TEXT: 1 
   
  Care Bears: 
  The Staring 
  i 
  Role-Playing Game 
  A Shuffle System RPG 
  By Jeremiah L. Schwennen
  Nightcandle Imaginations
  Games from Outside the Box 
  
   
   
  Table of Contents 
  Introduction & Resources 
  3
  Game Concepts  
  4
  History
  5
  Creating Characters
  10
  Families & Hues
  13
  Traits & Powers  
  19
  Extras  
   
  26
  Spells  
  30
  Action Mechanics
  35
  Narrating the Game
  42
  Character Sheet
  58
  Appendix & Version History
  59
  Legal 
  Care Bears: the Staring is an extremely compact RPG system based around the core 
  concepts of the original Care Bears franchise. It is not in any way intended as a 
  challenge of copyright to anyone that has a vested interest in the success and 
  profitability of the Care Bears intellectual property. It exists because I had a thought 
  about it and couldn’t stop thinking about it. It isn’t terribly original or special. 
  That being said, the text of the mechanics within are the creation of Jeremiah L. 
  Schwennen and Nightcandle Imaginations, © 2014 
  Reproduce and distribute as you wish, provided this disclaimer is included in all 
  copies. Credit where credit is due, after all. 
  
   
   
  3 
   
  Introduction
  Care Bears: The Staring is a game of bright hope. The game, following 
  the adventures of the mythic defenders of good will, the Care Bears, takes 
  place in a world patterned after our own, a World of Brightness. This world 
  is almost identical to the real world, but with one crucial difference: almost 
  everything just works out better in the WoB. Crime rates are lower, the right 
  person always wins presidential elections, there hasn't been a major 
  war/conflict since World War II, and racism is almost non-existent. That isn't 
  to say that the World of Brightness is without trouble, but it is saying this: 
  smaller things constitute bigger trouble here. When you have any question 
  about whether something that does or did happen in the real world did or 
  does happen in the WoB, ask yourself this question: would the Care Bears 
  allow it to happen? If the answer is no, then trust us: that doesn't happen in 
  the WoB. Unless, of course, an Uncarer is behind it... 
  Resources 
  The CB:tS project is not without many, many people to thank. The following resources 
  were invaluable in the compilation of this game and deserve your patronage: 
   
  Wikipedia (World information) 
   
  Dafont.com (Fonts) 
   
  Lulu.com (Printing services) 
   
  The 2004 Ames Gaming group, who put up with the initial brainstorm and first draft 
  of this game… and have listened to me rant about it for all of a decade since. 
   
  Jlschwennen.wordpress.com (my blog, where this project starts, ends, and lives) 
  Aspiring Narrators may want to check out the following critical resources: 
   
  Gamemastering (a terrific manual on how to run RPGs, produced by 
  vagrantworkshop.com) 
   
  The 1980s Care Bears animated series, particularly the first two movies. 
  
   
   
  4 
   
  Game Concepts 
  The game you are about to play is one in which you take the part of a 
  Carer: a Care Bear or a Care Bear Cousin. Carers live in the enchanted cloud 
  kingdoms of Care-A-Lot and the Forest of Feelings, where they watch over the 
  Caring Energy of the world, represented by their Caring Meters. When the 
  Caring Meter falls, it alerts the Carers to someone tampering with the 
  strength of Caring in the world. The culprit behind such tampering is usually 
  a foul Uncarer. Then the team of Carers (the players) embark on a Caring 
  Mission to repair the damage done to the innocent Humans the Uncarer has 
  manipulated. Finally, the Uncarer is confronted by the raw power of the 
  Carers in the form of a Care Bear Stare or a Care Bear Cousin Call. In the end, 
  since this is a World of Brightness, Good almost always prevails. 
  This game is a role-playing game. This means each player takes the part 
  of a character in the story, usually a character of their own design, and 
  pretends to be that character. While this is much like acting in a play, role-
  playing has one crucial difference: there is no script. One of the players takes 
  the job of Narrator, the person who controls the opposition, moderates the 
  rules, and in general, keeps things running smoothly. 
  In order to play the game, you'll need a few things other than this rule 
  book. Copies of the Record Sheet for each player (or paper to record the 
  information on), pencils or pens, and the key to conflict resolution in the 
  game: at least one, preferably two, decks of playing cards. Any standard deck 
  of cards will do. You WILL need the two jokers for each deck. 
  This game is best played with 4-6 players (including the Narrator). While 
  you read through this book, keep one thing in mind: everything in this book 
  is a guideline. If you don't like something, change it—just so long as the game 
  is FUN! 
  
   
   
  5 
   
  History 
  Listen up cubs, this is important! 
  Today, Uncle Tenderheart is going to tell you the history of the Care Bears. 
  I know you don't much care for school, and history least of all, but I promise 
  you, if you just pay attention to what I have to say, things will come into 
  perspective. You may even learn some things that will change your lives 
  forever. Are you ready? 
  Put that Star Buddy down, Tons-O-Bubbles! Yes, right now! 
  Oh Great Star, sometimes I wonder what you were thinking when you 
  brought us the New Generation. In the old days, things were simpler. 
  OK. Here we go. It all begins with the formation of Caring Energy, in the 
  very distant past. Humans, I think, call the event that generated the Caring 
  Energy Stream a "Woodstock." 
  No, I don't know what a Woodstock is. But I tell you this much, it sure has 
  made the world a much better place. 
  Maybe I'm starting too late in the story, too close to the end, or at least the 
  middle. Maybe you cubs need to understand what came before. Yes yes yes, 
  I think that is indeed what you need. 
  Before Woodstock, there was trouble. The world was, well, a darker place. 
  Most Humans didn't understand how to deal with each other. Bad people, 
  actual Humans with badness in their blood, went about the world making 
  everyone and everything miserable. There were wars. Big wars. Many people 
  died--people who had a lot of love in their hearts. People who might have 
  made the world a better place. So, somewhere along the line, when the last 
  straw in a string of endless wars came about, people began to see the error of 
  their ways. The lack of caring in the world finally started to make itself 
  known. 
  So people got together. People brought love and happiness and joy and 
  flowers and song and dance, and they brought it all to one place, one 
  
   
   
  6 
   
  moment in time. And in that moment, the Great Star looked down on 
  Humans and said, after years and years of waiting, "Finally, they are ready." 
  Caring Energy 
  No one knows what exactly stimulated the emotional energy of 
  Woodstock to coalesce into Caring Energy. No one, except perhaps the Great 
  Star. But the effects of the event were wide-reaching and instantaneous. The 
  conflicts brewing across the globe faded from thoughts. Crime rates dropped. 
  Some of the worst Humanity had to offer simply curled up and vanished.  
  Somehow, the power of Caring that had been created, or rather 
  unleashed, in the Woodstock Event had reached out and made contact with 
  every Human on the planet, opening eyes and widening hearts. Humanity 
  had finally found its power, the one gift it had that could overcome any 
  obstacle and vanquish any hardship. Humanity had found its heart. 
  But the advent of Caring Energy was not the only change that awakened 
  in the world that day. And the change that accompanied the Caring Energy 
  Stream was perhaps the single greatest threat to Humanity of all time. While 
  new power and joy had been washed into the lives of mankind the world 
  over, new threats loomed in the shadows. 
  These threats were the Uncarers: beings whose very existence was derived 
  from the occasional spaces in the world that the Caring Energy could not 
  reach. The first Uncarer was born that day, and his name was Darkheart. 
  Now now, little cub, don't cry. I know you've heard the tales of Darkheart, 
  I know you've heard the legends. But remember, this story has a happy 
  ending. Darkheart was the beginning of a very long and dark road for 
  Humanity, but he never succeeded in his ultimate goal. After all, we're still 
  standing here, in Care-A-Lot, bright and safe. 
  Darkheart immediately realized that his existence depended upon the 
  destruction of those who fed upon the Caring Energy. Worse, his strength and 
  power grew as he defeated the Human spirit. His schemes were grand and 
  deep, and before the first day of his Uncaring life was out, he had already 
  
   
   
  7 
   
  spawned new Uncarers, beginning the foundations of an army of dark beings 
  who would threaten the Caring Energy of Earth for a lifetime to come. 
  But Darkheart's activities did not go unnoticed. Someone saw him. 
  Someone watched. And someone had a plan to protect the Caring Energy 
  Stream. 
  Someone we all know as the Great Star. 
  The Great Star 
  He may be great and unknowable, but the Great Star has ever been the 
  champion of Caring Energy. He waited a thousand lifetimes for mankind to 
  progress to the point where they could begin to feed the Caring Energy Stream 
  with their own compassion and happiness. When the moment finally came, 
  he was outraged at the existence of Darkheart and his Uncaring spawn. 
  So the Great Star created protectors for Mankind. He created Care Bears. 
  It began with Proudheart and Trueheart. The first Heart Family and Cousin 
  Family Carers. Born of all the best of Humanity, the Great Star sent them after 
  Darkheart... but they were not powerful enough. Darkheart drew on decades 
  of ill will within Humanity, while the Carers had only the newness of the 
  Caring Energy Stream to feed their powers. 
  The First Family 
  So the Great Star intervened a second time, giving unto the Carers the First 
  Generation. This was 1982, the First Year of the First Family. 
  But while the first Carers waited patiently for the First Family to grow up 
  and take their place as defenders of Humanity and Caring, Darkheart 
  schemed in the darkness, hiding and waiting for the Uncarers he had created 
  to turn the world to shadow and ash. 
  The first true threat to Care-A-Lot came early in the career of the First 
  Family. The Cousins had been hidden away in the Lost Kingdom of the Forest 
  of Feelings to prevent a sneak attack from Darkheart. And, not knowing of 
  their missing brethren, Care-A-Lot's Carers were unprepared for the damage 
  that the Tome of Dark Sorcery worked upon the world. 
  
   
   
  8 
   
  The Mission of Caring 
  The Tome of Dark Sorcery was an enchanted book that worked its 
  Uncaring will upon a young boy named Nicholas. When the Carers rose to 
  the challenge of helping save Nicholas and defeating the Tome, they also 
  found their missing Cousins. Thus began the true task of the Carers. They 
  turned their eyes to the Earth and remained ever vigilant, waiting patiently 
  for the next Uncarer to strike, for the Caring Energy to falter, and the 
  defenders of Caring to be called upon again. 
  For years the Mission of Caring continued, and Humans were defended 
  from the darkness of the Uncarers by Care Bears and Cousins. 
  Then Darkheart returned. His foul powers nearly destroyed Care-A-Lot, 
  damaged the Caring Meter, and almost engulfed the whole of the Caring 
  Energy Stream in shadow. But he was stopped, in the end, by the power of 
  Caring. Darkheart's evil schemes fell when not Carers, but Humans, showed 
  him the power of love. 
  Darkheart became the first Converted Carer, an Uncarer who had been 
  turned to the power of Caring by love. With their sire Converted, the 
  remaining Uncarers of the world went into hiding... biding their time and 
  hatching new schemes. For a time, the Care Bears had won. For a time, 
  Humanity was safe. 
  A New Generation 
  That time was thirty years of peace. In those years, Uncarers rose up only 
  to be vanquished within hours, and the First Family grew old. That brings us, 
  I think, to you, cubs. To the next generation. To new tomorrows and new 
  hopes. 
  It's time, I think, now that we've reached the end of the story, to tell you 
  the answer to the one question we always refuse you—where do Care Bears 
  come from? Well, all I know is where you cubs came from. 
  The Great Star listened to our cries. He listened to our pleading for new 
  blood, new life to take up the Mission of Caring. The time for me, and the rest 
  
   
   
  9 
   
  of the First Family, to protect mankind is at its end. We've left you a Brighter 
  world. A new world, with new possibility and new love. 
  One day soon, when the First Family is gone, and the New Generation 
  watches over Care-A-lot and Earth, you'll understand. 
  The burden of Caring is now yours. 
  
   
   
  10 
   
  Creating Characters 
  Now that you've learned about how the Care Bears came to be, it's time 
  for you to make your own Carer. This chapter will provide you with the steps 
  necessary for the creation and care of a Carer character. We will walk you 
  through the Construction process step by step until you have your very own 
  Carer! 
  Character Construction 
  Follow this step-by-step flow chart as you build your character. For ease 
  of use, you may wish to make a copy of the Care Bears: The Staring Record 
  Sheet located at the back of this book. Fill out this sheet as you go along! 
  Step 1: Choose a Name. By selecting a colorful and heart-warming name 
  for your character, you help make important decisions about your character's 
  Traits, Powers, Extras, Family, and more. Think of the Care Bear names 
  mentioned in this book as a guideline for how to create your own Carer name. 
  Step 2: Draw your Carer! In the provided Illustration Box, draw a picture 
  of your Carer. Be sure to pay close attention to the emblem, as this dictates 
  your Family and the effectiveness of your Create Power. You may wish to 
  create an emblem after selecting a Family.   
  Step 3: Choose a Family. Look through the Family descriptions in the 
  book and choose the one that sounds the most like the Carer you are creating. 
  Once you have selected a Family, make note of your Bonus Power and, if you 
  haven't already, finish your emblem. 
  Step 4: Choose a Hue. As with choosing a Family, you should look 
  through the book to find the Hue that most matches the types of Caring your 
  Carer will encourage in others. Once you have selected a Hue, make a note 
  of your Acts of Encouragement and color in your illustration with the 
  appropriate color.  
  
