Whispering Deck: Difference between revisions
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These pedestrian replicas, however, are but faint shadows of the one true Whispering Deck, a potent agent of disorder and turmoil. When fully assembled, the deck can potentially shape the world, in its way, but it rarely remains assembled for long. More often, its cards (and its power) are scattered, hidden in lonely corners or hiding in pedestrian versions of the deck. But the deck ''does'' whisper sometimes, planting an idea at just the right place at the right time to spread chaos and further its own ends. | These pedestrian replicas, however, are but faint shadows of the one true Whispering Deck, a potent agent of disorder and turmoil. When fully assembled, the deck can potentially shape the world, in its way, but it rarely remains assembled for long. More often, its cards (and its power) are scattered, hidden in lonely corners or hiding in pedestrian versions of the deck. But the deck ''does'' whisper sometimes, planting an idea at just the right place at the right time to spread chaos and further its own ends. | ||
== Adding the Deck to a | == Adding the Deck to a Game == | ||
The Whispering Deck should not be found intact. Rather, its cards should be scattered and, at least at first, discovered individually. By itself, a card provides some benefit to its holder, but need not become anything more involved than that. If and when the players focus on locating more of the cards, play may suggest fronts, or even whole campaigns revolving around various groups intent on assembling the deck for themselves. | The Whispering Deck should not be found intact. Rather, its cards should be scattered and, at least at first, discovered individually. By itself, a card provides some benefit to its holder, but need not become anything more involved than that. If and when the players focus on locating more of the cards, play may suggest fronts, or even whole campaigns revolving around various groups intent on assembling the deck for themselves. | ||
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Some influence moves may indicate that the influence '''cycles'''. If this happens, the GM should gather cards as if it were the start of a new session, but omitting the current influencing card. A new card is drawn from this stack and becomes the new influence for the remainder of the session. The old influencing card no longer had influence and its influencing move can no longer be used. | Some influence moves may indicate that the influence '''cycles'''. If this happens, the GM should gather cards as if it were the start of a new session, but omitting the current influencing card. A new card is drawn from this stack and becomes the new influence for the remainder of the session. The old influencing card no longer had influence and its influencing move can no longer be used. | ||
Note that moves in this document may reference Earth-like occurrences (such as moon phases, seasons, eclipses and so on) as a way of pacing certain moves. If you play on in a world that lacks such things, replace with some similar situation on your world that occurs roughly as frequently. | |||
== Deck Moves == | == Deck Moves == | ||
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=== Luck Charm === | === Luck Charm === | ||
When '''you start the day with a claim on one or more the cards of the Whispering Deck''', at | When '''you start the day with a claim on one or more the cards of the Whispering Deck''', lose any previous hold, then hold 1. If at least one of the cards you claim has the ''adverse'' tag, gain an additional 1 hold. After you have made a standard roll, spend one hold to reroll one of the two dice and keep the new result. | ||
=== Just Paper === | === Just Paper === | ||
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=== Agent of Chaos === | === Agent of Chaos === | ||
Through other moves, the deck may bestow an ability to cast a particular spell or spells. When '''you cast a spell granted to you by the Whispering Deck''', roll+nothing. Take +1 if you claim at least one card with the adverse tag. '''On a 10+''', you cast the spell, but choose a consequence from the list below. '''On a 7-9''', you cast the spell, but choose two: | Through other moves, the deck may bestow an ability to cast a particular spell or spells. When '''you cast a spell granted to you by the Whispering Deck''', roll+nothing. Take +1 if you claim at least one card with the ''adverse'' tag. Take -1 if the level of the spell exceeds your level. '''On a 10+''', you cast the spell, but choose a consequence from the list below. '''On a 7-9''', you cast the spell, but choose two: | ||
* The spell has other effects as well. | * The spell has other effects as well. | ||
* You may not cast this spell again until after you get a full night's sleep. | * You may not cast this spell again until after you get a full night's sleep. | ||
* You draw unwanted attention or put yourself in a spot. The GM will tell you how. | * You draw unwanted attention or put yourself in a spot. The GM will tell you how. | ||
=== Granted a Boon === | |||
In rare cases, the deck may grant a boon. When '''you claim a boon granted to you by the Whispering Deck''', choose one of the following and describe what you want. The GM may make some adjustments, but what you request happens. | |||
* The effect of any spell can be produced on, or removed from, any target. | |||
* An effect that could be produced by a powerful magical ritual (''Dungeon World'', pg. 147) can be produced instantly. | |||
* Counter the effects of any drawing ritual (other than one that granted that particular boon). | |||
* All afflictions and maladies (debilities, damage, missing limbs, diseases, curses…anything up to and including death) can be instantly removed from one person. | |||
* A single recent event can be undone and reality reshapes itself to accommodate the new result. | |||
* Some other desire may be requested, but the more grandiose the wish, the more likely the deck will fulfill it only partially and/or in undesirable ways. | |||
=== Cards of a Feather === | === Cards of a Feather === | ||
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=== Revealing Hand === | === Revealing Hand === | ||
When '''you claim all 13 event cards of the Whispering Deck''', the deck grants you the ability to cast the True Discernment spell (''Class Warfare'', pg. 213). If you draw a sympathetic connection between an event card and | When '''you claim all 13 event cards of the Whispering Deck''', the deck grants you the ability to cast the True Discernment spell (''Class Warfare'', pg. 213). If you draw a sympathetic connection between an event card and your current situation while casting it, take +2. | ||
=== Straight | === Straight === | ||
When '''you start the day claiming all ranks of one or more suits of the Whispering Deck''' (14+ cards), name one of those suits and take +1 ongoing to any rolls using the ability associated with it until the start of the next day: | When '''you start the day claiming all ranks of one or more suits of the Whispering Deck''' (14+ cards), name one of those suits and take +1 ongoing to any rolls using the ability associated with it until the start of the next day: | ||
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* knots: +1 ongoing to roll+INT | * knots: +1 ongoing to roll+INT | ||
=== | === Fearful Symmetry === | ||
When '''you claim all seven ''symmetrical'' cards when the card influence is first revealed at the start of a session''', you may immediately force the influence to cycle. | |||
=== Drawing Ritual === | |||
When '''you claim all the cards in the Whispering Deck and perform an elaborate drawing ritual''', while the ritual lasts you become the ''reader''. Designate someone willing (other than yourself) to be the ''querent'', who will draw from the deck and be the target of the ritual. All others present for the ritual are ''witnesses''. | When '''you claim all the cards in the Whispering Deck and perform an elaborate drawing ritual''', while the ritual lasts you become the ''reader''. Designate someone willing (other than yourself) to be the ''querent'', who will draw from the deck and be the target of the ritual. All others present for the ritual are ''witnesses''. | ||
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At the climax of the ritual, the querent draws cards from the deck. If lawful, the querent may draw only one card. If chaotic, the querent may draw up to three cards. Otherwise the the querent may draw up to two cards. Once the cards are drawn, you (as the reader) choose one of the drawn cards, and the ritual result listed for that card activates. | At the climax of the ritual, the querent draws cards from the deck. If lawful, the querent may draw only one card. If chaotic, the querent may draw up to three cards. Otherwise the the querent may draw up to two cards. Once the cards are drawn, you (as the reader) choose one of the drawn cards, and the ritual result listed for that card activates. | ||
