Вы находитесь на странице: 1из 6

The energy that is within us all; the essential force of

being. It cannot be denied.


ACE OF -You Witness a God’s true form, you can never be
POWER
SPADES brought back to life, lose 10 in highest skill. Lose 20
Sanity, gain 2 POW (Does not increase sanity.)

Physical and mental betterment; one's work is


succeeding.
TWO OF -Swap INT with STR, EDU with CON, POW with DEX.
GAIN
SPADES You now wear your pants on your head and your shirt as
your pants.

Stability; disappearance of illness or decay.


-Remove all Magic points (player can no longer use
THREE OF magic), add POW to Max Hit Points permanently.
HEALTH
SPADES You inherit Dwarfism and your maximum height is 5
Feet.

Lifting of oppression; the inner power of the individual


stands unchained.
FOUR OF -You lose all clothes and armor (naked), renders all
FREEDOM
SPADES marks, curses, and crests applied on you at present,
invalid.

Healthy conflict, bringing about the better of all parties


involved.
FIVE OF
COMPETITION -lose 1Sanity each time you fail a roll for this game
SPADES
session.

Lack of progress; mundanity.


SIX OF -Your skills do not improve through practice or learning
MEDIOCRITY
SPADES from mistakes this game session, you instead lose points.

Embarrassment; a waste of human effort.


SEVEN OF
HUMILIATION -Autofail 1 Roll of GM’s Choice.
SPADES
The loss of something physical or mental.
EIGHT OF -Lose 1d20 Sanity or 1d20 of an EDU/INT skill or take
LOSS
SPADES 1d20 damage to hit points.

NINE OF Taking one's position too seriously; overconfidence.


ARROGANCE
SPADES -All your weapons and ammo turns to dust.

TEN OF DEFEAT Destruction of one's accomplishments or attempts;


SPADES physical or mental reduction.
-Lose a trait (if you have one), gain a mental disorder,
GM’s Choice. You are forced to wear a tin foil hat in
game and in person until end of gaming session.

The essential force in all things. Change can be for the


better or for the worse; only the individual can decide
which he or she wants.
JACK OF
CHANGE -An ice cream truck appears, running you over. Take 3d4
SPADES
Damage, lose 3d4 sanity, Choose which limb you lost in
the accident.

Opening up oneself to injury or to downfall.


QUEEN OF -Take double physical or sanity damage next time you
VULNERABILITY
SPADES are injured. The Hounds of Tindalos are after you.

Triumph; physical or mental release.


KING OF -The IRS finds you and takes all your money and
VICTORY
SPADES anything of worldly possessions with a resale value.

The physical; the temptations.


ACE OF
MATERIALITY -Gain 1d6 x $1000
DIAMONDS
Staying besides oneself or one's responsibilities.
TWO OF -Free Reaction (DEX Check) to help/assist any of your
LOYALTY
DIAMONDS friends within 5 feet.

Being true to oneself and those around one.


THREE OF
HONESTY -Your next persuade cannot fail.
DIAMONDS
Giving to the needy, not necessarily in physical
considerations.
FOUR OF -You can trade items for 1d4 sanity (cannot exceed
CHARITY
DIAMONDS current max limit) while this card is active or gain a
major magical item.

Material unrest; one is unsure of oneself.


FIVE OF
CONFUSION -Draw 2 Cards, use one immediately.
DIAMONDS

SIX OF ANXIETY Further material unrest; one is starting to lose control of


DIAMONDS that which is in and around one.
-Choose 1 Firearm, all existing ammo will convert to
accommodate it, and all other firearms will convert to a
magazine of that ammo type.

Work for nothing.


SEVEN OF
FUTILITY -one attack against you does no damage.
DIAMONDS

That which will end us all if not put into its proper place.
-Remove a phobia, mental disorder, or prevent one.
EIGHT OF
FEAR
DIAMONDS
Unneeded prejudice; blindness.
NINE OF
BIAS -target cannot sense you, effectively ignoring you.
DIAMONDS
Lies, deceit, sin.
TEN OF -your next Conceal, Disguise, Fast Talk, Hide, Pick
FRAUD
DIAMONDS Pocket, Sneak, or Spot Hidden will Auto Pass.

One of the greater things in life; one must learn to wait


for what is coming to one. All things happen, given the
JACK OF right place and the right opportunity.
PATIENCE
DIAMONDS -play 3 hands of Blackjack 21, you win double what you
bet, must play all 3.

Pettiness; personal materiality taken to the negative


QUEEN OF extreme.
VANITY
DIAMONDS -Gain a page of the Necronomicon, it must help you.

Happiness and solemnness with one's position in the


KING OF world.
CONTENTMENT
DIAMONDS -Gain 5 EXP, 1 normal item, 1d6 sanity, and $20.

That which is without, and yet within. All of us have the


energy inside of ourselves, if we wish to let it out.
ACE OF
SPIRITUALITY -Learn Spirit Gun Trait. Can spend magic points to deal
CLUBS
damage equal to points spent.

