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Stars & Signs

A tabletop role-playing game system about balancing life as a teenager with magical fights against cosmic horrors.

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Index

Moods

Moods are temporary states reflecting acute emotional or psychological instability. Each MOod corresponds to one Ability. Entering a Mood reduces incoming Despair at the cost of dramatically weakening that Ability for a time.

A protagonist may be in up to two Moods at any one time. They may not enter a third Mood until one is cleared.

Absorbing Despair with Moods

When a protagonist suffers Despair, they may enter up to two Moods, each reducing Despair by an amount equal to their rank in the Ability associated with that Mood. This cannot reduce the amount of Despair received below 0.

For example, a protagonist with Might 6 that enters the Weary Mood reduces the incoming Despair by 6. Any remaining Despair must be absorbed with Despair slots.

Effects of Moods

While in a Mood, the protagonist’s associated Ability is impaired. While making Checks using the associated Ability, the protagonist does not add their Ability die or Skill modifier to the Check. The protagonist still benefits from Circumstance Boons and Advantage die.

When making a Test while in a Mood, the protagonist’s Reaction score for the Skills associated with that Ability becomes 5.

Ending Moods

A protagonist may end a Mood they’re in by compelling it. To compel a Mood, the protagonist “leans into” it. Like other compels, this behavior must meaningfully worsen the situation. Once compelled, the Mood immediately ends.

Unlike compelling a Trait, Mood compels do not regain Hope.

Mood Descriptions

Weary (Might)

Drained, depleted, physically and spiritually exhausted.

Example compels: dropping something heavy, staggering, fainting, needing a nap.

Nervous (Grace)

Jittery, unsteady, shaky, overly cautious.

Example compels: fumbling an object, hesitate at a critical moment, or make a misstep.

Sensitive (Endurance)

Fragile, raw, emotionally thin-skinned, near breaking.

Example compels: crying, lashing out, taking offense at nothing.

Obstinate (Intellect)

Closed-minded, stubborn, refusing logic or analysis.

Example compels: dismissing a workable plan, refusing to consider evidence, making emotional arguments when facts are needed.

Distracted (Cunning)

Unfocused, oblivious, preoccupied by obsessive thoughts.

Example compels: ignoring something vital, fixating on irrelevant detail, reacting too slow.

Reckless (Will)

Impulsive, overcommitted, heedless of danger.

Example compels: taking an unnecessary risk, diving in without preparation.

Insecure (Confidence)

Unsure, timid, fading into the background, losing assertiveness.

Example compels: yielding the spotlight, refusing to speak up, freezing with stage fright.

Irritated (Guile)

Impatient, blunt, unable to maintain subtlety or deception.

Example compels: snapping at someone, revealing too much, seething with rage

Sullen (Empathy)

Withdrawn, numb, shut down emotionally.

Example compels: pulling away from others, refusing emotional connection.