Ritual results are permanent and cannot be eliminated without | Ritual results are permanent and cannot be eliminated without extremely potent ritual magic. | ||
Afterwords, each card drawn turns to dust (triggering Just Paper). You immediately become aware of the new location of the card that was activated (but not the other cards drawn, if any). No longer able to claim the complete deck, you must track down the lost cards in order to complete the deck and draw again. Some ritual effects also cause additional cards from the deck to vanish and reappear elsewhere. This may happen in one of three ways: | Afterwords, each card drawn turns to dust (triggering Just Paper). You immediately become aware of the new location of the card that was activated (but not the other cards drawn, if any). No longer able to claim the complete deck, you must track down the lost cards in order to complete the deck and draw again. Some ritual effects also cause additional cards from the deck to vanish and reappear elsewhere. This may happen in one of three ways: | ||
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== Cards == | == Cards == | ||
The deck contains six suits (in order: moons, suns, waves, leaves, wyrms and knots) with a [http://wiki.decktet.com/structure complex structure]. For each suit, there is an Ace and a Crown. Ranked between them are other cards numbered 2 through 9, each with two suits. Four Courts each have three suits and are ranked beneath Crowns. Four Pawns each have three suits as well, ranked below Courts. The Excuse has no suit or rank. Suit combinations do not occur with equal frequency. All cards also have a theme or meaning, written on the face of the card (one third represent people, one third represent places and one third represent events). Some cards appear the same (or effectively so) when upside down (tagged as ''symmetrical''), most do not. | The deck contains six suits (in order: moons, suns, waves, leaves, wyrms and knots) with a [http://wiki.decktet.com/structure complex structure]. For each suit, there is an Ace and a Crown. Ranked between them are other cards numbered 2 through 9, each with two suits. Four Courts each have three suits and are ranked beneath Crowns. Four Pawns each have three suits as well, ranked below Courts. The Excuse has no suit or rank. | ||
Suit combinations do not occur with equal frequency. Some suit combinations are considered ''sympathetic'' and some ''antipathetic'' (these tags are provided for your use, but little in this document makes use of them). | |||
All cards also have a theme or meaning, written on the face of the card (one third represent people, one third represent places and one third represent events). Some cards appear the same (or effectively so) when upside down (tagged as ''symmetrical''), most do not. | |||
{| class="datatable" | {| class="datatable" | ||
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! Name !! Rank !! colspan="6" | Suits !! Tags | ! Name !! Rank !! colspan="6" | Suits !! Tags | ||
|- | |- | ||
| Huntress || Crown || [[Image:Decktet-suit-moons.png|16x16px|Moons]] || || || || || || ''personality, ambivalent'' | | [[#Huntress|Huntress]] || Crown || [[Image:Decktet-suit-moons.png|16x16px|Moons]] || || || || || || ''personality, ambivalent'' | ||
|- | |- | ||
| Bard || Crown || || [[Image:Decktet-suit-suns.png|16x16px|Suns]] || || || || || ''personality, ambivalent'' | | [[#Bard|Bard]] || Crown || || [[Image:Decktet-suit-suns.png|16x16px|Suns]] || || || || || ''personality, ambivalent'' | ||
|- | |- | ||
| Sea || Crown || || || [[Image:Decktet-suit-waves.png|16x16px|Waves]] || || || || ''location, ambivalent, symmetrical'' | | [[#Sea|Sea]] || Crown || || || [[Image:Decktet-suit-waves.png|16x16px|Waves]] || || || || ''location, ambivalent, symmetrical'' | ||
|- | |- | ||
| End || Crown || || || || [[Image:Decktet-suit-leaves.png|16x16px|Leaves]] || || || ''event, location, adverse'' | | [[#End|End]] || Crown || || || || [[Image:Decktet-suit-leaves.png|16x16px|Leaves]] || || || ''event, location, adverse'' | ||
|- | |- | ||
| Calamity || Crown || || || || || [[Image:Decktet-suit-wryms.png|16x16px|Wyrms]] || || ''event, adverse'' | | [[#Calamity|Calamity]] || Crown || || || || || [[Image:Decktet-suit-wryms.png|16x16px|Wyrms]] || || ''event, adverse'' | ||
|- | |- | ||
| Windfall || Crown || || || || || || [[Image:Decktet-suit-knots.png|16x16px|Knots]] || ''event, auspicious, symmetrical'' | | [[#Windfall|Windfall]] || Crown || || || || || || [[Image:Decktet-suit-knots.png|16x16px|Knots]] || ''event, auspicious, symmetrical'' | ||
|- | |- | ||
| Consul || Court || [[Image:Decktet-suit-moons.png|16x16px|Moons]] || || [[Image:Decktet-suit-waves.png|16x16px|Waves]] || || || [[Image:Decktet-suit-knots.png|16x16px|Knots]] || ''personality, antipathetic, ambivalent'' | | [[#Consul|Consul]] || Court || [[Image:Decktet-suit-moons.png|16x16px|Moons]] || || [[Image:Decktet-suit-waves.png|16x16px|Waves]] || || || [[Image:Decktet-suit-knots.png|16x16px|Knots]] || ''personality, antipathetic, ambivalent'' | ||
|- | |- | ||
| Rite || Court || [[Image:Decktet-suit-moons.png|16x16px|Moons]] || || || [[Image:Decktet-suit-leaves.png|16x16px|Leaves]] || [[Image:Decktet-suit-wryms.png|16x16px|Wyrms]] || || ''event, antipathetic, ambivalent'' | | [[#Rite|Rite]] || Court || [[Image:Decktet-suit-moons.png|16x16px|Moons]] || || || [[Image:Decktet-suit-leaves.png|16x16px|Leaves]] || [[Image:Decktet-suit-wryms.png|16x16px|Wyrms]] || || ''event, antipathetic, ambivalent'' | ||
|- | |- | ||
| Island || Court || || [[Image:Decktet-suit-suns.png|16x16px|Suns]] || [[Image:Decktet-suit-waves.png|16x16px|Waves]] || || [[Image:Decktet-suit-wryms.png|16x16px|Wyrms]] || || ''location, ambivalent'' | | [[#Island|Island]] || Court || || [[Image:Decktet-suit-suns.png|16x16px|Suns]] || [[Image:Decktet-suit-waves.png|16x16px|Waves]] || || [[Image:Decktet-suit-wryms.png|16x16px|Wyrms]] || || ''location, ambivalent'' | ||
|- | |- | ||
| Window || Court || || [[Image:Decktet-suit-suns.png|16x16px|Suns]] || || [[Image:Decktet-suit-leaves.png|16x16px|Leaves]] || || [[Image:Decktet-suit-knots.png|16x16px|Knots]] || ''location, antipathetic, ambivalent'' | | [[#Window|Window]] || Court || || [[Image:Decktet-suit-suns.png|16x16px|Suns]] || || [[Image:Decktet-suit-leaves.png|16x16px|Leaves]] || || [[Image:Decktet-suit-knots.png|16x16px|Knots]] || ''location, antipathetic, ambivalent'' | ||
|- | |- | ||
| Harvest || Pawn || [[Image:Decktet-suit-moons.png|16x16px|Moons]] || [[Image:Decktet-suit-suns.png|16x16px|Suns]] || || [[Image:Decktet-suit-leaves.png|16x16px|Leaves]] || || || ''event, antipathetic, sympathetic, ambivalent'' | | [[#Harvest|Harvest]] || Pawn || [[Image:Decktet-suit-moons.png|16x16px|Moons]] || [[Image:Decktet-suit-suns.png|16x16px|Suns]] || || [[Image:Decktet-suit-leaves.png|16x16px|Leaves]] || || || ''event, antipathetic, sympathetic, ambivalent'' | ||
|- | |- | ||
| Watchman || Pawn || [[Image:Decktet-suit-moons.png|16x16px|Moons]] || || || || [[Image:Decktet-suit-wryms.png|16x16px|Wyrms]] || [[Image:Decktet-suit-knots.png|16x16px|Knots]] || ''personality, antipathetic, sympathetic, adverse'' | | [[#Watchman|Watchman]] || Pawn || [[Image:Decktet-suit-moons.png|16x16px|Moons]] || || || || [[Image:Decktet-suit-wryms.png|16x16px|Wyrms]] || [[Image:Decktet-suit-knots.png|16x16px|Knots]] || ''personality, antipathetic, sympathetic, adverse'' | ||
|- | |- | ||
| Light Keeper || Pawn || || [[Image:Decktet-suit-suns.png|16x16px|Suns]] || [[Image:Decktet-suit-waves.png|16x16px|Waves]] || || || [[Image:Decktet-suit-knots.png|16x16px|Knots]] || ''personality, antipathetic, ambivalent'' | | [[#Light Keeper|Light Keeper]] || Pawn || || [[Image:Decktet-suit-suns.png|16x16px|Suns]] || [[Image:Decktet-suit-waves.png|16x16px|Waves]] || || || [[Image:Decktet-suit-knots.png|16x16px|Knots]] || ''personality, antipathetic, ambivalent'' | ||
|- | |- | ||
| Borderland || Pawn || || || [[Image:Decktet-suit-waves.png|16x16px|Waves]] || [[Image:Decktet-suit-leaves.png|16x16px|Leaves]] || [[Image:Decktet-suit-wryms.png|16x16px|Wyrms]] || || ''location, sympathetic, ambivalent'' | | [[#Borderland|Borderland]] || Pawn || || || [[Image:Decktet-suit-waves.png|16x16px|Waves]] || [[Image:Decktet-suit-leaves.png|16x16px|Leaves]] || [[Image:Decktet-suit-wryms.png|16x16px|Wyrms]] || || ''location, sympathetic, ambivalent'' | ||
|- | |- | ||
| Pact || 9 || [[Image:Decktet-suit-moons.png|16x16px|Moons]] || [[Image:Decktet-suit-suns.png|16x16px|Suns]] || || || || || ''event, sympathetic, ambivalent'' | | [[#Pact|Pact]] || 9 || [[Image:Decktet-suit-moons.png|16x16px|Moons]] || [[Image:Decktet-suit-suns.png|16x16px|Suns]] || || || || || ''event, sympathetic, ambivalent'' | ||
|- | |- | ||
| Darkness || 9 || || || [[Image:Decktet-suit-waves.png|16x16px|Waves]] || || [[Image:Decktet-suit-wryms.png|16x16px|Wyrms]] || || ''location, adverse, symmetrical'' | | [[#Darkness|Darkness]] || 9 || || || [[Image:Decktet-suit-waves.png|16x16px|Waves]] || || [[Image:Decktet-suit-wryms.png|16x16px|Wyrms]] || || ''location, adverse, symmetrical'' | ||
|- | |- | ||
