Certain items and beings may be imbued with power, giving them mundane or mystical powers. These will be represented by laminated power cards, also known as lammies. This card consists of two sides, the front which contains IC information, and the back containing the details of the power.
Any character may read the IC information on a power card, but in order to read the detailed information the character must be bound to the item. This usually happens either during the item’s creation, or via a binding ceremony. There are some abilities that allow characters to read the details of the power without being bound to it, such as the Sense Magic spell.
A character may only be bound to an amount of power cards equal to 1 + half (rounding down) the sum of their highest ring value (the largest number of advantages in the same element) and their Kū pool (the maximum number of Kū points they have). For example, a character may have their highest ring value (RV) of Ka at 3, and have a Kū pool of 2. This means that the character can be bound to a maximum of 2 power cards.
Mundane Power Card
Mystical Power Card
These power cards come in two colours, white for mundane or red for mystical. A mundane power may come from a skilled crafter, or through sheer force of will and mystical power is created through magic or a supernatural force. These power cards are to be kept on the character who is bound to the items, and not attached to the item. If the power is mystical, then a red ribbon will be tied to the item instead.
Each character will have four character values; Honour (white), Glory (yellow), Influence (blue), and Penumbra Taint (black). These will be divided into lasting (permanent) and fleeting (temporary), with players mostly only gaining fleeting resources during the game. See more about these in the Court and Social Standing section.
Fleeting resources will be represented through resource cards with the name of the value printed on the top. Characters will start with a number of fleeting resources equal to their lasting Honour, Glory, and Influence. Once given to them by a referee, these cannot be given to other characters, with the exception of Influence, which can be gifted to courtiers.
Players should deposit these into the Imperial Clan box once they have been spent or removed. Fleeting resource cards expire at the end of the event, with fleeting Taint being recovered from as time passes during the Downtime after even-numbered events.
There will be other resources in the game that characters can use, which will be represented as Resource Cards (green) or props. These will usually not have any power cards, but can be used when crafting or in a ceremony to potentially improve the effect.
Resource cards come in three types, Common, Uncommon, Unique. Please see Appendix 2 to see how these resources can be used with the Alchemy skill. Some characters may start with some of these resources, and others may have to find them in play. For example, the Jade Infusion used in the Tea Ceremony skill is an uncommon resource.
Players should let the game team know if they intend to use any resources by filling out a Short Term Request Form in the Imperial Clan box.