TEXT: Cinematic Mode is a way of playing 
  WOIN games in a more heroic, flashy 
  way. Characters in Cinematic Mode have 
  more HEALTH, more LUCK dice, and 
  more. Cinemetic Mode is great for 
  emulating some of the more 
  swashbuckling settings, both fantasy and 
  sci-fi. 
     Sometimes, you want the other end of 
  the spectrum, though. Maybe you’re 
  playing a game based around 
  Lovecraftian horror, or particularly hard 
  sci-fi. Such settings feature characters 
  who do not seek out the glory of combat, 
  because combat in those settings is 
  dangerous. 
    Alternatively, you may wish to the push 
  the envelope into cartoonish action, 
  especially in a game which features a lot 
  of comedy. 
     This article introduces two new game 
  modes - Grit Mode and Cartoon Mode. 
  Grit Mode 
  Grit Mode is an alternative to Cinematic 
  Mode. It is designed for deadly games, 
  and is particularly appropriate to 
  survival or horror games or to hard sci-fi. 
  In Grit Mode, the following applies: 
  1. Characters do not have a LUC pool. 
  They still have a LUC score, which can 
  be rolled like other attribute scores, but 
  no character may spend LUC dice. 
  GAME MODES 
  
  2. All hits in combat - not just 
  critical hits - push characters 
  one stage along a status 
  track. 
  3. Characters only heal 1 point 
  of HEALTH when they 
  spend their 5 minutes to 
  recover HEALTH. 
  4. Ammo must be tracked 
  using the rules later in this 
  article. 
  Playing in Grit Mode makes for 
  a very different game. The 
  game feels cautious, and 
  slower; characters will be 
  reluctant to throw themselves 
  into combat and will know 
  when to retreat. 
  Cartoon Mode 
  Cartoon Mode is the diametric 
  opposite of Grit Mode, and 
  pushes the boundaries of 
  believability far further than 
  even Cinematic Mode does. 
  1. Characters do not die. They merely fall 
  unconscious, and wake up the next day 
  with full HEALTH. 
  2. All characters recover all HEALTH 
  when they spend their 5 minutes to 
  recover. 
  3. Characters do not have a Maximum 
  Dice Pool prescribed by their Grade. 
  This enables them to perform 
  ridiculous feats. 
  4. Characters earn LUC dice for comedic 
  actions which make the rest of the 
  group laugh out loud. 
  Tracking Ammo 
  In most WOIN games, basic ammunition 
  is not tracked; it’s a hassle to keep track 
  of and super-cheap to replace, so it is 
  assumed that PCs have enough ammo on 
  them. 
     However, you may choose to track 
  ammo using the following rules. If you 
  are playing in Grit Mode, you must use 
  these rules, as ammo conservation is part 
  of the survival-horror genre. 
     Ammo uses a countdown pool. At the 
  end of every encounter, you roll the 
  countdown pool and remove any sixes. 
  
  When you discard the last die, you 
  have run out of ammo. 
     When  buying more ammo, you 
  simply buy “dice” . The first die costs 
  one-twentieth (5%) the cost of the 
  weapon, and each die thereafter costs 
  double the previous die. So for a 100cr 
  pistol, the first die of ammo costs 5cr, 
  the second costs 10cr, the third costs 
  20cr, and so on. 
     You can top up at any time you 
  would normally be able to buy ammo. 
  If you already have two dice of ammo, 
  you start by paying for the third die 
  (20cr). 
     This means that you cannot always 
  predict when you will run out of 
  ammo. You know when you are 
  running short, but you are not 
  counting each shot exactly. 
     This can have unusual consequences 
  - you buy ammo and then immediately 
  run out. What does this mean? It 
  means you dropped it, left it behind 
  somewhere, it got wet, or whatever 
  other explanation you or the GM care 
  to proffer. 
     This applies to regular ammunition, the 
  power packs of energy weapons, or a 
  quiver full of arrows. Any weapon which 
  uses ammunition is tracked using this 
  rule. 
     Reloading. Usually reloading isn’t 
  featured in a WOIN game. Some 
  weapons are designated with the single 
  trait, which means they can only fire once 
  per round. This abstracts the reloading of 
  these slower weapons. 
     Suppressive fire. Suppressive fire 
  automatically discards one ammo die. 
     Weight. Each ammunition die weighs 
  one pound. 
     Sharing ammo. Ammo can be shared 
  between characters by handing each 
  other ammo dice. In combat, this costs 
  one action on the part of the character 
  donating the ammo. The GM will be the 
  arbiter of what ammunition can be 
  shared - generally, it should be the same 
  type of weapon (slugger, laser, antimatter, 
  etc.)
  
SOURCE: textdata/thevault/WOIN/EONS Magazine/Eons 55 - WOIN, Rules - Game Modes.pdf