Mood
Mood is the one piece of character state that moves during play. A
person starts with mood <word> on the create line and changes with
change mood to <word>, which is an ordinary statement and can sit in
any row body. The built-in moods are calm, content, cheerful,
nervous, anxious, panicked, angry, furious, sad, grieving,
suspicious, confused, and resigned.
A story that wants its own shade declares one against an existing mood
with define mood <new> like <existing>, optionally narrowed by a
modifier: restless, stiller, darker, or brighter. The new word
behaves like the mood it derives from — so define mood fearful like anxious, but darker gives you a word that reads as your story's own
while still selecting everywhere anxious would.
Mood is read, not obeyed. Rows can condition on it (when <the person> is anxious), Manner
colors delivery by it, and
Initiative can
refine an occasion by it. Do not use mood to model a lasting trait — a
person who is permanently short-tempered wants a personality word, since
mood is the thing a scene is expected to move.
define mood composed like calm
define mood fearful like anxious, but darker
create Jonas Reed
a person, proper
mood anxious
define topics for Jonas Reed
about "the vault":
change mood to fearful
phrase jonas-on-the-vault
end topics