| Merchant || 9 || || || || [[Image:Decktet-suit-leaves.png|16x16px|Leaves]] || || [[Image:Decktet-suit-knots.png|16x16px|Knots]] || ''personality, auspicious'' | | [[#Merchant|Merchant]] || 9 || || || || [[Image:Decktet-suit-leaves.png|16x16px|Leaves]] || || [[Image:Decktet-suit-knots.png|16x16px|Knots]] || ''personality, auspicious'' | ||
|- | |- | ||
| Diplomat || 8 || [[Image:Decktet-suit-moons.png|16x16px|Moons]] || [[Image:Decktet-suit-suns.png|16x16px|Suns]] || || || || || ''personality, sympathetic, auspicious'' | | [[#Diplomat|Diplomat]] || 8 || [[Image:Decktet-suit-moons.png|16x16px|Moons]] || [[Image:Decktet-suit-suns.png|16x16px|Suns]] || || || || || ''personality, sympathetic, auspicious'' | ||
|- | |- | ||
| Mill || 8 || || || [[Image:Decktet-suit-waves.png|16x16px|Waves]] || [[Image:Decktet-suit-leaves.png|16x16px|Leaves]] || || || ''location, sympathetic, ambivalent, symmetrical'' | | [[#Mill|Mill]] || 8 || || || [[Image:Decktet-suit-waves.png|16x16px|Waves]] || [[Image:Decktet-suit-leaves.png|16x16px|Leaves]] || || || ''location, sympathetic, ambivalent, symmetrical'' | ||
|- | |- | ||
| Betrayal || 8 || || || || || [[Image:Decktet-suit-wryms.png|16x16px|Wyrms]] || [[Image:Decktet-suit-knots.png|16x16px|Knots]] || ''event, sympathetic, adverse'' | | [[#Betrayal|Betrayal]] || 8 || || || || || [[Image:Decktet-suit-wryms.png|16x16px|Wyrms]] || [[Image:Decktet-suit-knots.png|16x16px|Knots]] || ''event, sympathetic, adverse'' | ||
|- | |- | ||
| Chance Meeting || 7 || [[Image:Decktet-suit-moons.png|16x16px|Moons]] || || || [[Image:Decktet-suit-leaves.png|16x16px|Leaves]] || || || ''event, auspicious'' | | [[#Chance Meeting|Chance Meeting]] || 7 || [[Image:Decktet-suit-moons.png|16x16px|Moons]] || || || [[Image:Decktet-suit-leaves.png|16x16px|Leaves]] || || || ''event, auspicious'' | ||
|- | |- | ||
| Castle || 7 || || [[Image:Decktet-suit-suns.png|16x16px|Suns]] || || || || [[Image:Decktet-suit-knots.png|16x16px|Knots]] || ''location, auspicious'' | | [[#Castle|Castle]] || 7 || || [[Image:Decktet-suit-suns.png|16x16px|Suns]] || || || || [[Image:Decktet-suit-knots.png|16x16px|Knots]] || ''location, auspicious'' | ||
|- | |- | ||
| Cave || 7 || || || [[Image:Decktet-suit-waves.png|16x16px|Waves]] || || [[Image:Decktet-suit-wryms.png|16x16px|Wyrms]] || || ''location, adverse'' | | [[#Cave|Cave]] || 7 || || || [[Image:Decktet-suit-waves.png|16x16px|Waves]] || || [[Image:Decktet-suit-wryms.png|16x16px|Wyrms]] || || ''location, adverse'' | ||
|- | |- | ||
| Lunatic || 6 || [[Image:Decktet-suit-moons.png|16x16px|Moons]] || || [[Image:Decktet-suit-waves.png|16x16px|Waves]] || || || || ''personality, adverse'' | | [[#Lunatic|Lunatic]] || 6 || [[Image:Decktet-suit-moons.png|16x16px|Moons]] || || [[Image:Decktet-suit-waves.png|16x16px|Waves]] || || || || ''personality, adverse'' | ||
|- | |- | ||
| Penitent || 6 || || [[Image:Decktet-suit-suns.png|16x16px|Suns]] || || || [[Image:Decktet-suit-wryms.png|16x16px|Wyrms]] || || ''personality, adverse'' | | [[#Penitent|Penitent]] || 6 || || [[Image:Decktet-suit-suns.png|16x16px|Suns]] || || || [[Image:Decktet-suit-wryms.png|16x16px|Wyrms]] || || ''personality, adverse'' | ||
|- | |- | ||
| Market || 6 || || || || [[Image:Decktet-suit-leaves.png|16x16px|Leaves]] || || [[Image:Decktet-suit-knots.png|16x16px|Knots]] || ''event, location, auspicious'' | | [[#Market|Market]] || 6 || || || || [[Image:Decktet-suit-leaves.png|16x16px|Leaves]] || || [[Image:Decktet-suit-knots.png|16x16px|Knots]] || ''event, location, auspicious'' | ||
|- | |- | ||
| Forest || 5 || [[Image:Decktet-suit-moons.png|16x16px|Moons]] || || || [[Image:Decktet-suit-leaves.png|16x16px|Leaves]] || || || ''location, ambivalent, symmetrical'' | | [[#Forest|Forest]] || 5 || [[Image:Decktet-suit-moons.png|16x16px|Moons]] || || || [[Image:Decktet-suit-leaves.png|16x16px|Leaves]] || || || ''location, ambivalent, symmetrical'' | ||
|- | |- | ||
| Discovery || 5 || || [[Image:Decktet-suit-suns.png|16x16px|Suns]] || [[Image:Decktet-suit-waves.png|16x16px|Waves]] || || || || ''event, auspicious'' | | [[#Discovery|Discovery]] || 5 || || [[Image:Decktet-suit-suns.png|16x16px|Suns]] || [[Image:Decktet-suit-waves.png|16x16px|Waves]] || || || || ''event, auspicious'' | ||
|- | |- | ||
| Soldier || 5 || || || || || [[Image:Decktet-suit-wryms.png|16x16px|Wyrms]] || [[Image:Decktet-suit-knots.png|16x16px|Knots]] || ''personality, sympathetic, adverse'' | | [[#Soldier|Soldier]] || 5 || || || || || [[Image:Decktet-suit-wryms.png|16x16px|Wyrms]] || [[Image:Decktet-suit-knots.png|16x16px|Knots]] || ''personality, sympathetic, adverse'' | ||
|- | |- | ||
| Mountain || 4 || [[Image:Decktet-suit-moons.png|16x16px|Moons]] || [[Image:Decktet-suit-suns.png|16x16px|Suns]] || || || || || ''location, sympathetic, ambivalent'' | | [[#Mountain|Mountain]] || 4 || [[Image:Decktet-suit-moons.png|16x16px|Moons]] || [[Image:Decktet-suit-suns.png|16x16px|Suns]] || || || || || ''location, sympathetic, ambivalent'' | ||
|- | |- | ||
| Sailor || 4 || || || [[Image:Decktet-suit-waves.png|16x16px|Waves]] || [[Image:Decktet-suit-leaves.png|16x16px|Leaves]] || || || ''personality, sympathetic, auspicious'' | | [[#Sailor|Sailor]] || 4 || || || [[Image:Decktet-suit-waves.png|16x16px|Waves]] || [[Image:Decktet-suit-leaves.png|16x16px|Leaves]] || || || ''personality, sympathetic, auspicious'' | ||
|- | |- | ||
| Battle || 4 || || || || || [[Image:Decktet-suit-wryms.png|16x16px|Wyrms]] || [[Image:Decktet-suit-knots.png|16x16px|Knots]] || ''event, sympathetic, adverse, symmetrical'' | | [[#Battle|Battle]] || 4 || || || || || [[Image:Decktet-suit-wryms.png|16x16px|Wyrms]] || [[Image:Decktet-suit-knots.png|16x16px|Knots]] || ''event, sympathetic, adverse, symmetrical'' | ||
|- | |- | ||
| Journey || 3 || [[Image:Decktet-suit-moons.png|16x16px|Moons]] || || [[Image:Decktet-suit-waves.png|16x16px|Waves]] || || || || ''event, ambivalent'' | | [[#Journey|Journey]] || 3 || [[Image:Decktet-suit-moons.png|16x16px|Moons]] || || [[Image:Decktet-suit-waves.png|16x16px|Waves]] || || || || ''event, ambivalent'' | ||
|- | |- | ||
| Painter || 3 || || [[Image:Decktet-suit-suns.png|16x16px|Suns]] || || || || [[Image:Decktet-suit-knots.png|16x16px|Knots]] || ''personality, auspicious'' | | [[#Painter|Painter]] || 3 || || [[Image:Decktet-suit-suns.png|16x16px|Suns]] || || || || [[Image:Decktet-suit-knots.png|16x16px|Knots]] || ''personality, auspicious'' | ||
|- | |- | ||
| Savage || 3 || || || || [[Image:Decktet-suit-leaves.png|16x16px|Leaves]] || [[Image:Decktet-suit-wryms.png|16x16px|Wyrms]] || || ''personality, adverse'' | | [[#Savage|Savage]] || 3 || || || || [[Image:Decktet-suit-leaves.png|16x16px|Leaves]] || [[Image:Decktet-suit-wryms.png|16x16px|Wyrms]] || || ''personality, adverse'' | ||
|- | |- | ||
| Author || 2 || [[Image:Decktet-suit-moons.png|16x16px|Moons]] || || || || || [[Image:Decktet-suit-knots.png|16x16px|Knots]] || ''personality, auspicious'' | | [[#Author|Author]] || 2 || [[Image:Decktet-suit-moons.png|16x16px|Moons]] || || || || || [[Image:Decktet-suit-knots.png|16x16px|Knots]] || ''personality, auspicious'' | ||
|- | |- | ||
| Desert || 2 || || [[Image:Decktet-suit-suns.png|16x16px|Suns]] || || || [[Image:Decktet-suit-wryms.png|16x16px|Wyrms]] || || ''location, adverse'' | | [[#Desert|Desert]] || 2 || || [[Image:Decktet-suit-suns.png|16x16px|Suns]] || || || [[Image:Decktet-suit-wryms.png|16x16px|Wyrms]] || || ''location, adverse'' | ||
|- | |- | ||
| Origin || 2 || || || [[Image:Decktet-suit-waves.png|16x16px|Waves]] || [[Image:Decktet-suit-leaves.png|16x16px|Leaves]] || || || ''event, location, sympathetic, auspicious'' | | [[#Origin|Origin]] || 2 || || || [[Image:Decktet-suit-waves.png|16x16px|Waves]] || [[Image:Decktet-suit-leaves.png|16x16px|Leaves]] || || || ''event, location, sympathetic, auspicious'' | ||
|- | |- | ||
| Moon || Ace || [[Image:Decktet-suit-moons.png|16x16px|Moons]] || || || || || || ''auspicious'' | | [[#Moon|Moon]] || Ace || [[Image:Decktet-suit-moons.png|16x16px|Moons]] || || || || || || ''auspicious'' | ||
|- | |- | ||
| Sun || Ace || || [[Image:Decktet-suit-suns.png|16x16px|Suns]] || || || || || ''auspicious'' | | [[#Sun|Sun]] || Ace || || [[Image:Decktet-suit-suns.png|16x16px|Suns]] || || || || || ''auspicious'' | ||
|- | |- | ||
| Wave || Ace || || || [[Image:Decktet-suit-waves.png|16x16px|Waves]] || || || || ''adverse'' | | [[#Wave|Wave]] || Ace || || || [[Image:Decktet-suit-waves.png|16x16px|Waves]] || || || || ''adverse'' | ||
|- | |- | ||
| Leaves || Ace || || || || [[Image:Decktet-suit-leaves.png|16x16px|Leaves]] || || || ''auspicious'' | | [[#Leaves|Leaves]] || Ace || || || || [[Image:Decktet-suit-leaves.png|16x16px|Leaves]] || || || ''auspicious'' | ||
|- | |- | ||
| Wyrm || Ace || || || || || [[Image:Decktet-suit-wryms.png|16x16px|Wyrms]] || || ''adverse'' | | [[#Wyrm|Wyrm]] || Ace || || || || || [[Image:Decktet-suit-wryms.png|16x16px|Wyrms]] || || ''adverse'' | ||
|- | |- | ||
| Knot || Ace || || || || || || [[Image:Decktet-suit-knots.png|16x16px|Knots]] || ''adverse, symmetrical'' | | [[#Knot|Knot]] || Ace || || || || || || [[Image:Decktet-suit-knots.png|16x16px|Knots]] || ''adverse, symmetrical'' | ||
