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Mind Body & Soul
Premise
Does a person’s past relationships dictate his future or is each event in our lives dictated by fate.


Character Creation
Begin with a standard deck of playing cards and separate the deck into 2 piles. The first pile should include the ace through 10 of spades - This is your Fate Deck. The second pile should contain the rest of the deck with the exception of the jJack, Queen and King of Spades (which will not be used).

The Relationship Deck
The Relationship Deck will begin with 4 to 35 cards (1 king, 1 queen, 1 jack and 1 to 32 other cards. Each card in the deck represents an influencial relationship in your character’s life (except jokers). These relationships can be with any person and can be from the past or present, but some aspect of the relationship must have had an impact on who your character has become. The card suit indicates the type of relationship as follows.
Diamonds
Diamonds represent relationships of the mind. Relationships built on intrigue, deception and personal gain are built around a character’s Mind. Examples: school teachers, business associates, fellow students or coworkers, etc. Characters with an emphasis on Mind use manipulation and logic to achieve their goals.
Hearts
Hearts represent the relationships of the body. Relationships built around violence or sex use a character’s Body. Examples: lovers, enemies, etc. Characters with an emphasis on Body typically use sex or violence to get what they want out of life.
Clubs
Clubs represent relationships of the Soul. These types of relationships are built around pure emotion or faith. Relationships with ministers and loved ones are most often related to a character’s Soul. Characters with an emphasis on Soul often place their future in the hands of others - relying on fate to pull them through.

Establishing Relationships
Each card in your relationship deck represents a different relationship from your character’s past or present. Details about the relationship should be kept relatively vague at first. Details about the relationships should be revealed during play.

The first three relationship cards are the King, Queen and Jack. These represent the most influential relationships of your character’s life to date. Do not confuse influencial with important. Your character may not even like these people, but he can not deny the impact they have had on the choices he makes.
The King
The King represents your character’s strongest relationship with an influencial male. This person can be his father, son or someone else but should be considered the most influencial male in your character's life. Determine whether this relationship is based upon Mind, Body or Soul and add the King of the appropriate suit to your relationship deck.
The Queen
The Queen represents your character’s strongest relationship with an influential female character. This person can be his mother, daughter or someone else. Determine whether this relationship is based upon Mind, Body or Soul and add the Queen of the appropriate suit to your relationship deck.
The Jack
The Jack represents your character’s strongest relationship with someone who has betrayed him or he has betrayed in the past. This person can be of any relation, but must involve some kind of betrayal either on the part of the person or your character. Determine whether this relationship is based upon Mind, Body or Soul and add the Jack of the appropriate suit to your relationship deck.

After adding a King, Queen and Jack to your relationship deck, establish 1 to 30 additional relationships from your character’s past or present. Determine whether the relationship is based on Mind, Body or Soul and asign the relationship a value between 1 and 10 - The higher the value the more influencial the relationship was on your character’s life. Add the appropriate card to your relationship deck.

The Jokers (optional)
The 2 Jokers represent wild card influences on your life that can not be connected to any particular relationship. These influences can be good or bad, but must not relate to any one person specifically. Jokers can represent tangible things like mental illness, physical handicaps or appearance, but can also represent influencial events in a characters life like a war, a serious accident or even a college graduation. If you choose to use jokers add them to your relationship deck.


Karma
How a person handles a particular situation often has an effect on future ones. When a person does something particularly cruel or evil, that action might come back to hurt him later through Bad Karma. Likewise, when someone does something particularly benevalent or good, he is often rewarded somehow in the future by Good Karma. Karma is represented by colored stones - white stones for good Karma, Black stones for Bad Karma.

During character creation draw a card from your spade deck to determine how many points of Bad Karma you start with. Then draw a second card to determine how many points of Good Karma you start with.

Gaining Karma
Karma is gained by doing good or bad deeds. If the game Master thinks a particular scene’s outcome was particularly good or bad he can grant you 1 to 3 points of the appropriate Karma. For example: Saving a person’s life might warrant 3 points of Good Karma, but doing so only to get a reward might grant 3 bad Karma.

Spending Karma
Whenever a player makes a successful draw he may chose to spend Good Karma to add a bonus outcome to the scene that was not indicated previously. For example: Let’s say your character was at a bar and tried to get a gril’s phone number. He makes a successful draw indicating that he gets the number. Now, the player can spend a point of Good Karma to add something special to the successful outcome, like she asks him for a ride home *wink wink* after giving him her number.

Spending Bad Karma
A player can choose to spend bad Karma after any draw, whether the draw was successful or not. Spending Bad Karma adds a negative outcome to the scene that either complicates a success or makes a failure even worse. For example: Let’s say your character was at a bar and tried to get a gril’s phone number. He makes a successful draw indicating that he gets the number. Now, you can spend a point of Bad Karma to add something bad to the successful outcome, like she has a live-in boyfriend that might answer the phone. If the draw failed, a point of Bad Karma might mean her boyfriend was there and he picks a fight with you.

A player can only spend up to 3 points of Karma per draw and can not mix Good Karma with Bad Karma.


Scene Resolution
Whenever a character in Mind, Body and Soul is faced with a situation the player may call for a draw. Follow these steps:

Step 1 - Declare Intent
The player calling for the draw announces his intended goal for the scene. This can be something simple like, “I want to get this guys business card” or more involved like, “I want this guy to give me a job.”

Step 2 - Difficulty
Based on the player’s declared intent the Game Master will asign a difficulty between 1 and 10. A difficulty of 1 is for simple tasks that anyone could accomplish while 10 is reserved for tasks with little to no chance of success.

Step 3 - Determine Success/Failure
Draw a card from your Spade Deck. If the card is higher than the difficulty, you succeed and the scene resolves as you had hoped.

Step 4 - Draw from your relationship Deck
Draw a card from your relationship deck. The outcome of the scene must in some way relate to either the suit of the card or the relationship indicated by the card drawn. For example: Let’s say you drew the 5 of Hearts which represents your character’s relationship with his brother. You might use the card’s relationship by saying your character’s brother once introduced you to the girl you are talking to. Or, you can use the card’s suit (Hearts) and state that you are using your body to accomplish the task at hand by being all sexy and stuff.

Step 5 - Spend Karma
Spend up to 3 points of Good or Bad Karma

Step 6 - Narrate the Outcome
The outcome of a successful draw is narrated by the player. The outcome of failed draws is narrated by the Game Master.

Step 7 - Shuffle
Return your drawn card to your Relationship deck and shuffle it.


Contested Draws
If two or more players are taking part in a scene they must both draw. If the desired outcome of the players differs the player that draw the highest determines the outcome.