   
   
  11 
   
  Step 5: Assign hearts to Traits. All Traits begin with one heart. All Carers 
  except Dual Family Carers may add one heart to their choice of one Trait. 
  Dual Family Carers receive an additional heart to use in this process. The 
  Trait maximum is 3 hearts. 
  Step 6: Assign hearts to Powers. Each Carer receives five hearts to divide 
  amongst four Powers. Most Carers receive a bonus heart for use in a specific 
  Power based on their Family. Rainbow Family Carers may add a heart into 
  the Power of their choice. The Power maximum is 3 hearts. Remember you 
  must take at least one heart in Create, and only Cousin Family Carers may 
  take Improve (which they must take one heart in.) 
  Step 7: Assign hearts to Extras. Each Carer receives seven hearts to divide 
  amongst their choice of Extras. No more than one Extra can be taken at the 3 
  heart level. Remember that all Carers must take at least one heart in Belief, 
  and no Carer may begin with hearts in Converted Carer. All Extras have a 
  maximum of three hearts. 
  Step 8: Choose a Quirk related to your name and emblem. For example, 
  Grumpy bear is always grumpy (and has the Quirk: Grumpy) while Secret 
  Bear can only talk in whispers (and has the Quirk: Silent.) These Quirks help 
  flesh out your character and make him or her unique in the Care Bears: The 
  Staring world. 
  You're finished!  
  Character Construction Example 
  Let's follow someone through the Care Bears Character Construction 
  process, just to make sure everyone has a handle on things. Our volunteer is 
  Tasha. She is new to the game, and is very excited about constructing her first 
  Carer.  
  Step 1: Tasha considers the name for her Carer carefully, and finally 
  determines that she wants a Carer who helps people fix broken relationships. 
  Her Carer will be named Heartmender Bear. 
  
   
   
  12 
   
  Step 2: Tasha cobbles together an emblem for her Carer, and decides she 
  wants a bear, so she draws a rough sketch of Heartmender Bear. Her emblem 
  is a compass with heart markings and a heart-shaped arrow pointing North. 
  Step 3: Tasha sees that, based on her emblem, she is a good fit for the 
  Heart Family. Not only that, but the leadership and organizational skills of 
  the Heart Family sound like the perfect match for Heartmender Bear. 
  Step 4: Tasha loved the color Violet, and she thinks Acts of Compassion 
  are right up Heartmender's alley, so she chooses the Violet Hue. 
  Step 5: When it comes time for Heartmender's Traits, Tasha fills in one 
  heart for each Trait. Now she has to choose which Trait gets the extra heart, 
  and for her it’s no contest: she wants Heartmender to be very observant, so 
  the extra heart goes under Observant! 
  Step 6: For Powers, Tasha knows Heartmender has to have at least one 
  heart in Create (which she gets for free as a Heart Family Carer,) and can't 
  take Improve or Sorcery. She chooses Intuit for two hearts to represent 
  Heartmender's insightful nature, then a single heart in Hideaway in case she 
  needs to hide from Uncarers. For her last two hearts, since she is limited to 4 
  Powers and doesn't want to increase any of her other three, Tasha chooses to 
  put two hearts in Clear Sight. This way she can be certain that no Uncarers 
  will trick her! 
  Step 7: Tasha decides she wants only 3 Extras, so she has seven hearts to 
  work with. Heartmender should be able to affect change in all kinds of 
  people, so Tasha puts three hearts in Belief, meaning she cannot have 
  another Extra at the three heart level. Tasha wants a mode of conveyance for 
  Heartmender, so she gives her a two heart Rainbow Rescue Beam. Lastly, 
  Tasha gives Heartmender Bear a two heart Staroscope to help locate any 
  Caring Crisis that comes up. 
  Step 8: That's it! Tasha's first Carer is done... now it's your turn! 
  
   
   
  13 
   
  Families & Hues 
  Every Carer is a member of a family and possesses a hue. These defining 
  characteristics of a Carer are outlined in this chapter. 
  Families 
  A Carer Family is the larger sub-group of Carers that he or she belongs 
  to. There are six basic Families, and each has certain characteristics that 
  unite all its members. Every family has a certain shape or device incorporated 
  into its emblem in some fashion. Furthermore, one Family, Cousin, is 
  composed of non-bear animals, while all other Families are Bear-only. The 
  game effects of your Family are limited to a special advantage unique to your 
  Family, as described in the Family entries below. If a Carer's emblem contains 
  aspects of multiple non-Cousin Families, that Carer's Family is considered 
  Dual OR whichever of the multiple Families the Carer's player chooses at 
  Character Creation.   
  Smiles 
  The Smiles Family is composed solely of Bears. One of the youngest Families, 
  their powers are often bound up in the inspiration of happiness and joy in others. 
  Smile Family Carers tend toward the Yellow Range of Hues, and are often reluctant 
  to use the flashier or showier Powers possessed by Carers. 
  All Smile Family Carers have 
  emblems featuring a smiley face of some 
  sort. Examples of Smile Family Carers 
  include Laugh-a-Lot Bear (A Dual who 
  has chosen to follow her Smile heritage,) 
  Friend Bear, and Funshine Bear. 
  Summary Table: 
  Smiles 
  Type: 
  Bear 
  Emblem: 
  Smiley face 
  Bonus Power: 
  Inspire 
  Exemplar: 
  Funshine Bear 
  
   
   
  14 
   
  The first Power a Smile Family Bear learns is Inspire. Because of their natural 
  affinity with bringing happiness to others, all Smile Family Carers receive the first 
  heart of Inspire as a Bonus Power. 
   
  The current leader of the Smile Family is Funshine Bear, although the Smile 
  Family rarely gathers for any purpose. Smilers are renowned for their parties and 
  gift-giving celebrations, and it is often said that he only time two Smilers are in a 
  room together is when someone is about to yell "Surprise!" 
  Hearts 
  The Hearts Family is composed only of Bears. The largest and oldest Family, 
  Heart Bears often find themselves helping to spread the ideals of cooperation and 
  helpfulness to Humanity. Heart Family Carers tend to migrate towards the Red Range 
  of Hues and are known to have an affinity for the more concrete Caring Powers. 
  All Heart Family Carers have 
  emblems featuring a heart of some sort. 
  Examples of Heart Family Carers include 
  Love-A-Lot 
  Bear, 
  Grumpy 
  Bear, 
  Tenderheart Bear, and Secret Bear. 
  The first Power a Heart Family Bear 
  learns is Create. Because of their natural talent at bringing concrete change into the 
  world by applying the Caring Energy in a variety of ways, all Heart Family Carers 
  receive the first heart of Create as a Bonus Power. 
   
  The current leader of the Heart Family is Tenderheart Bear. The most regularly 
  meeting of the Families, the Heart Family makes up much of the administrative body 
  of the Carers, and meet regularly with their kin in order to discuss plans and 
  strategies for spreading Caring throughout the world. 
  Stars 
  The Stars Family is made up of Bears. The smallest Family, Star Family Bears 
  have a great ability to understand the nature of things, and serve primarily as 
  advisers and counselors for those in need. Star Family Carers are the most likely to 
  choose the Gray Range of Hues and are known to preferring helping Humans from 
  "behind the scenes." 
  Summary Table: 
  Hearts 
  Type: 
  Bear 
  Emblem: 
  Heart 
  Bonus Power: 
  Create 
  Exemplar: 
  Tenderheart 
  
   
   
  15 
   
  All Star Family Carers have emblems featuring a star of some sort. Examples of 
  Star Family Carers include Wish Bear, Champ Bear, and Bedtime Bear. 
  The first Power a Star Family Bear 
  learns is Intuit. Because of their natural 
  ability to figure out the source of a 
  problem, all Star Family Carers receive 
  the first heart of Intuit as a Bonus Power. 
  The current leader of the Star Family 
  is Wish Bear. While the Star family rarely gathers because its members often have 
  other obligations, during times of great danger or great hope, Star Family gatherings 
  serve as a rallying point for those Bears who truly believe the Star Family to speak 
  with the authority of the Great Star. 
  Rainbows 
  The Rainbows Family is a Bear-only Family.  Perhaps the most noticeable 
  Family, Rainbow Carers represent the median in age and size for Carer Families. 
  Versatile and flexible, Rainbow Family Bears usually do their best to adapt to 
  challenges and help Humanity see the 
  value in compromise. Rainbow Family 
  Carers tend to gravitate towards the Red 
  and Blue Ranges of Hues and are known 
  to focus on becoming "Jacks of All 
  Trades." 
  All Rainbow Family Carers have emblems featuring a rainbow. Examples of 
  Rainbow Family Carers from the First Family are rare, but Rainbow Carers are more 
  common in the New Generation.  
  Because of the Rainbow Family’s talent for adaptation, all Rainbow Family 
  Carers receive the first heart of the Power of their choice as a Bonus Power. 
   
  The current leader of the Rainbow Family is Cheer Bear. While Cheer Bear 
  represents the Rainbowers, she is aware that her voice is not best suited to meeting 
  the needs of the more populous Rainbowers of the Second Generation. Always 
  keeping things moving and maintaining a vibrancy and vitality of purpose that puts 
  other Carers to shame, Rainbowers know that their role in Carer politics is rising. 
   
   
  Summary Table: 
  Stars 
  Type: 
  Bears 
  Emblem: 
  Star 
  Bonus Power: 
  Intuit 
  Exemplar: 
  Wish Bear 
  Summary Table: 
  Rainbows 
  Type: 
  Bear 
  Emblem: 
  Rainbow 
  Bonus Power: 
  Choice 
  Exemplar: 
  Cheer Bear 
  
   
   
  16 
   
  Dual 
  The Dual Family is made up solely of Bears. The newest Family, but not smallest, 
  Dual Bears are explorers and rebels, defying the old orders and always seeking out 
  new paths and methods to bring the Mission of Caring to Humans. Dual Family 
  Carers are often found in the Blue Range of Hues and have shown a strange weakness 
  in manipulating Caring Energy in its pure form, a sign seen by some as an omen of 
  an emerging threat to the Caring Energy Stream. 
  All 
  Dual 
  Family 
  Carers 
  have 
  emblems featuring a combination of 
  Family Emblems, such as a Rainbow and 
  a Star, or a Smile and a Heart. Any 
  combination 
  of 
  the 
  four 
  Primary 
  Families 
  is 
  possible 
  for 
  a 
  Dual. 
  Exemplars of the Dual Family include Laugh-a-Lot Bear (who recently gave up her 
  ties to the Dual Family in order to join the Smiles Family) and Hug-a-Lot Bear, 
  formerly known as Baby Hugs. 
  Because of the strange inability of Dual Bears to properly manipulate Caring 
  Energy, Powers often come slowly to Dual Bears. As a result, these Bears learn to 
  harness their mental and physical skills to impressive levels. Dual Family Bears 
  receive an additional heart in the Trait of their choice instead of a Bonus Power heart. 
  The current leader of the Dual Family is Hug-a-Lot Bear. Since many of the Duals 
  are young, and their leader herself is still fairly new to the role of adult, the Duals are 
  not, as yet, taken very seriously by the Carer community. But when a Caring Mission 
  arises that demands innovation, creativity, bravery, and cunning, there can be no 
  doubt that Dual Bears are among the first to heed the call to Caring. 
  Cousins 
  The Cousins Family is a catch-all Family made up of any non-Bear animal. 
  Growing larger by the year, Cousins must rise above their limitations, what with 
  being unable to contribute to a Care Bear Stare, in order to spread their own unique 
  brand of Caring to Humanity. Cousin Family Carers have access to Powers unknown 
  to Bears, and find themselves in all Hues and all manner of affinities. 
  Summary Table: 
  Duals 
  Type: 
  Bear 
  Emblem: 
  Combination 
  Bonus Power: 
  Trait 
  Exemplar: 
  Hug-A-Lot Bear 
  
   
   
  17 
   
  All Cousin Family Carers have emblems featuring a heart of some sort. 
  Furthermore, the word "heart" always appears in their names. Examples of Cousin 
  Family Carers include Braveheart Lion, Brightheart Raccoon, and Cozyheart 
  Penguin. 
  The first Power a Cousin Family 
  Carer learns is Improve. Since this Power 
  is only knowable by Cousins, the mastery 
  of Improve as a Power is something most 
  Cousins take upon themselves as a 
  matter of pride. Improve is the Bonus 
  Power of all Cousins. 
  The current leader of the Cousin Family is Braveheart Lion. Because of their 
  diverse nature, Cousins fit poorly in the hierarchy of Care-A-Lot, but in their 
  homeland of the Forest of Feelings, the Cousins believe in distribution of 
  responsibility based on ability and merit, not the class-like structure of Family 
  stratification. While many believe the Cousins to be pale imitations of the Care Bears, 
  the Cousins know that, in time, they will prove their worth. 
  Hues 
  Hue is the formal name for the color of your Carer. Color is very 
  important to a Carer, because it represents that Carer's basic nature. 
  Furthermore, whenever a Carer solves a Caring Crisis by inducing Acts of a 
  specific emotional nature in the affected Humans, that Carer receives a 
  bonus. This mechanic is in place to reflect how different personalities of 
  Carers are better-suited to different types of Caring. Under very rare 
  circumstances, a Carer's Hue may change due to in-game events. 
  Each possible Hue is listed below, along with what particular Acts Carers 
  of that Hue are awarded their bonus for. 
   
   
  Summary Table: 
  Cousins 
  Type: 
  Non-Bear 
  Emblem: 
  Heart 
  Bonus Power: 
  Improve 
  Exemplar: 
  Braveheart Lion 
  
  18 
   
  Red Range 
   
  Red: Acts of 
  Encouragement 
  Example: Helping a Human to 
  see the bright side of things. 
   
  Pink: Acts of Kindness 
  Example: Helping a Human to 
  see the value in being nice to 
  people. 
   