|- | |- | ||
| Excuse || || || || || || || || ''auspicious'' | | [[#Excuse|Excuse]] || || || || || || || || ''auspicious'' | ||
|} | |} | ||
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'''Influence Move''' When you spout lore, on a 12+, the GM will also ask you a question about the subject. Whatever you answer, it is the truth. | '''Influence Move''' When you spout lore, on a 12+, the GM will also ask you a question about the subject. Whatever you answer, it is the truth. | ||
'''Ritual Result''' On the first new moon of each season, the querent | '''Ritual Result''' On the first new moon of each season, the querent is granted a boon to spend on a stranger's behalf (see Granted a Boon, above). The stranger must have been unknown to the querent since they last time they used such a boon (or initially drew this card in the ritual). The stranger must articulate their wish to the querent in some way before it can be granted. | ||
'''Whispers''' Rumors spread that the querent grants wishes, but most of the stories are coupled with untruthful riders about what the character wants (or must have) in order to grant one. For example, a story starts to circulate in the village the character just entered that the first person who presents her with a cup filled with the blood of a sacrificed virgin will be granted a wish. Or that wishes are only granted to those who truly hate the character's race. Or that whoever sleeps with the character under a full moon automatically gets their wish. | '''Whispers''' Rumors spread that the querent grants wishes, but most of the stories are coupled with untruthful riders about what the character wants (or must have) in order to grant one. For example, a story starts to circulate in the village the character just entered that the first person who presents her with a cup filled with the blood of a sacrificed virgin will be granted a wish. Or that wishes are only granted to those who truly hate the character's race. Or that whoever sleeps with the character under a full moon automatically gets their wish. | ||
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[[Image:Decktet-battle.png|right|Battle]] | [[Image:Decktet-battle.png|right|Battle]] | ||
'''Rank/Suits''' Four (wyrms, knots)<br/> | '''Rank/Suits''' Four (wyrms, knots)<br/> | ||
'''Tags''' ''event, adverse'' | '''Tags''' ''event, sympathetic, adverse, symmetrical'' | ||
'''Influence Move''' Everyone becomes a bit more aggressive towards you. When you take damage from something with emotions, take +1 damage. | '''Influence Move''' Everyone becomes a bit more aggressive towards you. When you take damage from something with emotions, take +1 damage. | ||
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[[Image:Decktet-darkness.png|right|Darkness]] | [[Image:Decktet-darkness.png|right|Darkness]] | ||
'''Rank/Suits''' Nine (waves, wyrms)<br/> | '''Rank/Suits''' Nine (waves, wyrms)<br/> | ||
'''Tags''' ''location, adverse'' | '''Tags''' ''location, adverse, symmetrical'' | ||
'''Influence Move''' While you remain in an area illuminated by anything brighter than a torch, take -2 ongoing. | '''Influence Move''' While you remain in an area illuminated by anything brighter than a torch, take -2 ongoing. | ||
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'''Influence Move''' When you fail a roll and the GM tells you what happens, you may offer up an excuse as to why that doesn't actually happen (feel free to add new elements to the story, invoke ''deus ex machina'', employ or refute a cliché, whatever it takes). If at least two other players buy it (indicated via thumbs up or similar gesture), your excuse happens and the influencing card rotates. | '''Influence Move''' When you fail a roll and the GM tells you what happens, you may offer up an excuse as to why that doesn't actually happen (feel free to add new elements to the story, invoke ''deus ex machina'', employ or refute a cliché, whatever it takes). If at least two other players buy it (indicated via thumbs up or similar gesture), your excuse happens and the influencing card rotates. | ||
'''Ritual Result''' The deck scatters if this card is drawn as part of the ritual, even if a different card is selected to take effect. If the Excuse is selected to take effect, the querent | '''Ritual Result''' The deck scatters if this card is drawn as part of the ritual, even if a different card is selected to take effect. If the Excuse is selected to take effect, the deck grants the querent a boon (see Granted a Boon, above), but it may only be used to undo the past. This boon, however, is not restricted to just recent events, but can undo any past choice or action made by the querent. This might radically alter the course of history, restoring people to life and so on. The boon, however, cannot undo the drawing of the Excuse. | ||
'''Whispers''' Once the querent has reshaped reality, rumors circulate of someone who cheated the gods of fate, who are not amused. | '''Whispers''' Once the querent has reshaped reality, rumors circulate of someone who cheated the gods of fate, who are not amused. | ||
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<div style="overflow: hidden"> | <div style="overflow: hidden"> | ||
[[Image:Decktet-journey.png|right|Journey]] | [[Image:Decktet-journey.png|right|Journey]] | ||
'''Rank/Suits''' Three (moons, waves, '' | '''Rank/Suits''' Three (moons, waves)<br/> | ||
'''Tags''' ''event, ambivalent'' | |||
'''Influence Move''' When you undertake a perilous journey, if you travel at all by sea or by night, take +1, otherwise take -1. This card remains the influencing card until journey's end, but cycles afterwards. | |||
''' | '''Ritual Result''' A band of disembodied consciousnesses, united in pursuit of a single purpose, latches on to all present during the ritual, intent on using them as tools to complete their own journey. These might be disembodied ghosts with unfinished business, extraplanar refugees out to settle a score, or something similar. Whatever the case, these beings take up residence in items belonging to the reader, the querent and each witness (one consciousness each). These travelers prefer to inhabit magical items, weapons in particular, the more powerful the better; however, they really connect with the person, so will move to a new possession of that person when and if that becomes more convenient. | ||
To the ritual participants, it will appear as if their items magically gained sentience and potency. Each item will communicate with its owner telepathically and can sense what is happening around it, even in total darkness. Each ritual participant chooses one advanced move from any speciality and, so long as they possess the item, may use that move. | |||
The being inhabiting the querent's item will be the leader of the disembodied consciousnesses. The entire band will share an outlook on the world similar to the querent's alignment. The GM will decide on the band's hidden agenda and ultimate goal. The disembodied beings can all telepathically communicate with each other at will, though they will generally not reveal this to those who wield them. Collectively, they will try to transform their wielders' journey and goals into their own. | |||
The leader of the beings can produce an effect similar to that of a particular 7th level spell (chosen by the GM at the outset), but will only do so when it wants, and in pursuit of its own agenda. The other beings have a similar ability, except that of the reader's item matches a 5th level spell, while the abilities of the witness's items match 3rd level spells. The items may or may not advertise they have this ability. | |||
When a PC carrying one of these "intelligent items" fails a roll, the GM may use her move to reference or further the agenda of the item in some way. This could be subtle or overt, even going so far has having the item momentarily seize control of its bearer, make use of its spell power or some other blatant act. | |||
''' | The consciousnesses cannot be banished by normal means, but an extremely powerful magical ritual might send them away ''en masse''. | ||
Though the consciousnesses | '''Whispers''' Though the consciousnesses may not remember this, they were not always disembodied. Those who knew them in their prior incarnations may receive hints of their fate, or recognize their current forms. | ||
</div> | </div> | ||
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<div style="overflow: hidden"> | <div style="overflow: hidden"> | ||
[[Image:Decktet-knot.png|right|Knot]] | [[Image:Decktet-knot.png|right|Knot]] | ||
'''Rank/Suit''' Ace (knots) | '''Rank/Suit''' Ace (knots)<br/> | ||
'''Tags''' ''adverse, symmetrical'' | |||
'''Influence Move''' When you miss on an roll+INT roll, in addition to whatever else happens you thinking becomes muddled. Hold 1. Additional failures accumulate more hold. Lose all hold when this card is no longer influencing. Take -hold ongoing to any roll+INT rolls so long as this card remains the influencing card. If you have at least one hold and your hold exceeds your INT, you can do little other than babble and be led about. | |||
