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        <title>karbon:basic_rules:blackout</title>
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        <description>Blackout in Karbon

This is how Blackouts are handled in the rules for playing Karbon. In these cases, the Agent has been seriously impaired and/or loses consciousness. Fallout of it.

The Process

	*  You remove one Doubt from the Agent, if possible.
	*  You burn one Fortune of the Agent.</description>
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        <dc:date>2012-10-28T12:11:15+00:00</dc:date>
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        <title>karbon:basic_rules:moment_of_madness</title>
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        <description>Moments of Madness in Karbon

This is how Moments of Madness are handled in the rules for playing Karbon. In these cases, the Agent suffers a temporary mental break and has to deal with the Fallout of it.

The Process

	*  The Agent makes a Doubt draft, rolling a six-sided die and if its higher than their Doubt (or six) increase Doubt one. Moments of Madness always make the Agent more likely to be labeled a Karbon. Once an Agent has 7 doubt they are a Karbon.</description>
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