  Orange: Acts of Selflessness 
  Example: Helping a Human to 
  learn to think about others 
  before him or herself. 
  Yellow Range 
   
  Yellow: Acts of Joy 
  Example: Helping a Human to 
  find the value in spreading 
  happiness to others. 
   
  Light Green: Acts of Hope 
  Example: Helping to restore a 
  Human's lost faith that things 
  will turn out well in the end. 
   
  Dark Green: Acts of 
  Perseverance 
  Example: Helping a Human to 
  learn how to stick with things 
  and not give up. 
  Blue Range 
   
  Dark Blue: Acts of Nobility 
  Example: Helping Humans to 
  stand up for others. 
   
  Light Blue: Acts of Initiative 
  Example: Showing a Human 
  how to take charge and not be 
  afraid of making the first 
  move towards a good deed. 
   
  Violet: Acts of Compassion 
  Example: Helping a Human to 
  learn about understanding 
  other people's feelings and 
  beliefs. 
  Gray Range 
   
  White: Acts of Dedication 
  Example: Showing a Human 
  about loyalty and trust in their 
  friends. 
   
  Gray: Acts of Reason 
  Example: Helping a Human to 
  learn how to balance their 
  emotions 
  with 
  common 
  sense. 
   
  Black: Acts of Self-Sacrifice 
  Example: Helping a Human to 
  see that sometimes the only 
  way to solve a problem is to 
  give up your own involvement 
  in it. 
  
   
  19 
   
  Traits & Powers 
  Every Carer has a combination of hearts on their character sheet 
  representing their innate characteristics (Traits) and their special abilities 
  (Powers). Both of these two vitally important parts of a Carer are more fully 
  defined in this chapter. 
  Traits 
  Traits represent the basic abilities of a character. Traits are the one thing 
  that all characters, be they Carer, Uncarer, Human, Animal, Monster, or 
  Unknown, have in common. There are six Traits, and they are divided into 
  two broad categories, Physical and Mental. 
  Physical Traits 
   
  Strong is the Trait that represents how much your Carer can lift or carry, as 
  well as how hard he can hit things or break out of or through things. 
   
  Fast is the Trait that represents how quickly your Carer moves and thinks. 
  Fast also covers how quiet or coordinated your Carer is. 
   
  Tough is a Trait that describes both physical and mental resistance. Tough 
  shows how hard it is to hurt your Carer or to manipulate his/her mind. 
  Mental Traits 
   
  Smart is the Trait that covers how much your Carer knows and how well 
  he or she can use the knowledge he or she has. 
   
  Nice represents the force of your Carer's personality. Nice is used to show 
  how convincing or charming your Carer can be. 
   
  Observant is the Trait that reveals how good your Carer is at noticing or 
  finding things. Observant also helps gauge how well your Carer can resist 
  being tricked.  
   
   
  
   
  20 
   
  Powers 
  Powers represent the special 
  abilities 
  each 
  Carer 
  possesses. 
  Powers are the skills that allow a 
  Carer to manipulate Caring Energy 
  in order to make the task of 
  completing the Mission of Caring easier. Some Powers, such as Sorcery, are 
  difficult to learn and may take a Carer a lifetime to master, while others, such 
  as Create, are basic Powers that even the newest Carer can use. There are ten 
  Powers covered in this book. 
  Inspire 
   
  This Power gives the Carer 
  the ability to Inspire emotions in the 
  target. This Power works on Carers, 
  Uncarers, and Humans. For every 
  heart the Carer has in Inspire, the 
  player must choose two emotions 
  which the Carer knows how to Inspire. These emotions can never be changed or taken 
  back, so choose wisely! 
  Inspire is a potent ability. Because of this, a target may never be successfully 
  Inspired more than once per day, not even by two different Carers. Each successful 
  use of Inspire lasts until the next Sunrise or the next Sunset, whichever comes first. 
  Once an Inspiration wears off, the target becomes vulnerable to Inspire again. 
  To use Inspire, the Carer using Inspire draws one card for each heart in Inspire. 
  The target being Inspired draws cards equal to his/her hearts in Nice. Inspire is 
  successful if Carer holds a superior card. 
  Intuit 
  This Power gives the Carer the ability 
  to discover and understand the thoughts 
  and emotions of the target. This Power 
  works only on Humans. For every heart 
  Create 
  Improve 
  Inspire 
  Bravery 
  Intuit 
  Leadership 
  Invent 
  Clear Sight 
  Sorcery 
  Hideaway 
  Power: 
  Inspire 
  Targets: 
  Any 
  Opposed By: 
  Nice 
  Duration: 
  Sunrise/Sunset 
  Notes: 
  2 emotions/heart 
  Power: 
  Intuit 
  Targets: 
  Human 
  Opposed By: 
  Smart 
  Duration: 
  Instant 
  Notes: 
  3 uses per heart per day 
  
   
  21 
   
  the Carer has in Intuit, the Power may be used three times per day. A failed use of 
  Intuit still counts as a use. 
  Like Inspire, Intuit has a powerful effect on people. A Human may never be 
  successfully Intuited by the same Carer twice in the same day.  
  To use Intuit, the Carer using the Power draws one card for each heart in Intuit. 
  The target being Intuited draws cards equal to his/her hearts in Smart. Intuit is 
  successful if Carer holds a superior card. Once a Human has been Intuited, the player 
  of the Intuiting Carer may ask the Narrator one question about the current thoughts 
  or emotions of the Human. 
  Create 
  This Power gives the Carer the ability to 
  Create objects from pure Caring Energy. 
  These objects must be based in some way 
  on the Carer's emblem, and spring forth in 
  a burst of light from the Carer's tummy. 
  Each heart in Create grants the Carer the 
  ability to Create once per day. 
  Every Carer learns Create as a basic survival tool, so each Carer must take one 
  heart in Create. Objects Created exist for a maximum of one hour, and may be 
  dissolved early if the Creator so wishes. 
  To use Create, the Carer simply chooses the shape to create and declares the 
  action. Created objects have relevant Traits at one heart each, plus a number of 
  hearts equal to the Carer's hearts in Create. 
  For example, if Swiftheart Rabbit Creates a winged heart to carry a message to 
  Tenderheart Bear, that Creation, based on a Create Power of 2 hearts, has Strong, 
  Fast, and Tough Traits of one. Swiftheart wants the message to get there quickly, so 
  he gives both his Create hearts to Fast. If something does catch the heart, it won't 
  stand up to much knocking around, but it should, with a Fast Trait of 3 hearts, be 
  tricky to catch in the first place!  
   
   
  Power: 
  Create 
  Targets: 
  N/A 
  Opposed By: 
  N/A 
  Duration: 
  1 Hour 
  Notes: 
  Hearts=Creations/ day 
  
   
  22 
   
  Invent 
  This Power gives the Carer the 
  ability to Invent or Repair Caring 
  Devices, 
  such as 
  Cloud 
  Cars, 
  Rainbow Rescue Beams, Uncarer 
  Nets, or any other Caring-energy-
  fueled contraption. Each heart in 
  Invent increases the speed and chance of success for Inventing, Building, or 
  Repairing objects. Invent is a Power that can only be used on inanimate objects, but 
  it could theoretically have applications when used against mechanical creatures, 
  such as robots. 
  Inventing (or repairing) takes time determined by the draw of a card. Draw a 
  number of cards equal to hearts in Invent, then choose the most favorable result. 
  Card Draw: 
  Heart 
  Diamond 
  Club 
  Spade 
  Joker 
  Invent: 
  1 day 
  1 week 
  2 weeks 
  1 month 
  6 months 
  Repair: 
  6 hours 
  1 day 
  1 week 
  2 weeks 
  3 months 
  In order to Invent or Repair, draw cards equal to the Inventor’s hearts in Invent. 
  This is a separate draw from the Duration draw mentioned in the paragraph above. 
  The Narrator then draws cards equal to the difficulty (see the Difficulty Table, below, 
  for sample difficulties.) The Invention is conceived (and ready to be built) if the Carer 
  holds a superior card. The Invention then requires an amount of time to complete as 
  determined by the Duration Draw. 
   
   
   
   
  Bravery 
  This Power gives the Carer the ability 
  to protect himself or herself from the 
  Uncaring Power: Fear. This Power has 
  the added benefit of shielding others, 
  either Carer or Human. For every heart 
  the Carer has in Bravery, the Power may 
  Power: 
  Invent 
  Targets: 
  Mechanical 
  Opposed By: 
  Difficulty 
  Duration: 
  Variable 
  Notes: 
  Also Repairs 
  Difficulty 
  Average 
  Hard 
  Improbable 
  Examples 
  Communicator, 
  Staroscope, 
  Healing Device 
  Rainbow Roller, 
  Cloud Car, 
  Hologram 
  Rescue Beam, 
  Rainbow Shield, 
  Caring Meter 
  Power: 
  Bravery 
  Targets: 
  Human, Carer 
  Opposed By: 
  N/A 
  Duration: 
  Encounter 
  Notes: 
  Each heart grants one 
  additional target, must be 
  used with Inspire 
  
   
  23 
   
  be extended to an additional target, when used in conjunction with Inspire. 
  Bravery can be used an unlimited number of times each day, and lasts for the 
  duration of the encounter with the Uncarer that has the Fear Power.  
  To use Bravery, the Carer announces his intention to activate Bravery. If the 
  Brave Carer wishes to extend the Bravery to additional targets, the Carer must 
  successfully use Inspire on the target, with the emotion "Brave." This is an exception 
  to the Inspire Emotion limit: the Carer need not have declared "Brave" as a learned 
  emotion for the purposes of Inspire. Once a target (or the Carer) has been granted 
  Bravery, the target gains the Carer's hearts in Bravery as additional card draws when 
  drawing Tough cards to resist Fear. 
  Improve 
  This Power gives the Carer the ability 
  to channel Caring Energy into his or her 
  own 
  Traits, 
  increasing 
  them 
  dramatically. This Power works only on 
  the user. For every heart the Carer has in 
  Improve, the Improvements are more 
  potent. 
  Improve may only be learned by members of the Cousin Family. Each use of 
  Improve lasts for one hour, and Improve may only be used once per day.  
  To use Improve, a Carer must declare the Improve action and concentrate for one 
  turn. At the end of that turn, the Carer may add the hearts from Improve to any Traits 
  he or she wishes. These hearts may be distributed in any way the Carer wishes, 
  disregarding Trait Maximums. Most Carers have "favored distributions" that they 
  most frequently utilize. Some Carers refer to these forms as their Improved Selves. 
  For example, Braveheart Lion has Improve with two hearts. He uses Improve, 
  and decides to add one heart to Fast and one heart to Tough. Another day, he may 
  decide to add both hearts to Strong, or perhaps one to Fast and one to Smart. 
  Hideaway 
  This Power gives the Carer the ability 
  to vanish from sight or conceal him or 
  herself from unwanted attention. This 
  Power works only on the user. For every 
  Power: 
  Improve 
  Targets: 
  User 
  Opposed By: 
  N/A 
  Duration: 
  1 Hour 
  Notes: 
  1 use per day 
  Power: 
  Hideaway 
  Targets: 
  User 
  Opposed By: 
  Observant 
  Duration: 
  Concentration 
  Notes: 
  Unlimited uses 
  
   
  24 
   
  heart the Carer has in Hideaway, the Carer increases the chances of successfully 
  Hiding from the enemy. 
  Hideaway lasts as long as the Carer remains concealed and unmoving. Making 
  any movement or noise will end the effect of Hideaway. Hideaway may be used an 
  unlimited number of times per day. 
  To use Hideaway, the Carer simply adds the hearts from Hideaway into his/her 
  hearts of Fast and draws that many cards. The person being hidden from then draws 
  cards equal to Observant. Hideaway succeeds if the Carer holds a superior card. Any 
  time an additional attempt to locate the Hidden Carer is made, these cards must be 
  drawn again. 
  Clear Sight 
  This Power gives the Carer the 
  ability to penetrate attempts at 
  confusion, 
  illusion, 
  and 
  concealment. This Power works 
  only on the user. For every heart the 
  Carer has in Clear Sight, the Carer 
  increases the chances of successfully penetrating the effect. 
  Clear Sight lasts only one turn (long enough to see through the effect) and can be 
  used up to three times each day. A Carer may expend a single point of Caring Meter 
  Energy to restore him or herself to the full three uses of Clear Sight for the day. 
  To use Clear Sight, the Carer simply adds the hearts from Clear Sight into his/her 
  hearts of the relevant Trait to defeat the chosen effect and draws that many cards. 
  Clear Sight can be used against the Caring Power: Hideaway, and also the Uncaring 
  Powers: Transformation and Illusion. Clear Sight may, at the Narrator's discretion, 
  aid in defeating certain Spells and Extras, such as Shadow. 
  Leadership 
  This Power gives the Carer the ability 
  to share hearts with Caring teammates. 
  This Power works on Carers and 
  Humans. This Power represents the 
  ability of good Carers to support one 
  another on Caring Missions. For every 
  heart the Carer has in Leadership, the 
  Power: 
  Clear Sight 
  Targets: 
  User 
  Opposed By: 
  Variable 
  Duration: 
  1 Turn 
  Notes: 
  3 Uses/ day 
  Power: 
  Leadership 
  Targets: 
  Teammates 
  Opposed By: 
  N/A 
  Duration: 
  1 Action 
  Notes: 
  Each Heart may be 
  given once/ day 
  
