time it is used. Other abilities are used only once per Scene, but effect no resources. The ability either raises an Inspiration by a point or rolls any one die on a Conflict. The ability score must be at least the value of the Inspiration or die. If they roll a Conflict die then they choose whether to accept the roll or turn the die back to its original value.
- Reaction: Any time a roll is accepted, any player (not just the acting one) may roll that die again by using an Ability of equal or greater value as a Reaction. No player may React twice on the same action.
- Gloating: If Resolving would violate the group Code the Claimant instead Gloats. Starting with their highest die on the Conflict they may turn dice to 1. For each die turned the Resolver earns a Story Token.
Scenes
A new scene is declared by the player to the left of the one who declared the previous. Starting with that character, going clockwise, players choose a character to play for free. They may then buy more characters for a Story Token each.
Most games most of the players play a single character throughout and the GM plays everybody else. Capes is different:
- Anybody can play any character, choosing characters again every scene.
- You might play more than one character even in the same scene.
- You can all create and introduce new characters on the spot.
- The scene creator chooses their character first, then it goes clockwise from there.
- If somebody chooses a character you wanted to play you’ll have to pick somebody else.
Scene creation also rotates around:
- At the start of the game, somebody just volunteers to do it.
- You say what the scene is, in more or less detail, and who you’re playing. Maybe you’re playing Skitter attacking a ritzy charity gala with her teammates, or maybe you’re just saying “It’s a charity event and I’m playing Skitter” and leaving the details up to the rest of the players or the course of play to flesh out the details.
- After each scene, the person to the left of the person who declared it gets to declare the next scene.
- You can pass if you don’t have a scene idea and it can go around to the next person.
Pages
At the start of each Page, going clockwise around the table, players may add Free Conflicts and Claim one side of a Conflict. They may add or Claim more Conflicts for a Story Token each. In the same order, they get an action for each of their characters. Players may then buy more Actions for a Story Token each.
Each Page tells a distinct chunk of the story.
- Each Page starts with a different person, called the Starter.
- The Starter rotates to the left with each Page.
- After the Starter, everyone else acts in turn (continuing clockwise).
The structure of the page is:
- Claiming conflicts/adding new Conflicts/Characters
- Free narration
- Actions
- Resolving conflicts
At the start of the Page:
- Each player can Claim one side of one Conflict for free.
- This goes in clockwise order from the Starter.
- At the end of a Page you might get to Resolve a Conflict if you Claimed it.
- You can’t Claim a side that’s already been Claimed, but can Claim the opposite side of a Conflict if the other is already Claimed.
- After the first go-around, you can spend a Story Token to make an extra Claim.
- You can only Claim a side of a Conflict that you’re Allied with: that you’ve rolled to try to increase it or to decrease its opposite side.
- If you’ve done that for both sides of a Conflict you’re only allied with the one you tried to help most recently.
Before or after Claiming, you can introduce new Conflicts.
- If a character and one of their Exemplars are both in the Scene, the person playing either can add the “Free Conflict” between them for free.
- If a non-person character (an optional rule for playing e.g. an object, a place, a situation as a character) is in the scene, its player can add the character’s “Free Conflict” for free.
- You may also spend a Story Token to add a Conflict or character.
- Because you haven’t yet rolled on a newly added Conflict, you can’t Claim it in the same Page that you created it.
After the Claiming phase, there’s some time for free narration. Anybody can narrate whatever as long as it doesn’t need to be arbitrated with the rules. This is good for things like conversations that can fit awkwardly in the turn order.
The Starter ends free play whenever they want by taking Actions for their characters:
- In the Action-taking phase, you get to take an Action for each of your characters on your turn for free.
- Turns go clockwise, starting with the Starter.
- Once everybody’s done their free actions, you can spend Story Tokens for extra actions.
- Story Token actions still take go in clockwise order starting with the Starter.
- This phase ends when nobody wants to spend Story Tokens for more actions.
Actions
At any time in their Action a player may spend an Inspiration to raise a die to the Inspiration’s value. Before using an Ability a player may Stake Debt and Split Dice. One time in their Action they may either use an Ability or create a Conflict.
For each Action: you can either create a Conflict or use an Ability, but not both.
Immediately before/after/both creating a Conflict/using an ability, you can do a few things:
- You can use one of your Inspirations (earned from Resolving conflicts), to raise one die on the character’s side of a Conflict to the value of the Inspiration. You should narrate some reason (as tenuous as you like) why the Conflict you got the Inspiration from impacts this Conflict.
- You may Split the dice on your side of a Conflict if there’s enough Debt Staked on that side.
- You may Stake Debt on a Conflict that provokes your character to prove themself in their relevant Drive.
You can do these things in whatever order you like and as many times as you can afford to. But you can’t do them during the Action or any Reactions.