''' | '''Ritual Result''' The deck is distributed among the witnesses. The querent vanishes, entombed, with all gear, in a state of suspended animation within a spherical prison deep below ground. The location of the drawing ritual becomes a place of power, with a "feel" generally inimical to the querent's alignment and outlook. An extremely potent magical ritual performed in this space can free everyone from the prison. | ||
''' | Within the hour six potent ''intelligent'', ''planar'' monsters appear in the location, intent on preventing escape from the prison. Anyone who would be forced to face their last breath due to the actions of these monsters instead becomes imprisoned (fully healed) just as the querent was. Should any of these monsters be defeated or banished, they return within hours. | ||
Anyone who conducts a ritual to free the incarcerated gains two benefits. First, the deck grants them a boon (see the Granted a Boon move, above). Secondly, they may demand that each person they liberated perform a specific task. Tasks must be completable within ten years and fulfilling a task must be within the ability of the person from which it is demanded. That person gains this move: ''When you prevaricate (or are prevented) from carrying out your assigned task for most of a day, you gain a random debility. If you already have all debilities, you permanently lose a point from all ability scores and all your debilities are removed. If you spend most of the day pursuing the task in earnest, any debilities you gained in this way are removed.'' | |||
'''Whispers''' All beings in the world become magically aware that the querent has been imprisoned, as well as the | '''Whispers''' All beings in the world become magically aware that the querent has been imprisoned, as well as the benefits of releasing her. Some receive hints as to the location where the querent can be freed. | ||
</div> | </div> | ||
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<div style="overflow: hidden"> | <div style="overflow: hidden"> | ||
[[Image:Decktet-leaf.png|right|Leaves]] | [[Image:Decktet-leaf.png|right|Leaves]] | ||
'''Rank/Suit''' Ace (leaves) | '''Rank/Suit''' Ace (leaves)<br/> | ||
'''Tags''' ''auspicious'' | |||
'''Influence Move''' | '''Influence Move''' When you defend on a 12+, you briefly transform into a whirlwind of leaves. All of the available options occur. In addition, you lift or push the attacker back a bit before reforming nearby. | ||
'''Ritual Result''' | '''Ritual Result''' The deck grants the querent a boon, but requires that it be requested wrapped in the trappings of an elaborate and public prayer to a god of fortune, chaos or forests. The spectacle need not actually involve genuine clergy or rites of that god, so long as it gives the appearance of doing so. The larger the audience and the more grand the offering, the more accommodating the GM should be when adjudicating the boon. | ||
'''Whispers''' Those most inconvenienced by the changes brought about by the | '''Whispers''' Those most inconvenienced by the changes brought about by the boon are certain the querent is the cause. The deity (or clergy or followers thereof) will likely react as well. If the boon and the prayer that (seemed to) cause it paint the god in a favorable light, some may consider the querent specially blessed. Likewise, a poor portrayal of the god may inspire reprisal. | ||
</div> | </div> | ||
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<div style="overflow: hidden"> | <div style="overflow: hidden"> | ||
[[Image:Decktet-light-keeper.png|right|Light Keeper]] | [[Image:Decktet-light-keeper.png|right|Light Keeper]] | ||
'''Rank/Suits''' Pawn (suns, waves, knots) | '''Rank/Suits''' Pawn (suns, waves, knots)<br/> | ||
'''Tags''' ''personality, antipathetic, ambivalent'' | |||
'''Influence Move''' You can see magical auras, | '''Influence Move''' You can see magical auras. When you discern realities on a person, place or item, in addition to whatever else happens, the GM will tell you about any magical forces at work on the target. | ||
'''Ritual Result''' | '''Ritual Result''' The querent gains a reputation as a prophet. At least once a day, when the querent's conversation can be overheard in public, at least one eavesdropper will be filled with the conviction that something they heard, however innocuous, is the key to some great life-changing truth. If the querent engages in any sort of public oratory, 1d10 people in the crowd will be similarly affected. Unfortunately, the querent has no control over which statements will be latched onto by the listeners. Affected listeners will largely rearrange their life in order to pursue this truth. Some will try to follow the querent everywhere. Others will openly worship and do anything the querent asks (other than stop following him or her). | ||
'''Whispers''' As the number of followers increases, debates will likely arise among the faithful, as most of them will be reacting to different, possibly contradictory, statements made by | '''Whispers''' As the number of followers increases, debates will likely arise among the faithful, as most of them will be reacting to different, possibly contradictory, statements made by the querent, which may even give rise to violence and schisms. Religious and political leaders may also react to a growing cult in their midst. | ||
</div> | </div> | ||
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<div style="overflow: hidden"> | <div style="overflow: hidden"> | ||
[[Image:Decktet-lunatic.png|right|Lunatic]] | [[Image:Decktet-lunatic.png|right|Lunatic]] | ||
'''Rank/Suits''' Six (moons, waves, '' | '''Rank/Suits''' Six (moons, waves)<br/> | ||
'''Tags''' ''personality, adverse'' | |||
'''Influence Move''' When the light of the moon shines upon you, take +1 ongoing to +STR and +DEX rolls, but -1 ongoing to +INT and +WIS rolls. If the moon is full, double the bonus and penalty. | |||
'''Ritual Result''' All present at the drawing ritual gain a form of lycanthropy based on magical monsters instead of normal beasts. Each rolls 1d4 to determine which type of beast now corrupts their soul. The reader adds +1 to this roll; the querent adds +2: | |||
{| class="randomtable" | |||
|- | |||
! d4 !! Inner Monster | |||
|- | |||
| 1 || Blink Dog (''Dungeon World'', pg. 268) | |||
|- | |||
| 2 || Fire Beetle (''Dungeon World'', pg. 238) | |||
|- | |||
| 3 || Rust Monster (''Dungeon World'', pg. 295) | |||
|- | |||
| 4 || Otyugh (''Dungeon World'', pg. 240) | |||
|- | |||
| 5 || Bullette (''Dungeon World'', pg. 289) | |||
|- | |||
| 6 || Purple Worm (''Dungeon World'', pg. 241) | |||
|} | |||
'' | All affected gain the following move: ''when the full moon rises, you painfully transform into a raging abomination, mixing the features of your inner monster with those of your own race. You shred any clothing you are wearing and abandon your gear. The transformation lasts until dawn. While transformed:'' | ||
''' | * ''You retain all of your stats and make basic and special moves as normal.'' | ||
* ''You lose access to all class and race moves.'' | |||
* ''Your base damage and armor become those of your inner monster.'' | |||
* ''You gain 5 hold when you initially transform. Spend one hold to make one of your inner monster's moves happen, just like that.'' | |||
* ''Take +2 ongoing to any roll using physical stats (STR, DEX, CON).'' | |||
* ''Take -3 ongoing to any roll using mental stats (INT, WIS, CHA).'' | |||
* ''Gain any special qualities of your inner monster.'' | |||
* ''Gain the special quality "weak to silver".'' | |||
* ''You may not gain XP from following your alignment this session.'' | |||
* ''You may gain XP by following your inner monster's instinct this session.'' | |||
* ''If you deal damage to anyone, should they live until the next full moon, they become lycanthropes as well. Each victim makes their own (unmodified) 1d4 roll on the table above to find their inner monster.'' | |||
* ''If you fail a roll, the GM may use her move to narrate your monster taking over briefly and doing something other than what you were intending. This action should follow from your monster's instinct, abilities and situation.'' | |||
Only very powerful ritual magic can cure those present at the drawing ritual of lycanthropy; however, any lycanthropes they spawn can be cured by normal means. Characters who embrace their condition may be able to gain some measure of control over it (probably best reflected by using custom compendium classes). | |||
'''Whispers''' Those dedicated to fighting lycanthropy uncover legends that make them suspect (incorrectly) that the afflicted characters are the source of all lycanthropy, and if they are all killed, the disease will be forever eradicated. | '''Whispers''' Those dedicated to fighting lycanthropy uncover legends that make them suspect (incorrectly) that the afflicted characters are the source of all lycanthropy, and if they are all killed, the disease will be forever eradicated. | ||