   
  25 
   
  Carer gains one Bonus Heart that may be assigned to a teammate on a Caring 
  Mission. 
  Leadership hearts lasts only for the action they are assigned to, and each heart 
  can be assigned once per day. A single Leader may never assign more than one heart 
  to a single action. 
  To use Leadership, the Carer simply declares the use of a Bonus Heart. This 
  declaration is made during the target teammate's turn, never during the Carer's own. 
  The Carer must be able to speak and communicate effectively with the teammate in 
  order to give the Bonus Heart. The recipient then treats his or her Trait or Power as if 
  it possesses one extra heart for the purposes of Action Draw ONLY. The recipient may 
  refuse the Bonus Heart if he or she wishes. 
  Sorcery 
  This Power gives the Carer the ability 
  to focus Caring Meter Energy into 
  powerful effects. Each heart in Sorcery 
  allows the Sorcerer to cast one Spell per 
  day. Sorcery is a powerful ability, and its 
  overuse can cause permanent damage to 
  the Caring Energy Stream. Sorcery requires a great deal of study and energy to 
  master. Carers may not begin the game with Sorcery. Furthermore, in Campaign 
  Games, a Carer cannot learn Sorcery until he or she has 3 hearts in Smart and 3 
  Converted Carers. 
  Sorcery requires a single turn to activate. In a turn in which the Sorcerer wishes 
  to use Sorcery, the Sorcerer acts last. To use Sorcery, the Carer declares his or her 
  intentions to cast a Spell. Once it is the Carer's turn, the Carer draws cards equal to 
  hearts in Sorcery (Leadership may never aid in a Sorcery draw.) These cards are then 
  compared to the Spell's Card Type (see Spells chapter for Spell descriptions). If the 
  Carer meets the requirements for casting (as described in the Spell's description) the 
  appropriate amount of Caring Meter Energy is expelled. The Spell then takes effect. 
  Note: Caring Meter Energy is never expelled on an unsuccessful casting.
  Power: 
  Sorcery 
  Targets: 
  Varies by Spell 
  Opposed By: 
  Card Type of Spell 
  Duration: 
  Varies by Spell 
  Notes: 
  Hearts= Spells/ day 
  
   
  26 
   
  Extras 
  Extras 
  represent 
  special 
  advantages, resources, and devices 
  to which a Carer has access. Extras 
  are acquired in a number of ways, 
  but are usually potent additions to a 
  Carer's arsenal. Less directly effective 
  than Powers, Extras have special 
  qualities dictated by the number of hearts assigned to them. All Extras have 
  a heart maximum of three, regardless of any attempted modification. 
  Belief 
  Belief is a crucial Extra, possessed at least in some part 
  by all Carers. The hearts in Belief determine what kinds of 
  Humans believe in the Carer. Any type of Human that does 
  not Believe in the Carer is immune to all of the Carer's 
  Powers except Sorcery. 
  Fan Club 
  Fan Club represents the Human allies a Carer can call 
  upon in times of trouble. These are a Carer’s Human 
  friends. While Fan Club members cannot be asked to do 
  dangerous tasks or be expected to give up things that are 
  precious to them, Fan Club members can be called upon for any number of reasons. 
  Actions of Fan Club members are ultimately at the Narrator's discretion. 
  Rainbow Roller 
  Rainbow Roller represents 
  access or ownership of a single 
  Carer-capacity 
  flying 
  vehicle. 
  This vehicle is stored in the 
  Belief 
  Famous 
  Rescue Beam 
  Converted Carers 
  Buddies 
  Cloud Car 
  Fan Club 
  Home 
  Rainbow Roller 
  Staroscope 
  1 Heart 
  Children 
  2 Hearts 
  Adults 
  3 Hearts 
  Scientists 
  1 Heart 
  3 Children 
  2 Hearts 
  10 Children 
  3 Hearts 
  25 Children 
  1 Heart 
  Permanent  
  2 Hearts 
  Returns home on command 
  3 Hearts 
  As 2, plus can be summoned at will. 
  
   
  27 
   
  Carer's home Cloud Kingdom. The Rainbow Roller’s Traits are Strong 1 Fast 3 Tough 
  1. Rainbow Rollers are useful, speedy devices that can greatly decrease travel time. 
  A Carer must have some form of conveyance, be it Rainbow Roller, Cloud Car, or 
  Rainbow Rescue Beam, in order to reach Earth from a Cloud Kingdom.  
  Cloud Car 
  Cloud Car represents access or 
  ownership of a 4 person capacity flying 
  vehicle. This vehicle is stored in the 
  Carer's home Cloud Kingdom. The Cloud 
  Car’s Traits are Strong 2 Fast 1 Tough 2. Cloud Cars are not as quick as Rainbow 
  Rollers, but significantly more durable. A Carer must have some form of conveyance, 
  be it Rainbow Roller, Cloud Car, or Rainbow Rescue Beam, in order to reach Earth 
  from a Cloud Kingdom. 
  Rainbow Rescue Beam 
  Rainbow Rescue Beam represents access to 
  (and willingness to use) the Rainbow Rescue 
  Beam to teleport to the site of Uncarer-trouble 
  (once located, of course.) The Rainbow Rescue 
  Beam can only be utilized from the Carer's home Cloud Kingdom. Once a Caring 
  Mission is completed, and the Caring Meter returns to full power, the Rainbow 
  Rescue Beam can be used on anyone, regardless of Extras, including Humans. The 
  RRB counts as a conveyance for the purposes of getting to Earth to accomplish Caring 
  Missions. When using the RRB, draw a card. The RRB sends the Carer to the wrong 
  place on a draw of cards determined by the Carer's hearts in Rainbow Rescue Beam. 
  Wrong locations usually lead to hijinks and shenanigans. 
  Famous 
  Famous represents a Carer’s notoriety in 
  the Human world. Famous Carer’s can gain 
  access to people and places that those without 
  Famous would have to work much harder to 
  gain entry to. Essentially, Famous allows a Carer to gain favors from people. A 
  Carer's Famous Extra may never be used against someone outside of the Carer's 
  1 Heart 
  Permanent  
  2 Hearts 
  Has Hideaway 3 when empty 
  3 Hearts 
  As 2, plus can be summoned 
  by remote when empty. 
  1 Heart 
   Blacks and Jokers 
  2 Hearts 
  Black Faces and Jokers 
  3 Hearts 
  jokers 
  1 Heart 
   Blacks and Jokers 
  2 Hearts 
  Black Faces and Jokers 
  3 Hearts 
  Jokers 
  
   
  28 
   
  Belief rating. Draw a card each time Famous is used against someone. The target will 
  not grant the favor if the card is of a type determined by the Carer's hearts in Famous. 
  Note: Famous NEVER works on Humans who are the targets of uncaring Powers. 
  Buddies 
  Buddies represents your tiny flying star or heart allies. While these buddies are 
  weak (Stars: Strong 1 Fast 1 Tough 0, Hearts: Strong 1 Fast 0 Tough 1) they can be 
  helpful. All Buddies must be of the same type, either heart or star. Buddies may 
  accompany a Carer on Caring Missions, but they have only one oval on their Status 
  Bar: Zonked. A single Status Penalty will knock a Buddy Unconscious. The number 
  of hearts in Buddies a Carer has determines the number of Buddies that Carer has, 
  on a one for one basis. 
  Home 
  Home represents a Carer’s ability to defend 
  Care-A-Lot (or the Forest of Feelings.) Whenever a 
  Carer is present at home, his Home extra 
  contributes to the realm's Rainbow Shield (the only 
  defense that keeps Uncarers out of those realms!) For more details on how Home and 
  Rainbow Shields work, see the Uncarer Power: Nightmare. Home works on any 
  Cloud Kingdom the Carer is present in, not just the Carer's actual home Kingdom. 
  Staroscope 
  Staroscope represents a Carer’s skill in 
  using a Staroscope to locate the source of an 
  Uncaring Event. Without any Staroscope Extras 
  in a team, a team must wait for the Caring Meter to fall to 1 before an Uncarer can 
  be located. With it, an Uncarer can be located at 2. Each Cloud Kingdom has one 
  Staroscope. If that Staroscope is damaged or destroyed, this Extra is useless until that 
  Staroscope is repaired, or a new one is Invented/found. The Staroscope succeeds as 
  long as the draw of a single card does not turn up the card types determined by the 
  Carer's hearts in Staroscope. 
   
   
  1 Heart 
   5 Rainbow Energy 
  2 Hearts 
  10 Rainbow Energy 
  3 Hearts 
  15 Rainbow Energy 
  1 Heart 
  Blacks and Jokers 
  2 Hearts 
  Black Faces and Jokers 
  3 Hearts 
  jokers 
  
   
  29 
   
  Converted Carers 
  Converted Carers represent Uncarers who have been changed into Carers that 
  claim your Carer as friend. Converted Carers can be powerful allies and also 
  contribute to a Carer’s ability to learn Sorcery. Only one Carer can claim Converted 
  Carer status for a defeated Uncarer, leading to some tough decisions. No Carer may 
  begin the game with Hearts in Converted Carer. Converted Carers may be counted 
  on as resources for uncovering secrets and lore. The role and value of Converted 
  Carers is up to your Narrator. A Carer has a number of Converted Carers equal to his 
  or her hearts in Converted Carer. 
  
   
  30 
   
  Spells 
  There are four types of Spells described below. Minor Caring Sorcery 
  Spells are available to any Carer with the Sorcery Power. Major Caring 
  Sorcery Spells are available to only those Carers that have crossed the 75 
  Reward Stars level (see Above and Beyond: Campaign Play in the Narrating 
  the Game chapter). Uncaring Sorcery Spells are available only to Uncarers 
  with the Sorcery Power (see Antagonists in Narrating the Game). Human 
  Sorcery Spells are available only to Humans with the Magical Skill (see 
  Antagonists in Narrating the Game). 
  What follows is only a sampling of possible Spells—players and Narrators 
  should feel free to invent additional spells inspired by and balanced against 
  these! 
  Caring Sorcery 
  Minor Sorcery 
  Illusion 
  Card Type: 5 
  Cost: 1 CME 
  Effect: This Spell functions just like 
  the Uncaring Power: Illusion. The 
  number of cards that matched or beat 
  the Card Type determine the Traits of 
  the Illusion. 
  Rainbow Beam 
  Card Type: 9 
  Cost: 1 CME 
  Effect: This Spell drains away an 
  Uncarer's Uncaring Energy. Each card 
  drawn that equals the Card Type or 
  better reduces the Uncarer's Uncaring 
  Energy by one. The Uncarer may 
  attempt to reduce the effect with a 
  Toughness draw against difficulty 9. 
  Summon Buddy 
  Card Type: 3 
  Cost: 0 CME 
  Effect: This Spell is only useful if 
  the Carer has the Buddies Extra. For 
  each card that matches or beats the 
  Card Type, one available Star or Heart 
  Buddy is instantly summoned to the 
  Sorcerer's side. 
  Reflection of Power I 
  Card Type: Jack 
  Cost: 1 CME 
  
   
  31 
   
  Effect: This Spell cancels the 
  effects of one Power (Caring or 
  Uncaring) or Skill 
  used 
  directly 
  against the Sorcerer, so long as the 
  Power or Skill in question has 3 or 
  fewer Hearts. If the Sorcerer's draw 
  produced more than one match or 
  beat against the Card Type, the effect 
  can, if applicable, be turned back 
  against the original user. Note: This 
  Spell has no effect on Powers or Skills 
  that alter the user, such as Violent. 
  Reflection of Sorcery I 
  Card Type: Jack 
  Cost: 1 CME 
  Effect: This Spell cancels the 
  effects of one Minor Spell (of any type) 
  used directly against the Sorcerer. 
  Reflection of Sorcery I can NOT be 
  used against someone else's Reflection 
  of Sorcery effect. If the Sorcerer's 
  action draw produces a number of 
  matches/beats equal to or greater 
  than the original caster's Sorcery or 
  Magical Hearts, the Spell is turned 
  back on its caster at the same level of 
  effect as the original casting. 
  Touch of Joy 
  Card Type: Ten 
  Cost: 1 CME 
  Effect: This Spell can be cast on 
  any Carer or Human the Sorcerer is 
  touching. 
  Each 
  card 
  draw 
  that 
  matches or beats the Card Type will 
  repair the target's Status Bar by one 
  oval.  
  Dream of the Great Star 
  Card Type: King 
  Cost: 2 CME 
  Effect: 
  This 
  Spell 
  grants 
  the 
  Sorcerer the ability to see the future. 
  Each card draw that matches or beats 
  the Card Type reveals one important 
  event from the future. The Sorcerer 
  has no control over how far in the 
  future this Spell covers. 
  Major Sorcery 
  Erect Rainbow Shield 
  Card Type: 8 
  Cost: 3 CME 
  Effect: This Spell allows the 
  Sorcerer to convert another Carer's 
  CME into Rainbow Shield points (for 
  repelling a Nightmare attack on a 
  Caring Haven.) Each card draw that 
  matches or beats the Card Type allows 
  the Sorcerer to pick one more Carer to 
  contribute CME to the Shield. Each 
  point of CME contributed is multiplied 
  by 3 for determining the number of 
  cards in the Rainbow Shield’s pile. A 
  Carer with Hearts in the Home Extra 
  MAY also contribute to the Rainbow 
  Shield as usual. 
  Crack the Sky 
  Card Type: Queen Cost: 2 CME 
  Effect: This Spell allows the 
  Sorcerer to call bursts of Rainbow 
  Energy to shoot from the sky, striking 
  Uncarers and Humans alike. For each 
  
   
  32 
   
  card that matches or beats the Card 
  Type, one Uncarer or Human MUST 
  suffer from an unavoidable 2 point 
  attack on their Status Bar or Uncaring 
  Energy (as appropriate.) The same 
  target may not suffer from two bolts of 
  Rainbow Energy. Any Aces drawn may 
  be cancelled if the Sorcerer wishes to 
  rein in the effect of Crack the Sky. 
  Example: If two Carers and two 
  Humans are attacking an Uncarer, 
  and the Sorcerer draws three Queens 
  on the Sorcery Draw, a Beam strikes 
  the Uncarer, but one also strikes each 
  Human!  
  Transformation of Love 
  Card Type: Ace 
  Cost: 5 CME 
  Effect: This Spell allows a Sorcerer 
  to change the Family, Emblem, or Hue 
  of a VOLUNTARY target Carer. This 
  Spell can even enable a Cousin to 
  become a bear! If a Carer changes 
  Family, he or she loses his or her 
  bonus ability from the old Family, but 
  gains the bonuses of the new Family.  
   