Conflicts
Conflicts start with a die for each side. These start at 1 and change through play. The highest side controls and narrates the Conflict.
A Conflict is a situation that could turn out at least two different ways and different characters are trying to control the outcome.
- Each Conflict is represented by an index card that starts out with two dice on it.
- Before being rolled the dice don’t represent a particular side, but once somebody rolls them, the dice represents their side.
- If you try to roll up a side’s die or roll down the die of an opposing side, you are considered Allied to that side. If you ally with another side in the same conflict you’re no longer Allied to your original side.
When you narrate about the conflict, there are two rules that constrain you, the Not Yet rule and the And Then rule. Other than that, you can narrate whatever you like, your character (or others) can do anything you want them to, but they can’t necessarily achieve any goal you want them to.
- “Not Yet” Rule: Nobody can narrate how a Conflict turns out unless they successfully Resolve the Conflict using the rules. A gentle “Not yet” is suggested to remind others if they forget about this.
- “And Then” Rule: Whenever anybody narrates anything about a Conflict, the narration has to be finished by somebody on the controlling side of the conflict. So, if you narrating your action but don’t control the conflict, at some point you say “and then” and let somebody on the controlling side explain how it got worse for you.
There are two types of Conflicts: Events and Goals.
Events
By declaring an Event you say what will occur in the future. The Resolver narrates how it happens, when it Resolves
- When a player declares an Event that means it will happen.
- But any player can veto any Event when it is declared for any or no reason. If you don’t want your Event to get vetoed, make it vague enough that anybody could potentially take advantage of it.
- No matter who Resolves the Event, it has to happen. The players compete to control the details of the event: how it comes to pass, what consequences it has, etc.
Goals
By declaring a Goal you say some characters are trying to do something. The Resolver narrates whether they succeed.
A Goal is a Conflict where a character or group of characters are trying to make something happen in the story.
- If that side resolves the Goal, then they succeed at the goal. Otherwise they fail.
- Failing at a Goal doesn’t mean anybody else achieves anything against them, just that they don’t achieve what they were trying for.
- If a character fails a Goal, they may not attempt that Goal again in the same Scene.
- A Goal does not technically necessarily have a “for” and “against” side, that’s just a common case. Sometimes you can have two sides that both want it to succeed but want it to succeed in different ways.
You can only veto a Goal in two cases:
- The Goal is being declared for a character you’re currently playing, but you don’t want to pursue the Goal.
- If the Goal is very prone to Gloating and there’s already an active and unresolved Gloat-worthy conflict for that side.
Resolving
After actions, once again in turn order, players look at the Conflicts they claimed. If the side they claimed Controls the Conflict then they Resolve it. Losers get back double the Debt they Staked. Winners give away their Stakes as Story Tokens to the losing characters. Claimant matches winning and losing dice and gains an Inspiration equal to the difference for each pair or excess die.
Debt Staked by the winner of a Conflict gets distributed to the losing players as Story Tokens.
- If you Resolve a Conflict, you can’t give yourself any Story Tokens even if you also have a character on the losing side.
- If you Resolve a Conflict, and nobody but your character(s) was on the other side, then nobody gets any Story Tokens, the Debt just disappears.
- If the character who created the Conflict loses the conflict (and isn’t also being played by the Resolver), they get the first Story Token.
The Resolver gets Inspirations based on the differences between the winning dice and opposing losing dice. Inspirations can be spent as part of an Action to increase a die to the value of the Inspiration.
- The Resolver chooses which dice to match up.
- If a pair of dice are equal, nobody gets an inspiration for them.
- If the winning die is higher, the Resolver gets an Inspiration with value equal to the difference.
- If the losing die is higher, the Resolver chooses which player that had a character on the losing side gets an Inspiration (again with value equal to the difference). They can choose to give it to themself if they had a character on both sides of the Conflict.
- Any leftover dice turn into Inspirations for the appropriate side with value equal to the die.
If a Conflict is tied, and there’s no possibly way to break the tie in future Pages (nobody can spend more Debt and all dice are sixes), then it is Deadlocked:
- Players collaboratively narrate the resolution of a Deadlocked Conflict.
- All Staked Debt is treated as having lost (so everybody gets back double their Staked Debt).
- All dice convert directly to Inspirations without matching.
Drives and Debt
Debt Tokens go on Drives. Each Drive has a numeric Strength. If it has more Tokens than Strength it is Overdrawn. At the start of each Page, for each Overdrawn drive, the player rolls the highest die the character owns, accepting only lower rolls.
The Premise of Capes is “Power is fun, but do you deserve it?” Debt measures a character’s need to prove they deserve their power:
- Using your powers accumulates Debt.
- Proving yourself in morally charged situations gets rid of Debt.
- When you accrue Debt by using an ability, you can put it on any of your Drives, no explanation required.