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<div style="overflow: hidden"> | <div style="overflow: hidden"> | ||
[[Image:Decktet-market.png|right|Market]] | [[Image:Decktet-market.png|right|Market]] | ||
'''Rank/Suits''' Six (leaves, knots | '''Rank/Suits''' Six (leaves, knots)<br/> | ||
'''Tags''' ''event, location, auspicious'' | |||
''' | |||
''' | '''Influence Move''' When this card first gains influence, you may exchange competence in one ability for competence in another. Name two basic or class moves that require rolls. While the influence of the Market remains, rolls for the first move are treated as one degree of success higher (failures become 7-9 results, 7-9 results become 10+ results, etc.), and rolls for the second one degree of success lower (10+ results become 7-9 results, 7-9 results become failures). | ||
The | '''Ritual Result''' The querent gains the following move: ''Any time you dream, you may choose to enter the Dream Market, a place where almost anything can be bought and sold. You may access all of your real world wealth and possessions to buy and sell in the Dream Market and any transactions made translate into the real world once you wake. Non-unique magic items are present in abundance and even unique magic items may come to market once in a great while. More esoteric items, such as souls, magical creatures, slaves and even intangible goods like knowledge, emotions, memories and the like can all be found with a little looking. With some wheeling and dealing, you may be able to buy access to the market for your allies.'' | ||
'''Whispers''' Any time | '''Whispers''' Any time the querent enters the market, ten random sleeping people within 50 miles have vivid dreams where they see and hear everything the querent does in the market, though act within the market themselves. These people will remember the dreams, and may seek out the querent because of them. | ||
</div> | </div> | ||
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<div style="overflow: hidden"> | <div style="overflow: hidden"> | ||
[[Image:Decktet-merchant.png|right|Merchant]] | [[Image:Decktet-merchant.png|right|Merchant]] | ||
'''Rank/Suits''' Nine (leaves, knots | '''Rank/Suits''' Nine (leaves, knots)<br/> | ||
'''Tags''' ''personality, auspicious'' | |||
'''Influence Move''' | '''Influence Move''' When you crush a gem or jewel, gain 1 hold for every 20 coins the gem was worth. Spend 1 hold after any action that requires a roll is performed in your presence (including your own) to adjust the result of that roll up or down by one (your choice). You may use as much hold on a single roll as you like. Lose all hold when the Merchant is no longer the influencing card. | ||
'''Ritual Result''' | '''Ritual Result''' The deck grants the querent the ability to cast Resurrection (''Dungeon World'', pg. 100). If and when they cast it, only one condition must be fulfilled: someone else must truly and willingly volunteer to die in the place of the being to be restored. Such a volunteer is entirely unmade, and no force, not even the most powerful magic, can restore them. Any time querent completes such a transaction, they take their cut, stealing a year of life each from both the volunteer and the creature being restored. | ||
'''Whispers''' Those desperate to bring back their loved ones may come seek out the querent, as will death gods or others involved in bringing souls to their final destinations. | '''Whispers''' Those desperate to bring back their loved ones may come seek out the querent, as will death gods or others involved in bringing souls to their final destinations. | ||
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<div style="overflow: hidden"> | <div style="overflow: hidden"> | ||
[[Image:Decktet-mill.png|right|Mill]] | [[Image:Decktet-mill.png|right|Mill]] | ||
'''Rank/Suits''' Eight (waves, leaves | '''Rank/Suits''' Eight (waves, leaves)<br/> | ||
'''Tags''' ''location, sympathetic, ambivalent, symmetrical'' | |||
'''Influence Move''' | '''Influence Move''' When you would deal damage to a target, you may forgo that damage to instead force the target to part with a weapon or item being held, worn or otherwise on their person. If you are close enough to reach it, you make grab the item, otherwise it falls to the ground. If you would have dealt 10 or more damage, you may choose to also damage the item in some way. | ||
'''Ritual Result''' | '''Ritual Result''' The querent's touch becomes antithetical to magic items, and they gain the following move: ''When you lift a magical item with both hands and focus on disenchanting it, roll+nothing. Take -2 if this is powerful or unique item, or -4 if the item is a potent artifact. On a 7-9, the enchantment on the item is undone and the item is ruined or worse. On a 10+, the enchantment on the item is undone, but something valuable is left behind. On a 3-, in addition to whatever else happens, you permanently loose 1 hp.'' | ||
'''Whispers''' Intelligent magic items who sense the querent immediately understand she has this ability. Most will not be pleased. | '''Whispers''' Intelligent magic items who sense the querent immediately understand she has this ability. Most will not be pleased. | ||
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<div style="overflow: hidden"> | <div style="overflow: hidden"> | ||
[[Image:Decktet-moon.png|right|Moon]] | [[Image:Decktet-moon.png|right|Moon]] | ||
'''Rank/Suit''' Ace (moons) | '''Rank/Suit''' Ace (moons)<br/> | ||
'''Tags''' ''auspicious'' | |||
'''Influence Move''' | '''Influence Move''' When you cast a spell, treat the result as one category better (e.g. failures become a 7-9, 7-9 results become 10+). | ||
'''Ritual Result''' | '''Ritual Result''' The deck grants the querent three boons (see Granted a Boon, above); however, these boons are imperfect. Some condition or caveat must be included which, if completed, undoes the boon. This condition may be totally obscure and unlikely, but cannot name specific participants and must be something that others (not just querent) could do. For example, a boon might be requested "until a drow queen dances naked with a priest of a sun god during a solar eclipse". The GM decides what the boon can and cannot accomplish and what qualifies as an acceptable condition. | ||
'''Whispers''' Everyone in the world, no matter where they are or what they are doing, hears the querent | '''Whispers''' Everyone in the world, no matter where they are or what they are doing, hears the querent requesting a boon, and stating the method of its undoing. | ||
</div> | </div> | ||
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<div style="overflow: hidden"> | <div style="overflow: hidden"> | ||
[[Image:Decktet-mountain.png|right|Mountain]] | [[Image:Decktet-mountain.png|right|Mountain]] | ||
'''Rank/Suits''' Four (moons, suns | '''Rank/Suits''' Four (moons, suns)<br/> | ||
'''Tag''' ''location, sympathetic, ambivalent'' | |||
''' | |||
''' | '''Influence Move''' You can transform your body into a form made of stone. When you assume earth form, roll+CON. On a 10+, hold 3. On a 7-9, hold 2. On a miss, in addition to whatever else happens, hold 1. In this form, you move more slowly an gain +1 armor. You still use your normal stats but some moves may be harder to trigger. You cannot eat, drink, sleep or breathe in this form. You may spend hold to trigger a monster move as an earth elemental (''Dungeon World'', pg 237). Once out of hold, you return to your normal form. Lose all hold when the Mountain is no longer the influencing card. | ||
'''Ritual Result''' The querent (and personal effects) grows to staggering size, a hundred feet tall at least. Their stats remain the same, but they certainly qualify for a custom compendium class that takes advantage of their new size. They also gain this move: ''When you reach zero of fewer hp or concentrate for a few minutes, you crouch down into a heap and transform into a block of stone. Your features warp and meld to look like an oddly shaped boulder, such that only a vague notion of your original form can be perceived. You do not age in this form, and are barely aware of what happens around you. While in this form, the deck grants you the ability to cast the Summon Monster spell (''Dungeon World'', pg. 155) but only to summon an earth elemental. If you have at least 1 hp, you may become flesh again at will, but any elementals you have summoned are banished. | |||
'''Whispers''' Once tales of the colossal creature that can become a mountain spread, rumors will begin to circulate in mining communities that magical gems can be extracted from the querent's stone form. | '''Whispers''' Once tales of the colossal creature that can become a mountain spread, rumors will begin to circulate in mining communities that magical gems can be extracted from the querent's stone form. | ||
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<div style="overflow: hidden"> | <div style="overflow: hidden"> | ||
[[Image:Decktet-origin.png|right|Origin]] | [[Image:Decktet-origin.png|right|Origin]] | ||
'''Rank/Suits''' Two (waves, leaves | '''Rank/Suits''' Two (waves, leaves)<br/> | ||