   
  
   
  33 
   
  Uncaring Sorcery 
  Waste the Land 
  Card Type: Black 
  Cost: 1 UE 
  Effect: This Spell transforms a 
  small region of land into a desolate 
  wasteland. No Carer can enter a 
  Wasted Land without at least 3 CME. 
  Waste the Flesh 
  Card Type: Black Face Cost: 3 UE 
  Effect: 
  This Spell 
  corrupts a 
  Human and makes that Human 
  immune to all Caring Powers and 
  Caring Sorcery. Each additional card 
  draw after the first that matches or 
  beats the Card Type reduces the Cost 
  of the Spell to a minimum of 1.  
  Feed the Shadow 
  Card Type: Jack  
  Cost: 1 UE 
  Effect: 
  This 
  Spell 
  allows 
  an 
  Uncaring Sorcerer to increase the 
  power of one of his/her Shadows. 
  Each card draw that matches or beats 
  the Card Type grants the Shadow 1 
  Uncaring Energy. This Spell is the 
  ONLY way a Shadow can gain 
  Uncaring Energy (Apathy will not do 
  it!) 
  Perversity of Chaos 
  Card Type: 8 
   
  Cost: 2 UE 
  Effect: 
  This 
  Spell 
  allows 
  an 
  Uncarer to turn any non-Carer or non-
  Human into a servant of Uncaring. 
  The servant will do the Uncarer's 
  bidding 
  and 
  may 
  communicate 
  telepathically with the Uncarer at any 
  distance. This Spell is often used on 
  animals and the Living Trees of the 
  Forest of Feelings. 
  Eviction of Truth 
  Card Type: 5 
   
  Cost: 1 UE 
  Effect: Once cast, this Spell gives 
  the Uncarer (or the Target if used on 
  someone else) extra hearts in Nice for 
  lying to people. Each card draw that 
  matches or beats the Card Type grants 
  the target one extra heart for telling 
  convincing lies. 
  Banishment of Caring 
  Card Type: Spade Face Cost: 3 UE 
  Effect: This Spell prevents the 
  target Carer from being able to 
  participate in Calls or Stares against 
  the Sorcerer.  
  Forge Against the Spell I 
  This Spell is identical to the Caring 
  Sorcery Spell: Reflection of Spell I, 
  save that it costs UE instead of CME. 
   
   
  
   
  34 
   
  Human Sorcery 
  Mystic Force 
  Card Type: 7 
  Cost: 1 SP 
  Effect: This Spell creates a mystical 
  blast 
  against 
  the 
  target. 
  Each 
  successful draw creates one damage 
  for the attack. The Target may draw 
  Toughness against 7 to resist. Carers 
  and Humans suffer Status Penalties, 
  Uncarers lose UE. 
  Glimmer of Tomorrow 
  Card Type: Jack 
  Cost: 2 SP 
  Effect: This Spell allows the caster 
  to see the future. Each successful draw 
  shows the Magician one future event. 
  The caster has no control over how far 
  in the future these events will occur. 
  Spell of Stopping 
  Card Type: 4 
  Cost: 1 SP 
  Effect: This Spell immobilizes a 
  target. The number of successful 
  draws determines the difficulty of 
  breaking free of the spell on a Strong 
  draw. 
  Spell of Sleeping 
  Card Type: 6 
  Cost: 1 SP 
  Effect: This spell works just like 
  Spell of Stopping, except it puts the 
  Target to sleep. This Spell is broken 
  from with a Tough draw. 
  Protection of Power 
  This Spell works exactly like the 
  Caring Sorcery Spell: Reflection of 
  Power I, except it costs SP instead of 
  CME. 
  Protection of Magic 
  This Spell works exactly like the 
  Caring Sorcery Spell: Reflection of 
  Sorcery I, except it costs SP instead of 
  CME. 
  Protection of Gift 
  This Spell works exactly like the 
  Caring Sorcery Spell: Reflection of 
  Sorcery I, except that it applies to 
  Extras and costs SP instead of CME.
   
   
   
  
   
  35 
   
  Action Mechanics 
  Whenever an action occurs in a game of Care Bears: The Staring, it must 
  be resolved, In order to do that, this game uses a card-drawing system. 
  Players of this game will need at least one, preferably two, decks of playing 
  cards, jokers included. These cards should be kept in two separate decks, 
  used sequentially. This means that, if you draw cards equal to the remainder 
  of the first deck, the opposing cards will be drawn from the top of the second 
  deck. Once the first deck's cards have been exhausted, it is reshuffled and 
  readied to be used when the second deck's cards are gone. 
  Cards are never held in Care Bears: The Staring. Cards are drawn as 
  needed and discarded into the appropriate discard pile immediately after 
  use. Now that we've talked about deck etiquette, let’s get down to business! 
  The Action Draw 
   
  Whenever a character attempts an action, the character (most often in 
  our case a Carer) draws a number of cards equal to their hearts in that action. 
  This Action Draw works the same for a Trait as a Power, and is occasionally 
  used for Spells and Extras. As a rule, the only thing that matters on this draw 
  is the single highest card. Occasionally an action will depend on something 
  called Shades of Success (this most often occurs in Spells.) In these events, the 
  number of cards that match or beat the target card are counted, and the more 
  of these "shades" that are generated, the more successful the action is. But 
  more on that later. 
  There is usually only one modifier to worry about in Care Bears: the 
  Staring. Rarely will any circumstance outside of injury affect your character's 
  Action Draws. However, if your character has incurred a Status Penalty (a 
  wound), this penalty comes into play immediately after drawing your Action 
  cards. Status Penalties are labeled with card values, from Ace to Nine (for 
  Carers.) If you have taken any Status Penalties, cards of those values must be 
  discarded from your Action Draw. If your Status Penalties remove all of your 
  
   
  36 
   
  cards, you are considered too wounded to attempt the action, and may not 
  attempt any other actions until your next turn (except reflex actions such as 
  those required in Combat.)  
  One more factor about Action Draws: Jokers. If you draw a Joker on an 
  Action Draw, you must discard it AND your highest remaining card, AFTER 
  applying Status Penalties. This can devastate an otherwise well-planned 
  action, so be advised to watch the deck for jokers! 
  Example: Harmony Bear wishes to use her Inspire Power on a nasty Human. The 
  Human has already thrown a rock at her, giving her a Status Penalty of one (Ace.) 
  She draws her three cards (she has Inspire 3) and gets a Queen, an Ace, and a Joker! 
  Bad luck for Harmony Bear, as she must first discard the Ace (because of Status 
  Penalties) and then the Joker and her highest remaining card, the Queen. This leaves 
  Harmony with no cards, and thus, a completely failed action. 
  Difficulty Draw 
  Now that you know how to put together an Action Draw, it's time to think 
  about determining the difficulty of an action. In most cases, a character will 
  be taking an Action that has no direct opposition. In these cases, the Narrator 
  will draw cards for what is called the Difficulty Draw. In a Difficulty Draw, a 
  number of cards are drawn equal to the Difficulty Class of the Action. These 
  Classes—Average, Hard, and Improbable—are summed up on the following 
  table. As with an Action Draw, only the highest card drawn for the Difficulty 
  Draw matters, and this becomes the number that must be beaten by the 
  Action Draw. 
  Difficulty Class: 
  Average 
  Hard 
  Improbable 
  Cards Drawn: 
  One 
  Two 
  Three 
  Examples: 
  Climbing a wall 
  Climbing an ice 
  wall 
  Cracking a safe 
  lock 
  Answering a riddle 
  Solving a calculus 
  problem 
  Predicting complex 
  patterns 
  Throwing a box 
  Throwing a small 
  boulder 
  Lifting a car 
  Persuading a calm 
  person 
  Persuading a 
  stubborn person 
  Persuading a 
  hateful person 
  
   
  37 
   
  Opposed Draws 
  There will be times when a Carer needs to perform an action that is 
  opposed by another character in the game. This is frequently the case when 
  using Powers. When an action is opposed, the Action Draw is not compared 
  to a Difficulty Draw, but is instead compared to an Action Draw from the 
  opposition. Each character’s Status Penalties apply in an Opposed Draw.  
  Example: Funshine Bear wishes to use her Inspire power on Carrie, a poor 
  Human who has let her mother’s death ruin her entire life. Carrie has a Nice of 2, 
  and Funshine has an Inspire of 3. Funshine’s Action Draw reveals a 3, a 8, and a 
  Jack. In the case of Inspire, the action is Opposed, and the Inspire description says 
  that Inspire is opposed by hearts in Nice. So Carrie draws 2 cards for her Nice Trait 
  and gets a 7 and a 3. Funshine’s Power succeeds, and Carrie begins to feel better. 
  Action Ties 
  Regardless of the nature of an Action Draw, whether it is against a 
  Difficulty Draw or against an Opposed Action Draw, ties are always resolved 
  in the same way. Whenever the end result of two Draws ends in a tie, use the 
  following steps to resolve the Action. If you are a Carer involved in an Action 
  Draw against a Difficulty Draw, you win the tie if you have any Caring Meter 
  Energy (CME), and lose if you have none. If you are not a Carer and are in the 
  same situation, you lose ties. If you are a Carer in an Opposed Draw against 
  a non-Carer, you win if ties if your character has any CME. If your character 
  is involved in an Opposed Draw against another Carer, the Carer with the 
  most CME wins the tie. If both Carers have the same CME level, re-draw the 
  Action Draws. 
  Trait-Based Actions 
  The next section is designed to help players and Narrators determine 
  which Traits are used when a Carer performs an action. When a Carer 
  performs an action that does not appear on this listing, it is up to the Narrator 
  to determine which Trait is applicable. 
   
   
  
  38 
   
  Physical Actions 
  Strong 
  The Strong Trait is used to resolve 
  any 
  test 
  of 
  physical 
  strength. 
  Examples 
  include 
  lifting 
  objects, 
  bursting 
  down 
  doors, 
  throwing 
  things, 
  prying 
  open 
  locks, 
  and 
  pushing things. If a Carer must resort 
  to physical violence, a much-abhorred 
  event, the Action is an opposed draw 
  of the Carer's Strong vs. the Target's 
  Fast. 
  Fast 
  The Fast Trait is used to resolve 
  any test of quickness and agility. 
  Examples include running away, 
  hiding, picking a lock, tying or untying 
  a knot, and most forms of athletics. 
  Fast is also used to avoid contact with 
  an attack. 
  Tough 
  The Tough Trait is used to resolve 
  any test of endurance, durability or 
  willpower. Examples include resisting 
  heat exhaustion, resisting fear or 
  intimidation, 
  and 
  otherwise 
  overcoming adversity. Whenever a 
  Carer's Status Bar is affected, except in 
  the case of the Uncarer Power: Malefic 
  Beam, the Carer may draw cards for 
  Tough. Each heart drawn reduces the 
  Status Bar change by one (to a 
  maximum of reducing the entire 
  effect, but not any remaining penalties 
  from previous effects.) 
  Mental Actions 
  Smart 
  The Smart Trait is used to resolve 
  any test of intelligence or intuition. 
  Examples include solving problems, 
  figuring out a mystery, understanding 
  languages, and identifying things. 
  Nice 
  The Nice Trait is used to resolve 
  any 
  test 
  of 
  personality 
  or 
  manipulation. Examples include 
  convincing someone to do you a 
  favor, making a friend, making a 
  good 
  impression, 
  and 
  lying 
  convincingly (something a true 
  Carer would never do!) 
  Observant 
  The Observant Trait is used to 
  resolve any test of perception or 
  attention. Examples include noticing 
  details, 
  spotting 
  hidden 
  things, 
  discovering clues and more. 
  Combat 
   
  As much as Carers abhor violence and combat, the sad fact remains 
  that, even in a World of Brightness, bad things can happen. Occasionally, 
  
   
  39 
   
  combat occurs. This section will reveal the sequence of events in a combat, 
  as well as the key Action Draws that will be needed from Carers involved in 
  combat. Keep in mind that Care Bear Stares, and Care Bear Cousin Calls, are 
  a form of Combat. 
  Combat Sequence 
  Reveal Initiative 
  Characters go in order of their Fast Trait + Observant Trait + CME + face value of 
  one card (Aces count as 1, Jack, Queen, King as 11, 12, and 13 respectively): Highest 
  to Lowest. In the event of a Total Initiative Tie, the character with the higher card goes 
  before the character with the lower.  
  Action Resolves 
  The first character makes an action. This action may be a Declaration, an attack, 
  a Power or Spell, or a miscellaneous action. Extras that require card draws may not 
  be used in combat. 
  If a declaration of Care Bear Stare or Care Bear Cousin Call those procedures 
  take over. 
  If a physical attack, character draws cards for Strong and the target draws cards 
  for Fast. If the attacking character wins, Status Bar is affected by one for each of the 
  Character's hearts in Strong. The target character may reduce Status Bar affects by 
  drawing cards for Tough and reducing penalty by one for each heart drawn. 
  If the action is a Power use, follow that power's procedure. If using the Carer 
  Power: Sorcery, the Spell will not go into effect until the end of the round. 
  Next Character in Initiative Sequence Resolves Action 
  Once all characters have resolved an action, the round is over. Refigure Initiative 
  for the next round and begin with the new highest Initiative character.  
  Caring Meter Energy 
  Starting Meter Energy 
  The Caring Meter in Care-A-Lot determines the Caring Meter Energy of all Care 
  Bears at the start of a Caring Mission. When an Uncaring Event begins, the Caring 
  