The perfection of spirituality. The oneness and beauty of


the circle; the solidarity and singularity of a point.
TWO OF
SIMPLICITY Nothing is better.
CLUBS
-You can trade max sanity to raise max magic points.
You can trade max magic points to raise max sanity.
COMPREHENSION
THREE OF Understanding, cognition, positive thought energy.
CLUBS -You can understand one other language equal to half
your Knowledge.

Taking care of one's commitments.


FOUR OF -Your Credit Rating goes up to 50%. If your credit rating
RESPONSIBILITY
CLUBS is already at 50%, double your bank account.

Looking at one's own accomplishments and failures and


feelings. The importance of this is not known to the
FIVE OF
REFLECTION nonspiritual.
CLUBS
-Go Back 1d4 Actions into the past.

Naivete; failure to attempt to understand the world


around one.
SIX OF CLUBS INNOCENCE -one attempt of fast talk and persuade will auto fail on
you once per game.

Disappointment in oneself; unwarranted unhappiness in


SEVEN OF the world around one.
DISAPPOINTMENT
CLUBS -gain 1 sanity for each success roll this game session.

Internal strife; the foundations within are crumbling.


EIGHT OF
INSTABILITY -target fails DEX/Dodge Roll, one time use.
CLUBS
Fermentation; worthlessness.
NINE OF
STAGNATION -Gain a bottle of Liquor or Beer, it never runs out.
CLUBS
Failing to understand one's place in the world; taking
for granted.
TEN OF
IMMATURITY -you gain an ability from a lesser or medium creature
CLUBS
based on your character, GM Choice.

Shame is dangerous. One need not be ashamed of


oneself; there are many other things in this Universe that
JACK OF
SHAME demand attention, and warrant more.
CLUBS
-Gain 1 random spell, lose 1d4 sanity each use of spell.

The essential balance of the Universe. All was once in


Equilibrium; one day, all will return.
QUEEN OF
EQUILIBRIUM -all beings in immediate area below lesser gods receive
CLUBS
stat reductions making them equal to humans, one time
use only.
The ability to predict what is coming; an important
KING OF FORESIGHT attribute in any person.
CLUBS -you gain Jax MK Arms that deal d6+1 and can be used
with martial arts.

That communion between two souls, with a beauty that


ACE OF can never be forgotten or ignored.
LOVE
HEARTS -call upon a past character to join team as an NPC.

The meeting and joining of two souls.


TWO OF
INVOLVEMENT -Bring someone dead back to life, one use.
HEARTS
The chance for betterment that one should never miss or
THREE OF overlook.
OPPORTUNITY
HEARTS -receive a dimensional doorknob.

That spark of genius that arises when one is touched by


love.
FOUR OF
INSPIRATION -gain +10% when using First Aid together with another
HEARTS
player. Heal an Additional 1d4.

Disinterest. One of the more dangerous of the evils.


-gain 5 exp, skip your first turn during combat for this
FIVE OF
APATHY game session (enemies will not target you during the first
HEARTS
of their turn)
Disappointment in oneself or one's actions from a
previous time. What is past is past. What is future is
SIX OF
REGRET another thing.
HEARTS
-you can redistribute 1 skill’s points to another skill.

Dangerous self-involvement. It is healthy to wonder and


wander among oneself; but it is dangerous to take this
too far.
SEVEN OF
FANTASY -1d4 members of the party enter the crossroads of
HEARTS
dimensions and forced to draw 1 card, they return to the
exact same locations and time that they left.

Love taken for itself; love for another in spite of the


other. Love is the sharing of two souls, not the stealing of
EIGHT OF
OBSESSION one.
HEARTS
- Take 1 item from any of your old characters.

NINE OF HATRED Antipathy, often caused of failed or failing love.


HEARTS -once per game triple your STR, CON, and SIZ, set Fist
to 80%, Head to 60%, Kick to 70%, Throw to 50%.
Player cannot use firearms. Player must yell
“(character first name) SMASH!” before every attack.
Damage taken in this form results in equal sanity loss
upon return to original form. (2d4 To determine duration
of turns.) Hit points is restored to max after revert.

Loneliness; desperation; unending sadness.


TEN OF -Gain a color fruit.
ISOLATION
HEARTS
Obsession turned around; the stealing of a soul that is
not one's to steal.
- Gain 1 firearm that your team has seen before or 1
JACK OF
JEALOUSY melee weapon that your team has seen before, and 3
HEARTS
magazines of ammunition for choice of weapon.

Oh, the beauty of love!


QUEEN OF -Gain a shield of player choice magical or normal, and
COMPASSION
HEARTS heal party to full hp.

The taking of oneself, literally or figuratively, for selfless


and worthy causes.
-One Use, a MV-22 Osprey Hovers over the air,
KING OF
SELF-SACRIFICE providing close air support with a squad of 13 Combat-
HEARTS
Loaded Marines securing the area. “The Marines are
here.”

Evolution, beauty, and harmony. Infinity.


FIRST TRUMP -gain 20 EXP, draw 2 cards. If the other joker is drawn,
LIFE
(Joker w/o TM) you die.

Stagnation, ugliness, and chaos. Zero.


SECOND
-Lose 10 EXP, 1d20 Sanity, draw 1 card, drop to 1 HP. If
TRUMP DEATH
the other joker is drawn, you die.
(Joker w/ TM)

Вам также может понравиться