Survive The Playing Card System - INTERMEDIATE RULES
Competence as Expectation
Survival is not competence. At the intermediate level, members are evaluated on whether they can function without becoming a liability to their Hand, their faction, or the Syndicate. Competence determines:- How much tolerance you are given
- How closely you are watched
- How quickly failure escalates into consequence
1. Baseline Abilities (Minimum Magical Competence)
All magical members possess baseline abilities. These abilities are passive. They do not define role, rank, or advancement. They allow awareness. They allow restraint. They allow survival. They do not allow rise. Failure to properly control baseline abilities is considered incompetence, not inexperience. Aether Description- Allows the user to draw and circulate psionic energy
- Enables the use of all other abilities
- Overdraw causes physical and mental harm
- Poor control accelerates exhaustion and injury
- Detects nearby psionic ability activation
- Alerts the user to magical activity in proximity
- Precise location can only be determined within close proximity.
- The specific ability type remains unclear unless the user is the primary target.
- Simultaneous activation by multiple psionic users may cause visual overlap or interference.
2. Echo (Overload & Failure State)
Echo is a passive psionic ability. It is an automatic failure response triggered by exceeding psionic limits. Echo activates when a user:- Draws beyond their natural stamina
- Forces prolonged or repeated ability use
- Ignores physical or mental strain
- Increased injury risk and critical failure rates
- Progressive decline in mental and physical stability
- Permanent injury
- Cognitive decay
- Organ failure
- Death
3. Crews Under Stress
A crew is stable only while its authority is uncontested. When leadership weakens, disappears, or makes reckless choices, the Syndicate does not intervene immediately. It watches, measures, and waits. Instability is tolerated—until it becomes inconvenient.4. Leaving a Hand vs Being Removed
Leaving a Hand (Voluntary) A member may leave a Hand on good terms only if:- The leader consents
- The departure is formally acknowledged
- The departing member does not:
- Form a new Hand
- Join another Hand
- Recruit from their former Hand
- Loyalty is questioned
- Judgment is doubted
- Reliability is suspect
5. Crew Dissolution
A crew dissolves when its leader is:- Removed
- Incapacitated
- Killed
- Stripped of authority
- The Hand is disbanded
- Crew protections end
- Members return to the Deck
- Anyone of appropriate Arcana may recruit or use them
- Prior loyalty holds no official weight
6. Leader Death With a Surviving Hand
The death of a leader does not automatically destroy a Hand. Surviving members must act quickly, as prolonged indecision attracts attention. Possible Outcomes Reform Under a New Leader- A new leader is chosen from within the Hand
- The new leader must be of the same Arcana rank as the former leader, or lower
- The Hand remains intact and leadership transfers
- The Hand disbands
- Members return to the Deck
7. Loyalty States (Contextual, Not Permanent)
After disruption, members are informally viewed as:- Loyal — remained with the Hand or supported reform
- Neutral — returned to the Deck without conflict
- Hostile — joined or formed another Hand without consent
- Future recruitment
- Trust
- How others treat you
8. Contracted Partnerships — Consequences
Working with a higher Arcana through contract does not grant protection. If exposure, casualties, or failure occur during a contracted partnership:- Responsibility is judged as if the higher Arcana were part of your Hand
- Consequences reflect your leadership, preparation, and judgment
- Scrutiny flows downward first
- Higher Arcana involved may face indirect backlash
- Consequences are quieter, slower, and political
- Repercussions are delayed—but not erased
9. Reserves — Risk & Scrutiny
Reserves are effective, but their use is not invisible forever. Overuse Consequences- Patterns attract attention
- Excessive reliance signals instability
- Quiet observation follows
- Responsibility falls on the leader
- Deniability does not absolve you
FACTIONS & FACTION AWARENESS
You do not need a faction to survive. But factions determine how hard the ground hits when you fall. Factions do not grant authority. They shape how support is extended, how failure is absorbed, and how consequences are mitigated. Recognized Factions The Myriad Syndicate formally recognizes two dominant factions:- Moon Faction
- Star Faction
- Political cover
- Informal protection
- Faster intervention
- Softer judgment after mistakes
- Override Arcana rank
- Grant command authority
- Nullify consequences
- Mistakes are contextualized
- Failures are contained
- Fallout is redirected or delayed
- Severe failure still carries consequences
- Catastrophic exposure still draws attention
- Repeated incompetence erodes protection
- Family ties
- Mentorship
- Shared operational styles
- Repeated cooperation
- Explicitly authorized by the Imperial Arcana or assigned by the Grand Arcana
- Are temporary
- Exist only for a specific mission
- Dissolve immediately after completion
- Mentorship
- Advocacy
- Strategic placement
- Protection after near-failures
- Embarrasses the faction
- Creates excessive exposure
- Acts against faction interests
- Becomes more liability than asset
INTERMEDIATE SUMMARY
Survival keeps you breathing. Stability keeps you standing. Reputation decides how long. Rank decides authority. Crews decide visibility. Factions decide who absorbs the shock.
Type
Guide, How-to

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