   
  40 
   
  Meter, and thus all Caring Meter Energy, falls to 2. If someone in the party has the 
  Staroscope Extra, he/she may check the Extra in order to locate the Uncarer. If the 
  Uncarer is located, the Caring Mission begins at Caring Meter Rating 2. If the 
  Staroscope is unsuccessful, or if no Staroscope Extras are present, the Meter falls to 
  1 and the Mission begins. All Carers mark the Caring Meter Energy Gauge on their 
  character sheet at the appropriate starting level. 
  Accumulating Meter Energy 
  Once on a Caring Mission, Carers must seek out Humans to teach them how to 
  care. In doing so, Caring Meter Energy is accumulated. Every time a Carer helps a 
  Human learn to care, that Carer's individual Caring Meter Energy (recorded on the 
  character sheet) raises by one point. Multiple Carers can profit from the same act of 
  caring. Raising personal Caring Meter Energy is important because that energy is 
  used in Care Bear Stares and Care Bear Cousin Calls (the final conflict with the 
  Uncarer.) Caring Meter Energy may not exceed 5 per Carer. 
  The Hue Bonus: If the act of caring just completed is of the same basic type as 
  your Hue's Bonus Act, you may draw one card. If that card is a heart, you gain 2 
  Caring Meter Energy instead of 1. 
  Losing Meter Energy 
  Meter Energy may be lost if your Carer is the victim of the Uncarer Power: Apathy. 
  See the Apathy Power description for details. Meter Energy may never be less than 0. 
  All Caring Sorcery Spells cost Caring Meter Energy to cast. The Energy is expelled 
  when the Spell is successfully cast. Energy may never be reduced below 0 through 
  Sorcery Casting Costs. 
  Care Bear Stares and Care Bear Cousin Calls cost Caring Meter Energy equal to 
  the Carer's contribution to the effect. Caring Meter Energy can never be reduced 
  below 0 (now that it has been said three times, hopefully it will stick!) 
  The Stare and The Call 
  Care Bear Stares 
  When an Uncarer is found and ready to be confronted, all Care Bears in 
  the party may sacrifice as many as 5 points of Caring Meter Energy each to 
  create a Care Bear Stare. Deal a number of cards equal to the Care Bear Stare 
  
   
  41 
   
  Caring Meter Energy Total to the Care Bear players, in one pile. Any Care Bear 
  unable to participate when the pile is drawn may NOT add Caring Meter 
  Energy at a later time. 
  The Uncarer then acquires a pile of cards equal to his/her Uncaring 
  Energy. Any Caring Meter Energy stolen from a Carer through the use of the 
  Uncaring Power: Apathy is added to the Uncarer's Uncaring Energy. 
  The two piles of cards, the Caring Pile and the Uncaring Pile, are then 
  used to play WAR. Keeping the cards face down, each pile's top card is flipped 
  up. The superior card holder takes both the superior card and the inferior 
  card and adds it to the bottom of his/her pile. If a tie occurs, three cards from 
  each pile are removed as a "wager" and the next cards are flipped. Superior 
  card holder takes the original pair of cards, the latest pair of cards, and both 
  wagers. If a tie occurs again, repeat this process. The Stare ends when one 
  pile has all of the cards. If the Carers win, the Uncarer is Converted. If the 
  Uncarer wins, the Care Bears must retreat and rebuild their Caring Meter 
  Energy. 
  Additionally, if the Uncarer wins, permanently raise its Uncaring Rating 
  by the number of Carers defeated. 
  Care Bear Cousins Call 
  When a Care Bears Stare is begun, Care Bear Cousins may not contribute 
  to the Caring Pile, because they do not possess the ability to Stare. They may, 
  however, use a Care Bear Cousins Call. Any Care Bear Cousin unable to 
  participate when the Call is initiated may NOT add Caring Meter Energy at a 
  later time. The Call forces the Uncarer to discard one card from the top of the 
  Uncaring Pile for each Caring Meter Energy spent on the Call. Multiple Care 
  Bear Cousins may combine Calls against the same Uncarer. The only way a 
  team composed solely of Care Bear Cousins can defeat an Uncarer is by 
  reducing the Uncarer's Uncaring Pile to zero cards. 
   
   
  
   
  42 
   
  Narrating the Game 
  There are many considerations that a Narrator must keep in mind when 
  running and planning a game of Care Bears: the Staring. This chapter covers 
  these key ideas, including details about the setting, antagonists, and the 
  responsibilities of telling a good story. 
  The Setting 
  Care-A-Lot 
  Care-A-Lot holds a special place in the hearts of Carers. As the first Kingdom of 
  Caring, it has always been the heart and soul of Carers everywhere. Representing 
  everything that is good about the Carers, it serves as a safe haven for Carers and a 
  home for the famous Heart and Star buddies that have served the Carers faithfully 
  for years. 
  Cloud Kingdoms 
  Care-A-Lot is a Kingdom of Clouds, forged and built in the sky atop a blanket of 
  magical clouds. It may not, however, be the only Cloud Kingdom. The magical layer 
  of clouds that supports Care-A-Lot high in the sky is powerful enough to support 
  multiple havens, and the Care Bears have entertained the notion more than once of 
  building a new Haven. But for the time being, Care-A-Lot is big enough for the needs 
  of the Care Bears. 
  Cloud Kingdoms, as a rule, make spectacular havens for those with as broad a 
  mission as the Care Bears. Since the kingdom floats in the sky, it is only a short jaunt 
  from the kingdoms of clouds to any place on earth. 
  The Caring Meter 
  The Caring Meter was built years ago to monitor the flow of Caring Energy on 
  Earth. It ranges in power from 0 to 5, with 5 being the natural state of Caring in the 
  World of Brightness. 
  
   
  43 
   
  The Caring Meter is vulnerable to attack, as proven almost thirty years ago by 
  Darkheart. Without the Meter, the Care Bears are somewhat at a loss, unable to 
  determine the exact nature of a Caring Crisis. Fortunately, if the Caring Energy falls 
  to 0, even the most uninitiated Carer can sense the source of a disturbance. 
  Denizens 
  The most obvious denizen of Care-A-Lot is the Care Bear. The natural home of 
  all Carers, Care-A-Lot is the primary home of all Carer Families except the Cousins, 
  although the Cousins are now more and more likely to make their home in Care-A-
  Lot. 
  The only other natives of Care-A-Lot are the Heart and Star buddies, small 
  enchanted hearts and stars that have obeyed and assisted the Care Bears for years. 
  Fiercely loyal and incredibly courageous, the Buddies lived in Care-A-Lot before the 
  coming of the Care Bears. In their past, the answers to the origins of the Cloud 
  Kingdoms may be found. 
  Dangers 
  Care-A-Lot has few natural dangers, but the two that do exist are indeed worthy 
  of respect. Falling off the cloud border, while usually not a threat because of the 
  watchful Border Guardian Star Buddies, can be fatal to a Carer. In fact, falling from 
  Care-A-Lot is the only known event that can kill a Carer. 
  The second danger of Care-A-Lot is Cloudquakes. While really a related danger 
  to the first, Cloudquakes occur when the Caring Meter drops to 0. In such an event, 
  the cloud layer that supports Care-A-Lot weakens, and the chances of someone being 
  shaken off of Care-A-Lot increase dramatically. 
  The Forest of Feelings 
  As the Care Bears discovered during the Tome of Dark Sorcery affair, there are 
  Cloud Kingdoms that have been lost over the years. One such Kingdom is the Forest 
  of Feelings. Originally built as a companion retreat from Care-A-Lot, the Forest 
  became the home to the Cousin family of Carers. But then, partly due to Darkheart's 
  schemes, the Forest was lost. 
  There may be other Lost Kingdoms out there, it is impossible to know. Now that 
  the Forest of Feelings has been found, and its Caring Meter built, it serves as an 
  excellent jumping off point for the exploration of the Cloud Layer. 
  
   
  44 
   
  The River of Caring 
  The Forest of Feelings is connected to Care-A-Lot in the same way that the Cloud 
  Kingdoms are all connected- by way of the River of Caring. A seething tide of water 
  that varies in strength of flow as dictated by the Caring Energy Flow, the River can be 
  used to navigate to any Cloud Kingdom or to discover new ones. 
  The River of Caring presents endless possibilities to industrious Carers, but all 
  Carers must remember this: many have become hopelessly lost in the River, never to 
  be found again.  
  Denizens & Dangers 
  The Forest of Feelings is possessed of many natural residents. The Care Bear 
  Cousins are the most populous, but Living Trees, and all manner of mystical 
  creatures, are also to be found there. The only true dangers of the Forest are its 
  denizens. 
  Living Trees are trees that are able to move and interact with the world, and 
  occasionally they possess Carer powers. Sadly, Living Trees are very vulnerable to 
  Uncarer attack, and have often fallen under the spell of an Uncarer. 
  The other creatures of the Forest are often just normal creatures that happen to 
  be more intelligent or possess a supernatural ability. While few are deadly, many are 
  dangerous. 
  Earth 
  Most Caring Missions occur in North America. While there is no known reason 
  for the Uncarer reliance on the United States and Canada, it has statistically proven 
  to be the region most frequently attacked by Uncarers. 
  The North America of the World of Brightness is identical to that of the real 
  world. For any questions about this aspect of the setting, refer to the Introduction. 
  Legacy of the First Generation 
  The First Generation of Carers left quite a legacy on Earth for the Second 
  Generation to live up to. Fan Clubs and large chains of Believers are but a few of the 
  side-effects of Carer involvement in the world's affairs. 
  There are negative side-effects too. For every ally or connection made by the First 
  Generation, there are enemies, foes, and grudges. There are Humans who the Carers 
  
   
  45 
   
  could not save, there are Uncarers who eluded Conversion. The world may be a better 
  place because of the Carers, but it is still a world where Uncaring has handholds. 
  Bastions of Uncaring 
  There are places and situations on Earth that are particularly vulnerable to 
  Uncarer assault. These places and situations frequently become the focal point of 
  Caring Missions. 
  Middle Schools, Courthouses, Small Towns, Funerals, and Summer Camps are 
  all powerful places where Uncarers can easily get a hold on Humans. Because of 
  these commonalities, many Carers have developed habits of attending such events 
  as regularly as possible, often in hopes of heading off Uncarer attacks at the pass. 
  Antagonists 
  A wide variety of troubles can arise to imperil the Mission of Caring. This 
  section outlines the ways that the key antagonists of the game differ from 
  Carers! 
  Humans 
  Traits 
  Humans have the same six Traits as Carers. They function in exactly the same 
  ways with exactly the same limitations. Trait Maximum for Humans is 3 hearts. 
  Skills 
  Humans have access to Skills instead of Powers, but they work in much the same 
  way as Carer Powers. The Skills Humans can have are… 
  Scientific 
  Each heart in Scientific increases a 
  Human’s 
  ability 
  to 
  understand 
  science and create scientific devices 
  and compounds. 
  A Human with even one heart in 
  Scientific is considered a Scientist for 
  the purposes of the Belief Extra. 
  Scientific adds hearts to Smart in 
  relevant 
  situations. 
  Devices 
  and 
  compounds created using Scientific 
  work similarly to devices created 
  through the Caring Power: Invent. 
  
   
  46 
   
  Magical 
  Each heart in Magical increases a 
  Human’s ability to understand and 
  resist magic (including Caring and 
  Uncaring Sorcery.) 
  A Human may know one Human 
  Sorcery Spell for each heart in 
  Magical. Note that instead of costing 
  CME or Uncaring Energy, Human 
  Sorcery Spells cost Status Penalty 
  levels. 
  Magical adds hearts to relevant 
  Traits to resist Sorcery Spells and adds 
  hearts to Observant to notice Spells. 
  Magical also adds hearts to Smart to 
  identify magic. 
  Athletic 
  Each heart in Athletic increases a 
  Human’s ability to perform athletic 
  actions, including running, hiding, 
  jumping, lifting, and more. 
  A Human adds hearts in Athletic 
  to 
  hearts 
  in Fast 
  to 
  determine 
  Initiative. 
  Athletic adds hearts to Fast, 
  Strong, 
  or 
  Tough 
  whenever 
  the 
  Athletic Human is involved in non-
  combative actions of physical skill. 
  Genius 
  Each heart in Genius increases a 
  Human’s ability to understand the 
  world around him/her and to solve 
  problems. 
  A Human with two or more hearts 
  in Genius is considered a Scientist for 
  the purpose of the Belief Extra. 
  Genius adds hearts to Smart for 
  any intelligence-type action. Under no 
  circumstances can Genius add hearts 
  to Smart for defeating Caring or 
  Uncaring Powers. 
  Popular 
  Each heart in Popular increases a 
  Human’s ability to manipulate people 
  and sway others to his/her way of 
  thinking. 
  A Human with Popular always 
  has friends of similar Traits but 
  without Popular at his/her side. The 
  number of Human followers is equal 
  to the Human’s hearts in Popular. 
  Popular adds hearts to Nice for 
  most social actions, but like Genius, 
  never helps defend against Caring or 
  Uncaring Powers, except the Uncaring 
  Power: Isolation.  
  Sneaky 
  Each heart in Sneaky increases a 
  Human’s ability to move silently, 
  perform sneaky or illegal activities, 
  and lie. 
  A Human with Sneaky receives 
  one extra card draw when defending 
  against the Caring Power: Intuit. 
  Sneaky adds hearts to any Trait 
  when that Trait is performing an 
  action the Narrator agrees is “sneaky.” 
  