'''Tags''' ''event, location, sympathetic, auspicious'' | |||
'''Influence Move''' | '''Influence Move''' When you discern realities about a person or item, add the following to the list of questions: | ||
* What led this person/item to be here, now? | |||
'''Ritual Result''' When a new moon rises | '''Ritual Result''' The querent gains the following move: ''When a new moon rises, you may gain a perfect understanding of the history of an item you are touching, no matter how ancient, complex or epic. You fully understand all of its abilities and weaknesses. You know when, how and by whom it was made and the origin of all of its materials. If the item is a puzzle, lock or door, you know how to solve or open it. You learn the names and faces of any who have touched the item in the past.'' | ||
'''Whispers''' If the querent makes information about a famous unique item available to strangers, they will not believe | '''Whispers''' If the querent makes information about a famous unique item available to strangers, they will not believe him. Academics who have studied the item will come out of the woodwork to discredit him. | ||
</div> | </div> | ||
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<div style="overflow: hidden"> | <div style="overflow: hidden"> | ||
[[Image:Decktet-pact.png|right|Pact]] | [[Image:Decktet-pact.png|right|Pact]] | ||
'''Rank/Suits''' Nine (moons, suns | '''Rank/Suits''' Nine (moons, suns)<br/> | ||
'''Tags''' ''event, sympathetic, ambivalent'' | |||
'''Influence Move''' | '''Influence Move''' When you swear an oath, take +1 ongoing to any actions aimed at fulfilling that oath, so long as the Pact remains influential. | ||
'''Ritual Result''' | '''Ritual Result''' The querent gains the following move: ''When you witness the signing of a contract between voluntary parties, you may, if the parties agree, press your thumb to the contract, leaving behind a glowing sigil. Anyone breaking such a contract will pay a drastic, supernatural price, levied by the deck at the worst possible time.'' | ||
'''Whispers''' The deck wants people to violate sealed contracts, and will whisper in the ears of those close to the signing parties, attempting to manipulate them into breaking it. | '''Whispers''' The deck wants people to violate sealed contracts, and will whisper in the ears of those close to the signing parties, attempting to manipulate them into breaking it. | ||
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<div style="overflow: hidden"> | <div style="overflow: hidden"> | ||
[[Image:Decktet-painter.png|right|Painter]] | [[Image:Decktet-painter.png|right|Painter]] | ||
'''Rank/Suits''' Three (suns, knots | '''Rank/Suits''' Three (suns, knots)<br/> | ||
'''Tags''' ''personality, auspicious'' | |||
'''Influence Move''' | '''Influence Move''' When the Painter first gains influence, you gain access to a move based on the predominant color of your wardrobe. You lose access to this move when the influence of the Painter wanes: | ||
* Red: When you take damage from fire, take -1d8 damage. | |||
* Red: | * Orange: When you take damage from acid, take -1d8 damage. | ||
* Orange: | * Yellow: When you take damage from lightning, take -1d8 damage. | ||
* Yellow: | * Green: Gain +2 armor | ||
* Green: | * Blue: When you take damage from cold, take -1d8 damage. | ||
* Blue: | * Indigo: You may not be enchanted. | ||
* Indigo: | * Violet: You see through illusions as if they were not there. | ||
* | * White: When you succeed at any roll with a 10+, in addition to whatever else happens, you heal 1d4 damage. | ||
* Black: When you wield a one-handed weapon with two hands, it gains the ''messy'' tag. | |||
* Brown: You may not be poisoned, intoxicated or infected. | |||
'''Ritual Result''' | '''Ritual Result''' The querent gains the ability to alter reality, as a painter might paint a canvas, gaining this move: ''When you spend several minutes holding a paint brush and meditating on change, roll+INT. On a hit, reality reshapes itself to match your will. While you cannot alter, add or remove sentient creatures, other changes will last about as many hours as your level, after which the word returns to its original state. On a 7-9, only minor changes are possible, such as changing colors of tapestries, adding decorative foliage, opening a locked door, etc. On a 10-11, significant changes can be made (adding an oasis to the desert, altering the weather, making a sealed tomb open). On a 12-15, major changes are possible, such as turning a forest into a fiery wasteland or vise versa, turning night into day, making a room full of advanced traps totally safe, etc. On a 16+, you can accomplish the impossible (altering the positions of the stars, moving mountains, etc.).'' | ||
'''Whispers''' Lawful | '''Whispers''' Lawful planar monsters who observe the querent automatically know she has this ability, and either resent her or consider her a danger because of it. | ||
</div> | </div> | ||
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<div style="overflow: hidden"> | <div style="overflow: hidden"> | ||
[[Image:Decktet-penitent.png|right|Penitent]] | [[Image:Decktet-penitent.png|right|Penitent]] | ||
'''Rank/Suits''' Six (suns, wyrms, '' | '''Rank/Suits''' Six (suns, wyrms)<br/> | ||
'''Tags''' ''personality, adverse'' | |||
'''Influence Move''' When you take damage or suffer some other hardship, you may point at an ally within far range. That ally then suffers your fate instead of you. If a loop of multiple invocations of this move is ever created (e.g. player A transfers damage to player B, then player B immediately transfers it back to player A), everyone in the loop suffers the hardship and the influence cycles. | |||
''' | '''Ritual Result''' Duplicates of the querent, different in outlook, appear at random locations within 20 miles of the ritual, each intent on pushing the querent to atone for wrong-doing (as they see it). | ||
Each player at the table other than the GM and the player of the querent selects an alignment other than than the querent, with no two players selecting the same alignment. The player gains control of the duplicate with that alignment, getting a copy of the querent's playbook. The player marks as many advanced moves as the querent has, but need not make the same choices as the querent. | |||
'''Whispers''' The duplicates all know of the querent and have reasons for opposing her plans. The duplicates also perceive frequent, irritating reminders that they are just copies. | '''Whispers''' The duplicates all know of the querent and have reasons for opposing her plans. The duplicates also perceive frequent, irritating reminders that they are just copies. | ||
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[[Image:Decktet-rite.png|right|Rite]] | [[Image:Decktet-rite.png|right|Rite]] | ||
'''Rank/Suits''' Court (moons, leaves, wyrms | '''Rank/Suits''' Court (moons, leaves, wyrms)<br/> | ||
'''Tags''' ''event, antipathetic, ambivalent'' | |||
''' | |||
''' | '''Influence Move''' You gain access to the Ritual move (''Dungeon World'', pg. 147) while the Rite remains influential. | ||
'''Ritual Result''' The querent gains the following moves: | |||
* ''When you perform a short branding ritual marking the forehead of a willing and fully informed subject, the subject gains eternal youth. Only powerful ritual magic can remove this brand. You may not brand yourself.'' | |||
* ''At the start of each day, choose a number of people you have branded equal to your Intelligence score. Until the next day, you have perfect knowledge of the whereabouts of those you select.'' | |||
* ''When you concentrate on someone you have branded, you may discern realities using their senses, wherever they are and without their knowledge.'' | |||
* ''When you concentrate on someone you have branded, you may inflict debilitating pain on them, wherever they are. Take -1 ongoing so long as you continue concentrating on them.'' | |||
* ''When someone you have branded dies, you take 1d10 damage and suffer a random debility.'' | |||
'''Whispers''' Various contradictory (and all totally false) rumors circulate, particularly among marginalized humanoid races (goblins, orcs, giants and the like), that killing one of the branded and drinking his or her blood bestows some desirable trait (health, virility, magical potency, etc.). | '''Whispers''' Various contradictory (and all totally false) rumors circulate, particularly among marginalized humanoid races (goblins, orcs, giants and the like), that killing one of the branded and drinking his or her blood bestows some desirable trait (health, virility, magical potency, etc.). |
Revision as of 07:07, 27 March 2015
This worn deck bears an evocative image upon each of its forty-five cards. Mundane whispering decks grace the tables of fortune-tellers all over the world, said to be potent oracles. Among gamblers, whispering decks are said to make their own luck and favor the lawless. Tall tales sometimes speak of the cards in these decks whispering lies mixed with unpleasant truth, usually leading those who hear them to ruin or fortune (or both).
