Futuristic illustration of a robot with a human torso, tattoos, multiple wires, and circuit elements, wearing goggles and a chain necklace, sitting in a high-tech environment.

Arcana

Tarot cards are integrated into The Wayspace System as a hand of "Fate"—a tangible resource players hold that allows them to bend the laws of probability and narrative.

You play cards to change the story.

Every participant (player and gamemaster) can play a card at any time, and have its effect take place. Some cards (Major Arcana) are a World Effect, and the gamemaster must agree to the resolution of each World effect card. If a GM cannot agree to a played Arcana card, then the player receives a Luck point and a new card.

The Hand of Fate

At the start of every session, shuffle a standard 78-card Tarot Deck. Each participant in the game draws three cards. They keep these cards hidden in their hand (or face down on the table).

  • Max Hand Size: You can never hold more than 3 cards at a time.

  • Regaining Cards: You draw a new Minor Arcana card when you spend your current one, AND you ensure the cards effect has been added to the narrative of the game story in an engaging way. Otherwise the GM may deny an Arcana effect, allowing the player a new card draw.

The Minor Arcana

The Minor Arcana correspond to the four Attribute Blocks (Fire, Earth, Air, Water). You can play a card from your hand after you roll the d20, but before the GM declares the outcome.

Illustration of five armed men confronting a man in a suit, with a cityscape and fencing in the background. The men have weapons and are in aggressive stances, with one holding a red sword.

Step 1: The Pip Cards (Numbered 1–10)

When you play a numbered card, you apply a mechanical bonus to a d20 roll.

  • Same Suit Bonus: If the card's suit matches the Attribute you are rolling (e.g., Playing a Wand on a Force check), you add +5 to the result.

  • Off-Suit Bonus: If the suit does not match, you add +2 to the result.

  • The Ace: The Ace counts as a Natural 20 on the die, regardless of what you actually rolled.

Step 2: The Directorial Cue

To integrate roleplay into the Pip Cards (Minor Arcana 1–10), we treat every card played not just as a math bonus (+2/+5), but as a Directorial Cue. They create Narrative Effects. You can play them at any time (Reaction, Action, or Interruption).

You cannot simply say, "I play the 5 of Wands to hit." You must narrate the action according to the card's Provocation - the descriptive associated with the card. If you do not satisfy the Provocation, the GM can deny the bonus.