   
  47 
   
  Sneaky functions exactly the same as 
  the Caring Power: Hideaway, and that 
  purpose, hiding, is the only way to 
  gain hearts from Sneaky on an action 
  during combat. 
  Violent 
  Each heart in Violent increases a 
  Human’s tendency towards violence 
  and cruelty. 
  A Human with Violent receives 
  one extra card draw when defending 
  against the Caring Power: Inspire. 
  Violent functions identically to the 
  Caring Power: Improve, except it may 
  never be used to affect Traits in the 
  Mental Trait Box.
   
  Status Bar 
  A Human’s Status Bar is Identical to a Carer’s Status Bar except for one 
  difference: There is no Nine Oval. After Ten comes Zonked.  
  Uncarers 
  Traits 
  All Uncarers have the same six Traits as Carers. Unlike Carers, however, 
  Uncarers have a Trait maximum of 5 hearts. 
  Powers 
  The total hearts an Uncarer has in all Powers cannot exceed an Uncarer's 
  Uncaring Energy Score. An Uncaring Power may have no more than 5 hearts. 
   
  Apathy 
  Generates absolute disinterest in 
  targets. 
  Each 
  heart 
  in 
  Apathy 
  represents one target per day that may 
  be Apathized. 
  Apathy affects a target until the 
  Uncarer's 
  Uncaring 
  Energy 
  is 
  depleted. 
  When Apathy is employed, the 
  Uncarer draws cards for hearts in 
  Apathy, and the Carer draws cards for 
  hearts in Caring Meter Energy. If the 
  Uncarer wins, the Carer loses one 
  Caring Meter Energy, and the Uncarer 
  gains one Uncaring Energy. Humans 
  have no defense against Apathy, but 
  
   
  48 
   
  Uncarers gain no Uncaring Energy 
  from its use. 
  Dominion 
  Enslaves the will of targets. Each 
  heart in Dominion represents one 
  target the Uncarer can Dominate. 
  Dominion lasts until an Uncarer 
  cancels it, or the Uncarer's Uncaring 
  Energy is depleted. 
  When Dominion is employed, the 
  Uncarer draws cards for hearts in 
  Dominion, and the target draws 
  hearts for ALL mental Traits. If the 
  Uncarer wins, the target's will is the 
  Uncarer's to command. Each sunrise, 
  the test must be repeated as the target 
  tries to break free. Carers gain one 
  extra card draw for each day they have 
  been Dominated. Also, use of the 
  Caring Power: Inspire on a Dominated 
  individual grants that individual an 
  immediate attempt to break free of 
  Dominion. 
  Enrage 
  Enrage inspires hatred and anger 
  in Humans. Each heart in Enrage gives 
  the Uncarer the ability to use Enrage 
  three times per day. 
  Each use of Enrage lasts for one 
  hour. 
  When using Enrage, the Uncarer 
  draws cards for Enrage, while the 
  target draws cards for Nice. The use of 
  a relevant emotion Caring Power: 
  Inspire can grant a Human a retest 
  against the Uncarer's Enrage Power. 
  Enraged Humans either gain the 
  Human Skill: Violent at one heart, or 
  increase their hearts in an existing 
  Violent Skill by one. Repeated uses of 
  Enrage on the same Human CAN 
  increase this effect. 
  Fear 
  With this power, an Uncarer can 
  strike terror in to the hearts of Carers. 
  Each heart in Fear increases the 
  potency of the Fear and allows the 
  Uncarer to use Fear once daily. 
  Each use of Fear lasts for the 
  duration of the encounter between the 
  Uncarer and the Carer affected. 
  When using Fear, the Uncarer 
  draws cards for Fear and the Carer 
  draws for hearts in Tough. If the 
  Uncarer wins, the Carer can take no 
  action that could anger or irritate the 
  Uncarer 
  during 
  this 
  encounter. 
  Furthermore, a Fear-victim Carer can 
  NOT participate in a Care Bear Stare 
  or Care Bear Cousin Call.  
  Illusion 
  This power grants an Uncarer the 
  ability to create false images to trick 
  and deceive both Humans and Carers. 
  Each heart in Illusion allows an 
  Uncarer to create one Illusion per day. 
  Each Illusion lasts from sunrise to 
  sunset or sunset to sunrise. 
  
   
  49 
   
  When using Illusion, an Uncarer 
  simply describes the Illusion as 
  created. 
  Anyone 
  attempting 
  to 
  disbelieve such an Illusion may draw 
  cards 
  for 
  Observant 
  versus 
  the 
  Uncarer's Illusion hearts. Any Status 
  Bar 
  Penalties 
  accumulated 
  from 
  conflict with an Illusion are removed 
  in the event of the Illusion being seen 
  through.  
  Isolation 
  With this power, an Uncarer 
  bombards a target with feelings of 
  loneliness and abandonment. Each 
  heart in Isolation grants the ability to 
  Isolate once per day. 
  Isolation lasts until the Uncarer's 
  Uncaring Energy is depleted. 
  To use Isolation, the Uncarer 
  draws cards for Isolation while the 
  target resists using Nice. If the Uncarer 
  wins, the target becomes IMMUNE to 
  the 
  following 
  Caring 
  Powers: 
  Leadership, 
  Intuit, 
  Inspire, 
  and 
  Bravery. The target is unable and 
  unwilling to accept help from anyone. 
  Each sunrise the target may retest the 
  Action in an attempt to break free. 
  Malefic Beam 
  This power blasts a target with 
  dark energy. Each heart in Malefic 
  Beam allows an Uncarer to produce 
  two Malefic Beams per day. 
  Malefic Beam has no duration. 
  To use Malefic Beam, the Uncarer 
  draws cards for Malefic Beam while 
  the target resists, as described in the 
  Combat Sequence, with Fast. If the 
  Malefic Beam is successful, the 
  Uncarer draws cards for hearts in 
  Malefic Beam. Each black card drawn 
  results in a status bar penalty. If this 
  draw results in ANY jokers, Malefic 
  Beam may not be used again until the 
  next sunset. The target may NOT draw 
  cards for hearts in Tough to reduce 
  this damage. 
  Sorcery 
  Sorcery enables an Uncarer to 
  transform its Uncaring Energy and 
  cast spells using that energy. Each 
  heart in Sorcery gives the Sorcerer one 
  spell. 
   
  Sorcery's duration is determined 
  by the particular spell cast. 
  To use Sorcery, a Sorcerer draws 
  one card for each heart in Sorcery, 
  and compares them to the Card Type 
  of the spell. If the Sorcerer holds a 
  superior card, the spell is successful. 
  Each Spell will describe its own Card 
  Type, and 
  also 
  the 
  amount 
  of 
  Uncaring Energy that is used up for 
  the casting. Uncaring Energy is NOT 
  used up during unsuccessful Sorcery 
  attempts. 
   
   
  
   
  50 
   
  Transformation 
  With this Power, an Uncarer can 
  assume any Human, Carer, or Animal 
  form imaginable. Each heart in 
  Transformation 
  allows 
  one 
  Transformation per day. 
  Transformations last until the 
  next sunrise or sunset, or until 
  voluntarily ended by the Transformed 
  Uncarer. 
  When using Transformation, all 
  Physical Trait Box hearts can be 
  reassigned, plus the hearts from 
  Transformation. Flight and/or water-
  breathing can be gained at the cost of 
  one heart each. When activating 
  Transformation, draw cards for hearts 
  in Transformation. The highest card 
  becomes 
  the 
  difficulty 
  for 
  an 
  Observant Action to recognize the 
  Transformed Uncarer for what he/she 
  really is. 
  Wish Gift 
  An Uncarer may use this Power to 
  bestow amazing gifts to Humans and 
  Carers. Each heart in Wish Gift grants 
  the ability to create one Wish Gift per 
  day. 
  Wish Gift lasts until the Uncarer's 
  Uncaring Energy is depleted. 
  Wish Gift can bestow ANY Skill 
  upon a Human at the two heart level, 
  or ANY Power upon a Carer at the one 
  heart level. Furthermore, a Carer can 
  be Gifted with a two heart Extra. In 
  order to create the gift, and force the 
  target to become the Uncarer's friend, 
  draw cards for hearts in Wish Gift. The 
  Draw is opposed by Smart plus 
  Converted Carer Extra hearts. If the 
  Uncarer wins, the target will do 
  EVERYTHING in his/her own power to 
  protect the Uncarer and will feel 
  overwhelmingly 
  indebted 
  to 
  the 
  Uncarer. Wish Gifts often take the 
  form of objects or wealth, such as gold 
  coins that bestow Popular or a 
  necklace containing Leadership, etc.
    
  Extras 
  Uncarer Extras have a three heart maximum. The total hearts of an Uncarer’s 
  Extras cannot exceed half, rounded up, of the Uncarer’s Uncaring Energy. 
   
   
  
   
  51 
   
  Cult 
  Cult 
  represents 
  an 
  Uncarer's 
  devoted following. All Uncarers have 
  at least one heart in Cult. If an 
  Uncarer 
  is 
  defeated, 
  and 
  thus 
  Converted, his or her Cult may 
  attempt to restore the Uncarer's 
  Uncaring 
  Energy, 
  allowing 
  the 
  Uncarer to flee to fight another day 
  rather than becoming Converted. A 
  common tactic for defeating powerful 
  Uncarers is to first create Acts of 
  Caring in their cult members to 
  undermine the value of this Extra. 
  1 Heart: Draw one card. If that 
  card is an ace, the Cult's belief restores 
  the Uncarer to 5 Uncaring Energy and 
  the Uncarer flees. 
  2 Hearts: Draw one card. If that 
  card is a King or an Ace, the Cult's 
  belief restores the Uncarer to 5 
  Uncaring Energy and the Uncarer 
  flees. 
  3 Hearts: Draw 2 cards. If either of 
  the cards is a King or an Ace, the Cult's 
  belief restores the Uncarer to 5 
  Uncaring Energy and the Uncarer 
  flees. 
  Guile 
  Guile represents an Uncarer's 
  reputation 
  among 
  the 
  Uncaring 
  Community. If an Uncarer has Guile, 
  he or she may use Guile to make the 
  Staroscope test an Opposed Draw 
  rather than the standard Staroscope 
  draw. Staroscope cards are drawn 
  against Guile cards. If the Staroscope 
  wins AND meets the criteria of the 
  Staroscope Extra, then the Mission 
  begins at CME 2. If the Guile wins or 
  the Carer’s draw fails to meet the 
  criteria of the Staroscope Extra, then 
  the CME falls to 1 before the Uncarer 
  is detected. 
  Shadow 
  Shadow allows an Uncarer to exist 
  simultaneously in more than one 
  place at once. Each heart in Shadow 
  allows the Uncarer to send its Shadow 
  to an additional location. Shadows 
  have all of the Uncarer's Traits, Extras, 
  and Powers. A Shadow, however, has 
  no Uncaring Energy and is instantly 
  destroyed if a Stare or a Call is 
  declared. An Observant Action versus 
  hearts in Shadow can detect the false 
  nature of a Shadow. 
  Nightmare 
  Nightmare allows an Uncarer to 
  assault 
  a 
  Carer 
  Haven 
  (Cloud 
  Kingdom). The Nightmare's Uncaring 
  Energy is pitted against the Rainbow 
  Energy from the Home Extra of those 
  Carer's defending the Haven. The 
  procedure is identical to resolving a 
  Care Bear Stare (note that this is NOT 
  a Stare, and thus Cousin Family 
  Carers can contribute if they have the 
  Home Extra). If the Uncarer wins, the 
  
   
  52 
   
  Caring Meter Energy falls to 0. If at 
  least 1 point of CME is not restored to 
  each Carer in the party within 24 
  hours, 
  the 
  assaulted 
  Haven 
  is 
  DESTROYED! 
  1 Heart: Uncaring Energy of 
  Nightmare equals half, rounded up, 
  the Uncarer's Uncaring Energy. 
  2 Hearts: Uncaring Energy of 
  Nightmare 
  equals 
  the 
  Uncarer’s 
  Uncaring Energy. 
  3 Hearts: Uncaring Energy of 
  Nightmare 
  equals 
  the 
  Uncarer’s 
  Uncaring Energy PLUS 5! 
  Transit 
  Transit allows an Uncarer to 
  instantly teleport from one location to 
  another. The location teleported to 
  must be a place where someone 
  currently under the effect of one of the 
  Uncarer’s Uncaring Powers is located, 
  or else be a place where the Uncarer 
  has a Shadow or Minion. Transit may 
  NOT be used during a Stare or Call. To 
  use this Extra, the Uncarer draws a 
  single card and compares it to the 
  criteria below. 
  1 Heart: Draw a card. The Transit 
  is successful if the card is a black face 
  card. 
  2 Hearts: Draw a card. The Transit 
  is successful if the card is black. 
  3 Hearts: Draw a card. The Transit 
  is successful if the card is NOT a Joker.  
  Minions 
  Minions represents an Uncarer’s 
  Lesser Uncarer servants. Each heart in 
  Minions represents one Minion. A 
  Minion has the same physical and 
  mental Traits as its Master’s base 
  form, and has all of its Master’s 
  Powers except Sorcery at one heart. 
  Minions have no Extras and have an 
  Uncaring Energy of 5. 
  Vanquished Hearts 
  Vanquished Hearts represents the 
  Carers who have been defeated by the 
  Uncarer’s Energy. Each time a Stare 
  and/or Call is unsuccessful, the 
  Uncarer 
  gains 
  one 
  heart 
  in 
  Vanquished Hearts for each defeated 
  Carer. Vanquished hearts CAN exceed 
  the 3 Heart Maximum rule, and each 
  heart in Vanquished Hearts adds 1 to 
  the 
  Uncarer’s 
  Uncaring 
  Energy. 
  Vanquished Hearts does not figure in 
  to the total hearts of Extras in regards 
  to the Extra Hearts=1/2 Uncaring 
  Energy rule. Uncarers should rarely 
  begin the game with any hearts in this 
  Extra. 
   