- You can only Stake Debt on a Conflict that is morally charged for that particular character and Drive.
- Debt that is Staked doesn’t count against the Drive, so it doesn’t contribute to being Overdrawn.
- Being Overdrawn represents your self-doubts being strong enough to affect your performance.
Heroic Drives
- Justice: How much the hero’s story revolves around laws, codes of conduct and rebellion.
- Truth: How much the hero’s story revolves around identity, honesty and secrets.
- Love: How much the hero’s story revolves around friends, rivals, and romance.
- Hope: How much the hero’s story revolves around the safety, needs and doubts of the common man.
- Duty: How much the hero’s story revolves around the responsibilities that they alone can and must fulfill.
Villainous Drives
- Obsession: How much the villain’s story revolves around a single plan or theory they keep harping on.
- Pride: How much the villain’s story revolves around proving their superiority.
- Power: How much the villain’s story revolves around dominating and being dominated.
- Despair: How much the villain’s story revolves around destroying the hope of others.
- Fear: How much the villain’s story revolves around fear and bravery.
Staking
Players Stake by moving Debt onto Conflicts. Each character may Stake one Drive per Conflict, no more Debt than Drive Strength.
As a reminder, when a Conflict gets Resolved: the winning side transfers any Staked Debt to the losers as Story Tokens, and get back any Debt that they Staked, doubled.
Giving away your Staked Debt if you win a Conflict represents feeling vindicated when your philosophy gets borne out by actual events. Doubling your Staked Debt when you lose represents your doubts being redoubled when your commitment to Duty, or seeking Power, or whatever, doesn’t work out for you.
- You can only Stake Debt on a Conflict that is morally charged for that particular character and Drive.
- Debt that is Staked doesn’t count against the Drive, so it doesn’t contribute to being Overdrawn.
Splitting
Players may evenly split any die they own into dice totaling the same value. A side may split to as many dice as it has Stakes.
The advantage of Staking Debt is you get to Split the dice.
- Two dice range from 2 to 12, compared to 1 to 6 for one die. Or 3 to 18 for three dice, and so on. It’s a lot easier to win with more dice.
- You can Split dice to as many Debt as are Staked on that side of the Conflict.
- You must split the current value between the split dice as evenly as possible (e.g. splitting a 5 into two dice has to be 3 and 2).
- You have to preserve the same total value when Splitting.
You can also Split off from a side you’ve previously been supporting to form a new third (fourth, …) side of your own to the Conflict.
- You can do by Staking a single point of Debt and then splitting off one die of… TKTK p. 37 i’m not sure how to interpret this
Abilities
A super-ability earns a Debt Token each time it is used. Other abilities are used only once per Scene, but effect no resources.
Each ability has a cost:
- Either it gives you a point of Debt every time you use it,
- Or after being used it Blocks and cannot be used for the rest of the Scene.
You can put the Debt in whichever Drive you want and don’t need to justify or explain it.
The ability either raises an Inspiration by a point or rolls any one die on a Conflict. The ability score must be at least the value of the Inspiration or die. If they roll a Conflict die then they choose whether to accept the roll or turn the die back to its original value.
- You may roll any die on any side of a Conflict.
- You generally want to only accept rolls that are higher if the die was on your side of the conflict, or lower if the die was on an opposing side.
Whether you accept the roll or not, you narrate what happens.
- You can do other things outside of the Ability you used, but the Ability must be central to your narration.
- You can (and usually should) narrate whether and how you succeed or fail.
- You can narrate responses and effects on other players’ characters just as well as your own (or you can direct them to narrate an appropriate response if you’d like).
- You have complete freedom to narrate except as limited by the Not Yet and And Then rules.
Reaction
Any time a roll is accepted, any player (not just the acting one) may roll that die again by using an Ability of equal or greater value as a Reaction. No player may React twice on the same action.
Reactions let players try to fix a roll that didn’t go the way they wanted it to.
- People can only take Reactions if the initial Action roll was accepted.
- The acting player gets the first opportunity to React. Then it goes around the table clockwise until nobody (that hasn’t already Reacted) wants to React.
- If you pass on the opportunity to React, then you can still choose to React later after other plays.
- You cannot React to the same action again a second time.
- Reactions happen in addition to the action’s narration, not instead of it.
Gloating
If Resolving would violate the group Code the Claimant instead Gloats. Starting with their highest die on the Conflict they may turn dice to 1. For each die turned the Resolver earns a Story Token.
You should narrate your character gloating in some fashion too.
Building Characters
These rules are on pp. 67-77 of the rulebook.
Characters have up to three parts:
- All characters must have Abilities: the ways they can try to change the world.
- Super-powered characters can have Drives: the ways they try to prove themselves worthy of their power.
- Super-powered characters with Drives that get a lot of attention can have Exemplars for those Drives: other characters that embody those moral issues in a concrete form in the character’s life.
