Ranks aren't associated with the categories, just with the stats within them. The catergories are used to determine which suit is trump or a test, which are neutral and which is antithetical. (More on this later).
The stats are:
Type | Suit | Stats | Opposite |
Physical | Swords | Body, Reflexes, Stamina, Strength, Agility and Speed | Cups |
Mental | Wands | Ego, Willpower, Memory, Perception, Intuition and Wits | Pentacles |
Social | Cups | Psyche, Charisma, Appearance, Presence, Manipulation and Empathy | Swords |
Meta | Pentacles | Varies for each hero. | Wands |
Stat Ranks | Size Examples | |
Rank 0 | Quantum | Electron, Neutron |
Rank 1 | Molecular | H20 |
Rank 2 | Bacterial | Amobea, Cells |
Rank 3 | Insect | Dust Mites |
Rank 4 | Small Animal | Bird, Mouse, Cat |
Rank 5 | Human | Human |
Rank 6 | Large Animal | Bear, Ogre |
Rank 7 | House | Giant Man |
Rank 8 | Skyscraper | Ultraman |
Rank 9 | City | NYC |
Rank A | Planet | Earth |
Rank B | Sun | Sirius |
Rank C | Solar System | Sol System |
Rank D | Galaxy | Milky Way |
Rank E | Galactic Cluster | Virgo Cluster |
Rank F | Cosmos | The Universe |
Mechanics
Basic Mechanics
The basic mechanic for resolving any action whose outcome is in doubt is
fairly simple.
First the GM chooses which attribute the test will be made against. To
bust through a locked door for example the GM would probably choose
strength (unless the character was using a super power like 'Optic
Blast' in which case it would be the power level of the optic blast).
If the player is content that his base stat is good enough to pull off
the action then he can simply tell the GM his value and be done.
If the player wants the hero to invest extra energy into getting the job
done they can play cards from their hand to raise the heroes total.
Cards count as follows:
Examples
Resolution
Ultimately its up to the GM to provide some meaning to these numbers.
If the situation only requires a yes/no answer the GM only needs to check whether the hero's final total exceeds the total of his opponent or of a target difficulty the GM assigned to the action.
If the situation can have various degress of success then the GM can make a judgement call based on how close the got the the target difficulty (or by how much they exceeded it). It's important to keep in mind that Ranks are fairly major steps in this game though, so a character who is a rank or more away from the target value has probably either succeeded or failed spectacularly.
More Mechanics
Heroes have to deal with some unusual stresses so they've got some other
options available to them if the cards just aren't where they need to be.
Pushing
When a heroes fat is really in the fire they can push themselves to greater
effects than the cards in their hand would normally allow. To push a total
the hero flips a card over from the top of his deck. The cards add to the
total as normal except if the card is of the opposition suit to the
test. If an opposition card is drawn then all of the cards which have been
pushed so far (including the opposition card) count as a negative against
the hero's total. Also once an opposition card has been drawn the hero may
not push any further.
Sizing up the situation / Catching your breath
Normally a character can only draw 1 card per round to replenish their hand.
If can get a free round where they do nothing other than rest or size up the
situation they can draw two cards instead.