   
  
   
  53 
   
  Uncaring Energy 
  Uncarers have no Status Bar: They can only sustain harm by way of Care Bear 
  Stares and Care Bear Cousin Calls. 
  An Uncarer's Uncaring Energy Score is the totality of its Uncaring abilities. When 
  confronted by a Stare and/or a Call, an Uncarer's Uncaring Energy score determines 
  how many cards are dealt into the Uncaring pile. 
  Uncaring Energy is fairly stable: it is either all there, or, after a Stare/Call, it is 
  not. Once Uncaring Energy is completely exhausted, an Uncarer is Converted (as per 
  the Extra). 
  Some Caring Sorcery Spells can reduce an Uncaring Energy Score, and use of the 
  Uncaring Power: Apathy can increase the Score. Lastly, most Uncaring Sorcery spells 
  cost Uncaring Energy to cast. These are the only methods of altering an Uncarer's 
  Uncaring Energy Score. 
  Uncaring Energy is determined by the Narrator, but is best determined by finding 
  the proposed difficulty of the Mission on the table below and multiplying the noted 
  number by the number of Carers in the group. 
  Difficulty 
  Easy 
  Average 
  Challenging 
  Very Hard 
  UE Base 
  2 
  3 
  4 
  5 
  Telling Stories 
  Responsibilities of a Narrator 
  By now you know almost everything there is to know about the basic game of 
  Care Bears: The Staring. The only thing we haven't really discussed is, "Who's going 
  to run this thing?" Unfortunately, as much as we wish we could help you out on that 
  one, this has to be YOUR decision. Narrating can be one of the most challenging, 
  difficult, and mind-numbing experiences of your life. It can, however, also be among 
  your fondest memories. 
  As Narrator, you are responsible for making the game work. You must have a 
  firm handle on the rules, create Caring Missions and Uncarer foes, moderate 
  disputes between players, and, let's face it, you will probably be stuck printing more 
  books and paying for more food than anyone else. Does this sound like a challenge 
  you can rise to? We hope so, because this section will teach you how to do almost all 
  of those things in that list. Sorry, but we can't do much to help you with printing costs 
  or pizza purchasing duties. 
  
   
  54 
   
  Building a Caring Mission 
  Building a Caring Mission is the most important job a Narrator has, but we think 
  we can sum it up in a few easy to follow steps. 
  Step One: Select an Uncarer. The Uncarer is the main foe for the Caring Mission, 
  and his/her motivations, goals, and personality will likely decide the shape of the 
  Caring Crises he/she creates. This is your chance as Narrator to really let your 
  Character Constructing skills come into play. Build an Uncarer using the guidelines 
  in the Antagonists section, above. 
  Step Two: Decide what that Uncarer would do to lower the Caring Energy in the 
  world. Once you have developed the Uncarer's master plan, you can determine the 
  next step. This step relies upon a well-developed understanding of your Uncarer's 
  goals and motivations, so think carefully about these things as you create the 
  Uncarer. 
  Step Three: Create between 3 and 5 Caring Crises. These Caring Crises are the 
  events involving Humans that the Uncarer is using in its ploys. Develop these Crises 
  and the Humans that go with them. Make sure that the Crises has at least two 
  possible solutions, and try to keep in mind your team of Carer's abilities so that each 
  can have a chance to shine at least once. 
  Step Four: Develop a Final Confrontation Scene. Once the Carer's have foiled at 
  least a few Caring Crises, they'll feel confident, and have the CME, to confront your 
  Uncarer. Design a location and situation for the final confrontation. This is also a 
  good time to pick a strategy for the Uncarer. Less-skilled Uncarers may simply engage 
  in Confrontation (Calls or Stares) with Uncarers right away, but cleverer or 
  experienced Uncarers may choose to hide a bit, and may use their Powers to interfere 
  with Caring Crises along the way. 
  Step Five: That's it! Some of those steps may seem pretty complicated, but we 
  promise, after the first two or three Missions are written, you'll be a Narrating Pro! 
  Narrator Challenges 
  Sometimes things come up in the game that the design team here at World of 
  Brightness Central didn't prepare you for. So here's what you do: IMPROVISE! The 
  game you hold in your hands is yours, and no one will come after you to punish you 
  for doing it "wrong." Play the game the way that feels right to you, and you can't go 
  wrong. Just remember: you are playing the game your way, not ours. As long as you 
  keep that golden rule in mind, and you treat all of your players fairly, you'll be on 
  the road to success. 
  
   
  55 
   
  Damaging Care-A-Lot 
  One thing we want to talk about before you move on to the next chapter is the 
  possibility of Care-A-Lot, or the Forest of Feelings, coming under direct assault by an 
  Uncarer. The Uncaring Extra: Nightmare allows an Uncarer to attack a Caring 
  Haven. The Caring Extra: Home protects against this. As described under Nightmare, 
  if a Caring Haven's CME is reduced to 0, and the at least one point of CME is not 
  recovered through resolution of one of that Uncarer's Caring Crises, the Haven is 
  destroyed. What does this mean for your game? Well, we'll give you a hint: It changes 
  everything! The threat of destruction should be enough to motivate your players... 
  we hope you never have to follow through with the destruction of Care-A-Lot. But if 
  you do, our suggestion is this: Move the setting to the Forest of Feelings. Or vice-versa. 
  A Care Bear without a Caring Haven is a sad thing indeed.  
  Above and Beyond: Campaign Play 
  What is a Campaign Game? 
  A Campaign game of Care Bears: The Staring resembles a regular game in all but 
  a few key ways. In a campaign game, the events of one Caring Mission have an 
  impact on other Caring Missions, and your characters are able to grow as 
  individuals, and develop their personality more fully, as they go along. There are 
  several different approaches to campaign gaming, but they all have one thing in 
  common: Carer Advancement. In a Campaign Game, the Narrator will reward the 
  players for successfully completing a Caring Mission. Rather than just the simple 
  reward of knowing that the Caring Meter has been restored, Carers are given Reward 
  Stars. These stars have various effects, but they primarily allow you to develop new 
  Traits, Powers, and Extras for your Carer. This means that, in a Campaign Game, you 
  finally get the chance to learn Sorcery! Now let’s take a look at a few of the types of 
  Campaign Games your Narrator might consider… 
  Overarching Plots 
  In an Overarching Plot game, there are themes and events that tie all of the 
  Caring Missions together. Be it a villainous Uncarer who plots the destruction of 
  Care-A-Lot through his minions, or a particular family of Uncarers plaguing Earth, 
  in an Overarching Plot game, all Missions lead you one step closer to an ultimate 
  
   
  56 
   
  goal. Overarching Plot games are the type of Campaign Game most of the 
  development staff here prefer, and are also the most common style used in other 
  RPGs. 
  Disjointed Gathering 
  In a Disjointed Gathering game, the Caring Missions don’t have anything to do 
  with each other, but the Reward Star system is still used. This is ideal for game where 
  the position of Narrator rotates between players, or, perhaps, for those times when 
  you feel like a simple, uncomplicated game but would like to still have the feeling of 
  accomplishment that comes from gaining and spending Reward Stars.  
  Trail of Breadcrumbs 
  Trail of Breadcrumbs games are the trickiest to execute for Narrators. These 
  games bounce between Disjointed Gatherings and Overarching Plot style Caring 
  Missions, but, when all the Missions are through, layer after layer of connection 
  become apparent. Trail of Breadcrumbs games usually feature incredibly devious 
  and powerful Uncarers as the antagonist, and rely strongly on suspense and surprise 
  from the players.  
  Carer Advancement 
  Awarding Stars 
  Reward Stars are given out by Narrators at the end of a Caring Mission. While 
  the Narrator is free to give out Reward Stars however he or she sees fit, we 
  recommend the following scale: 
   
  Failed Mission, but Care-A-Lot survives: 1 Star 
   
  Successful Mission: 2 Stars 
   
  Uncarer Successfully Converted: 1 Star for every Carer who did NOT get 
  the Converted Carer Extra Heart. 
   
  Important Clues to the Big Picture Discovered: 1 Star 
   
  Imaginative or Creative Solution to a Caring Crisis: 1 Star 
   
  Major Uncarer (Main Villain of Campaign Game) Defeated: 3 Stars  
  Unless the Mission involved the Defeat of the Major Uncarer for the Campaign, 
  no Carer should ever be awarded more than 5 Reward Stars in a single Mission.  
  
   
  57 
   
  Star Levels 
  A Carer should keep track of how many Reward Stars he or she has received total 
  over the life of the character. Special Advantages are granted when this total RS 
  number reaches certain points. 
   
  RS1 - 15 Reward Stars: Choose one Trait Box. Those Traits now have a 
  Maximum of 4 Hearts. 
   
  RS2 - 30 Reward Stars: There is no longer a Heart Maximum on your 
  Converted Carer Extra. 
   
  RS3 - 50 Reward Stars: All Powers now have a 4 Heart Maximum. 
   
  RS4 - 75 Reward Stars: You may now learn Major Sorcery Spells or any 
  one Power (other than Sorcery) gains a Heart Maximum of 5. 
   
  RS5 - 100 Reward Stars: If a Joker comes up on one of your Action Draws, 
  draw a new card to replace it. 
  Spending Stars 
  Not only does the total number of Reward Stars count towards your Carer's 
  advancement, but those stars can also be spent to improve your character's scores. 
  The following list shows the costs of buying Hearts in different boxes. 
   
  New Traits cost The New Rating +1 
   
  New Powers cost the New Rating +3 
   
  New Extras cost New Rating +2 
   
  New Spells cost 3 Reward Stars for Minor and 7 for Major 
  There is only one restriction on Reward Star spending: a Carer may never add 
  more than one Heart to a section of the character sheet between Missions. So this 
  means that a Carer's maximum Hearts added between Missions is 3- One for a Trait 
  (even though there are two types of Trait Boxes, for the purposes of Advancement they 
  count as a single Box), One for a Power, and one for an Extra.  
   
   
   
   
  
   
  58 
   
  Character Sheet 
  Name: 
  Illustration and/or Emblem Box 
  Player: 
   
  Physical Trait Box 
  Strong  
  Fast  
  Tough  
  Extras Box 
  Mental Trait Box 
  1: 
   
  Smart 
   
  2: 
   
  Nice  
  3: 
   
  Observant  
  4: 
   
  Powers Box 
  5: 
   
  1: 
   
  Quirk: 
  2: 
   
  Family: 
  3: 
   
  Hue: 
  4: 
   
  Bonus Acts: 
  5: 
   
  Reward Stars 
  Spells: 
  Current Reward Stars 
   
  Caring Meter Energy 
  Reward Star Level 
       1          2         3          4         5 
       1          2         3          4         5 
  Status Penalty Bar 
      Ace            King          Queen          Jack           Ten            Nine        Zonked 
   
   
  
   
  59 
   
  Appendix 
  If you are at all like the author of this book, you like to have a book in 
  your hands, not just on your screen. Since it would be wrong (and 
  illegal) for the author to print this book and charge you for the product, 
  since he does not own the IP for Transformers in any way, this 
  appendix contains the directions required to print it yourself at a 
  fabulous online printing company, Lulu (lulu.com). 
  1. Go to lulu.com and create an account/sign in 
  2. Click PUBLISH, then BOOKS, then START PUBLISHING 
  3. Click MAKE PAPERBACK BOOK 
  4. For Working Title, enter: Care Bears: the Staring, for Author 
  enter: Jeremiah Schwennen, and select KEEP IT PRIVATE AND 
  ACCESSIBLE ONLY TO ME, click SAVE & CONTINUE 
  5. For paper select STANDARD. For size select TALL then COMIC 
  BOOK. For binding select PERFECT BOUND. For color select 
  BLACK AND WHITE PRINTING, click SAVE & CONTINUE 
  6. Upload this file and create a cover of your choosing by following 
  the rest of the steps in Lulu’s easy user interface. 
   
  Please remember: This book CANNOT BE SOLD OR USED TO 
  GENERATE PROFIT IN ANY FORM. 
   
   
  
   
  60 
   
  Version History 
   
  0.0: Original release of complete rules. 60 pages. 12-31-2014 
   
   
   
   
   
   
   
  A Note on Revisions: If you have suggestions or requests for 
  revision or expansion for CB:tS, please send those thoughts to 
  nightcandleimaginations@gmail.com or leave comments on the CB:tS 
  hosting page at  
  jlschwennen.wordpress.com/writing-projects/cbts 
  
SOURCE: textdata/thevault/Care Bears/Care Bears the Staring.pdf