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 Court Cards of the Arcana
The Court Cards of the Arcana are Minor cards but they have a Face which represent the subtle influence of an Ascendant into the world directly affecting you, and focused on you, NOT the whole world around you.
Each Court card corresponds to one of the four Elements (Fire, Earth, Air, Water), and each Court card has a Style of expression. You can play a Court card at any time.
Each card has a specific narrative effect, but it can be adjusted to suit the game world and setting of course.
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Element: Fire
Attributes: Force, Focus, Presence
Theme: Action, passion, Damage
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Effect: You immediately find an item, a clue, or a contact related to the suit.
Wands: You find ammo or a weapon.
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Effect: Instant aggressive action.
\Wands: Make a Free Attack immediately.
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Effect: Some protection for one round.
Wands: Enemies take damage if they hit you.
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Effect: You alter the reality of the scene in a minor way
Wands: One enemy is terrified and must flee.
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Element: Earth
Attributes: Frame, Method, Discipline
Theme: Material, Body, Endurance, Wealth.
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Effect: You immediately find an item, a clue, or a contact related to the suit.
Pentacles: You find money or a med-kit.
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Effect: Instant aggressive action.
Pentacles: Charge through a wall/door (break object instantly).
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Effect: Some protection for one round.
Pentacles: You gain Resistance to all damage for 1 round.
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Effect: You alter the reality of the scene.
Pentacles: You instantly succeed on a skill check (no roll), assuming it is physically possible.
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Element: Air
Attributes: Agility, Intellect, Insight
Theme: Logic, Mind, Truth, Cruelty
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Effect: You immediately find an item, a clue, or a contact related to the suit.
Swords: You find a document or a password.
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Effect: Instant aggressive action.
Swords: Move up to your speed without provoking attacks.
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Effect: Some protection for one round.
Swords: You cannot be lied to or tricked for the scene.
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Effect: You alter the reality of the scene.
Swords: You declare a fact about the enemy ("He is actually a robot") and it becomes true (GM discretion).
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Element: Water
Attributes: Warding, Guile, Instinct
Theme: Emotion, Intuition, Relationships, Magic
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Effect: You immediately find an item, a clue, or a contact related to the suit.
Cups: You find food or a sympathetic NPC.
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Effect: Instant aggressive action.
Cups: Teleport 10m (or genre equivalent: smoke bomb/grapple).
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Effect: Some protection for one round.
Cups: You heal 2d6 HP to yourself and all adjacent allies.
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Effect: You alter the reality of the scene.
Cups: You completely restore your Stress or Luck pool to max.