The Quick Action Resolution Deck Corpus

Pieces of the Puzzle: Core Rules

The Core Rules of the Quick Action Resolution Deck are the basis upon which the rest are designed. The other chapters of the QARD rules depend on the material presented herein to function, so it doesn't hurt to be familiar with the Core Rules. Whether playing gunslingers, sorcerers, or alien gods from beyond, all players will need this inherent knowledge of the Quick Action Resolution Deck.

Introduction: before one actually makes use of the Quick Action Resolution Deck, it couldn't hurt to read this introduction to the system. It explains what the QARD is and what you can do with it. A 'bare bones' basics description of role-playing games in general is also included, in the event that you've never had the pleasure of playing one before.

Ability Scores: the core of any role-playing game, traits are the basic means by which one quantifies the essential capabilities of each character. This portion of the QARD describes each trait, whether it's a primary trait (such as Coordination) or a secondary trait (like Repute), and provides approximate examples for the purposes of character modeling.

Intensities and Card Play: expanding on the basics, we present the intensities of the Quick Action Resolution Deck. Intensities are the metric by which one thing is compared to another. One character's strength versus another's, and so forth. Of course, once one has intensities, they must have something to do with them, and that is what card play is all about.

Space and Movement: movement is the most basic of actions, but how does one handle moving around? Getting from one place to another seems simple at first, but then you mix various super-powers into the deal and it gets all wonky. Here's some basic notions on movement and movement difficulties, from movement powers to clutter and the various issues it may cause.

Time and Combat: while most conventional combat has been covered in great detail already, there are a lot of things that simply don't qualify as conventional when you get down to it. Super powers, specialized tactics, and even the weather can act to modify how ordinary combat plays out - and Advanced Battle Concepts will show you exactly how.

Advanced Battle Concepts: (the Advanced Battle Concepts document will go here)

Living and Dying: (the Living and Dying document will go here)

Mastering the Game: (the Narrating the Game document will go here)

Pieces of the Puzzle: Appendices

(insert stage-setting paragraph here)

Contacts: contacts are people that a character knows well. A character's contacts are usually a good way to determine or expand on his origin, as they represent people that not are not only aware of him but are willing to help him as he goes adventuring. Questions such as why the character knows these contacts and how their relationships work only help to develop his story more.

Skills: skills are representative of knowledge a character possesses. One does not need aberrant genes or alien ancestors or psi exposure to learn a skill - anyone can do so given the appropriate opportunity and time to study. There are many different kinds of skills, all of which have a practical benefit for every character - either in or out of combat.

Character Customization: (the Character Customization document will go here)

Powers: here one can find a comprehensive roster of every power currently available in Edition 13 of the 4C System. Whether they exist as a mutant ability, a magical spell, a psionic talent, or even some sort of deific legacy, all the ascendant abilities that heroes, villains, and everyone in-between can use within Edition 13 are spelled out in great detail!


Text File Archive: though the ultimate plan is to produce a slick .pdf file for the Quick Action Resolution Deck, complete with competent artwork, the need does exist for a simpler presentation of the material provided above. As such, I'm offering a text file archive of these rules for your gaming convenience, particularly if you'd like to more easily rearrange them your own way.

(various other accessories will go here)

Last, but not Least:

For reference: the material herein is not at all complete. It's 'living writing', as it were, which is still something I have to bend my head around. It's highly subject to change; if you wish to comment as I create, feel free - I will either justify what I'm doing rationally or go with suggestions and give credit. Most of it's really in my head already, but regardless.

* Well, once they're all done, at any rate. The sections without links are, for example, not remotely ready for public consumption.

- Denny Hill 2, also claiming the name Firebomb (

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