You don’t have to use all of this detail for every character you create. Sometimes you just need abilities. Sometimes you want some Drives but don’t need Exemplars.
You can go back and fill in additional detail later on existing characters if you need it.
You can also change any character however you want between sessions as long as they still adhere to the character creation rules.
Abilities
Abilities come in four types:
- Powers and Skills are things the character can do. Superpowered characters have Powers and not Skills, while normal people have Skills and not Powers.
- Attitudes are ways the character feels. All characters have Attitudes.
- Styles are particular ways that a character often uses their other abilities. All characters have Styles.
Powers are super-powered. Skills and Attitudes are mundane. Styles can be either, as chosen when creating the character.
Super-powered abilities have a different cost from mundane ones so they need to be clearly marked as which they are. When using Click-and-Lock, the abilities from a Power-Set are always powered, while Personas and Skill-Set abilities are always mundane.
Abilities don’t determine what your character can or can’t do. Your character can do anything you want; the rules instead constrain what you can achieve (and that’s determined by the resolution of conflicts).
Abilities have numeric ratings. A higher rating makes you better able to win control of Conflicts, which means you get to narrate how things go well for the character, without somebody else getting to narrate something going wrong.
There are two options for defining your abilities: the freeform method and the click-and-lock method.
The Freeform Method is pretty minimal and flexible. Here’s the rules:
- A character may have up to twelve abilities in three categories: Attitudes, Styles, and either Skills or Powers.
- No category may have less than three or more than five abilities.
- Within each category, abilities are numbered sequentially from 1 (e.g. 1, 2, 3, 4).
Drives
A super-powered character that’s going to play an important role should have Drives defined.
To do this:
- Choose five Drives, all Heroic, all Villainous, or a mix.
- Assign each a Strength between one and five, totalling exactly nine.
For characters that are playing a more minor role, it might not be worth out detailing out specific Drives (yet). You can leave the character Undifferentiated:
- An undifferentiated character just has one big stack of Debt.
- They are Overdrawn when they have more than five Debt.
- They may Stake as many as three Debt on one Conflict.
- Their personalities tend to be a bit one-dimensional in play.
Drives are not a code of conduct. Two characters with high values in the same Drive are more likely to argue than agree. Drives are parts of the moral universe that the character thinks seriously about. They are questions, not answers.
Exemplars
(see p. 75)
Drives should have a constant presence in the life of the character. Assigning an Exemplar to the Drive is the best way to do this: an Exemplar is another character whose relationship with the first embodies their issues with the Drive.
Any character with Drives gets to create one Exemplar for free. For a second (or third, or so on) Exemplar, two players must collaborate on sharing the Exemplar.
There must be a “root conflict” in the relationship between the character and their Exemplar:
- The root conflict is some fundamental way in which they are forever at odds.
- It in turn spawns many trivial, solvable conflicts.
- A good way to devise a root conflict is to phrase it as a sentence about the Exemplar and your character of the form “This good thing, but this bad thing.”
- For example (Truth): “Aunt Sylvie is great, but she’d be scared silly if she knew I risked my life as a super-hero.”
Characters create minor conflicts when they can’t address the root conflict of their relationship.
- This is mechanically represented as the “Free Conflict” for the Exemplar.
- The Free Conflict can be played once in any Scene where both characters appear.
- Either the player of the character or the Exemplar may play it.
Sharing Exemplars
To have more than one Exemplar, a character needs to share them with another character. The characters should have been made or mostly played by different players.
A good way to quickly create a shared Exemplar is for each player to choose a Click-and-Lock module, then combine them to create the character.
The Shared Exemplar can represent the same Drive for each character, or different ones for each.
Click and Lock
Click-and-lock is a way of quickly putting together characters by combining a pre-prepared Power-Set or Skill-Set and Persona.
Power Sets and Skill Sets each have 5 powers or skills and 3 styles. Personae have 5 attitudes and 2 styles.
Here’s how to do it:
- Choose a Power Set for a super-powered character or a Skill Set for a mundane character.
- Choose a Persona.
- Combine the two sets of Styles into a single list.
- You now have 5 Powers/Skills, 5 Styles, and 5 Attitudes. Cross out 3 of them (but not all from one column).
- Number the abilities in each column from 1 up in any order. Lower-rated abilities are usually used for raising your own dice early in a Conflict, while higher abilities are often used later or defensively in reaction to other characters’ actions.
There, you’ve got your abilities. This creates characters that do match the free-form rules, so feel free to tweak the character further; it’s just meant as an inspiration tool.
If appropriate you can go on to define Drives and possibly Exemplars.
Non-person characters
TKTK non-person characters pp. 101-111
TKTK
if you clicked a link and it brought you here, bug lyssa to fix the link.