These pedestrian replicas, however, are but faint shadows of the one true Whispering Deck, a potent agent of disorder and turmoil. When fully assembled, the deck can potentially shape the world, in its way, but it rarely remains assembled for long. More often, its cards (and its power) are scattered, hidden in lonely corners or hiding in pedestrian versions of the deck. But the deck does whisper sometimes, planting an idea at just the right place at the right time to spread chaos and further its own ends.
Adding the Deck to a Game
The Whispering Deck should not be found intact. Rather, its cards should be scattered and, at least at first, discovered individually. By itself, a card provides some benefit to its holder, but need not become anything more involved than that. If and when the players focus on locating more of the cards, play may suggest fronts, or even whole campaigns revolving around various groups intent on assembling the deck for themselves.
Should the players decide to walk this road and succeed in assembling the deck, a big ritual becomes possible, during which cards drawn from the deck can radically alter the character's situation, even their world itself. Should such a ritual occur, often the deck will divide or scatter afterward, launching the cycle anew.
When adding the deck to a game, also consider that, having been created to spread chaos, the deck possesses a rudimentary consciousness which helps further that aim. As the cards of the deck are assembled, the decks consciousness gains strength and focus. It wants the cards to be found and used, so cards will never wind up anywhere too obscure or unaccessible (e.g. surrounded by solid rock, the bottom of unclimbable ravine, etc.). Instead, they tend to appear in places where they might get found eventually (e.g. the bottom of a chest in an attic, the pocket of a rarely used coat, tucked into a library book, a family crypt, etc.).
The deck is most content when its presence sows discord or upsets the status quo, and favors getting cards into the hands of destabilizing forces (like your average group of PCs). While it has little direct agency over the world, the deck can work through rumor, dreams and innuendo, particularly when it gets stronger. Any time people mention some nebulous "they" as having said something, or can't quite remember where they heard something, or spread rumors with no discernible source, that may be the deck working to change things.
Card Influence
The sections below detail a number of moves that players may gain access to as they assemble the Whispering Deck, but there is one special rule added to games making use of the deck: card influence. It is meant to represent how the deck influences the world to further its own chaotic ends and assumes you have an actual Decktet deck on hand (if not, you should be able to figure out some reasonable alternative).
At the start of each session, the GM gathers any cards in proximity to the PCs. This would include cards they have claimed as their own, cards that nearby NPCs might have, cards hidden near where the PCs are at the start of the session and so on. Any cards that might influence immediate events. One of those cards is then selected at random and shown to the table. That card is said to influence the session.
The GM will then read (or otherwise disseminate) the influence move associated with that card. For the rest of that session, all players may trigger that move and gain its benefits. The GM, likewise, can incorporate the influence of the card (using the influence move as a guide) when making moves during that session.
Some influence moves may indicate that the influence cycles. If this happens, the GM should gather cards as if it were the start of a new session, but omitting the current influencing card. A new card is drawn from this stack and becomes the new influence for the remainder of the session. The old influencing card no longer had influence and its influencing move can no longer be used.
Note that moves in this document may reference Earth-like occurrences (such as moon phases, seasons, eclipses and so on) as a way of pacing certain moves. If you play on in a world that lacks such things, replace with some similar situation on your world that occurs roughly as frequently.
Deck Moves
The following moves can be triggered when dealing with the deck or its cards; however, the players need not be made aware of all these moves at first, much less the PCs. Certainly, if a player has the ability to trigger one of the moves, they should know they can, but some moves are not even possible until multiple cards are gathered in one place. The GM may want to hide such moves until the PC's have the cards they need or have done research into the deck.
Claiming Cards
When you hold a card of the Whispering Deck in your hand and focus on it for a few minutes, you lay claim to that card as being "yours". Unless and until someone else claims that card, your claim remains, no matter where the card actually is.
Luck Charm
When you start the day with a claim on one or more the cards of the Whispering Deck, lose any previous hold, then hold 1. If at least one of the cards you claim has the adverse tag, gain an additional 1 hold. After you have made a standard roll, spend one hold to reroll one of the two dice and keep the new result.
Just Paper
Individual cards are no more or less durable than mundane cards. When a card of the Whispering Deck you claim becomes seriously damaged, it turns to dust and your claim on it is relinquished. A new copy of the card forms in some random location in the world.
Agent of Chaos
Through other moves, the deck may bestow an ability to cast a particular spell or spells. When you cast a spell granted to you by the Whispering Deck, roll+nothing. Take +1 if you claim at least one card with the adverse tag. Take -1 if the level of the spell exceeds your level. On a 10+, you cast the spell, but choose a consequence from the list below. On a 7-9, you cast the spell, but choose two:
- The spell has other effects as well.
- You may not cast this spell again until after you get a full night's sleep.
- You draw unwanted attention or put yourself in a spot. The GM will tell you how.
Granted a Boon
In rare cases, the deck may grant a boon. When you claim a boon granted to you by the Whispering Deck, choose one of the following and describe what you want. The GM may make some adjustments, but what you request happens.
- The effect of any spell can be produced on, or removed from, any target.
- An effect that could be produced by a powerful magical ritual (Dungeon World, pg. 147) can be produced instantly.
- Counter the effects of any drawing ritual (other than one that granted that particular boon).
- All afflictions and maladies (debilities, damage, missing limbs, diseases, curses…anything up to and including death) can be instantly removed from one person.
- A single recent event can be undone and reality reshapes itself to accommodate the new result.
- Some other desire may be requested, but the more grandiose the wish, the more likely the deck will fulfill it only partially and/or in undesirable ways.
Cards of a Feather
When you claim at least six cards of the Whispering Deck, take +1 on any attempt to aid or hinder someone who claims a card of the Whispering Deck.
Well Suited
When you claim at least one card of each suit (from 3 to 6 cards) and draw one to give you insight into a question, roll+CHA. On a hit, the image on the card animates and, through gestures or something similar, shows the direction or course of action most likely to upset the status quo. On a 7-9, also choose one from the list. On a miss, in addition to whatever else happens, choose all items from the list:
- You may no longer draw cards in this way today.
- You draw unwelcome attention or put yourself in a spot. The GM will tell you how (note, the unwelcome attention might come from the deck itself).
Packing the Deck
When you claim at least a third of the Whispering Deck (15 cards), everyone who sees you senses, at least subconsciously, that you control some chaotic mojo. Any who have come in contact with cards from the deck before will recognise this specifically as stemming from the deck.
Walking the Walk
So long as you claim more than half of the Whispering Deck (23 cards), your alignment is chaotic. If this causes a shift in alignment (Dungeon World, pg 34), choose a new alignment move.
Spreading the Word
When you claim the Excuse and at least one card of each rank and concentrate on "broadcasting" a short spoken message, all who claim at least six cards of the Whispering Deck will hear your words as if you were standing next to them, no matter where they are. Each who hears may respond with one short message of their own, which is also heard by everyone who claims at least six cards. You may do this only once per day.
Bedlam the Gathering
When you claim at least two thirds of the Whispering Deck (30 cards) and spend several minutes concentrating on a card you do not yet claim, you immediately gain knowledge of the exact location of that card, no matter where it is, even if protected by magic that otherwise would obscure or conceal it. You may use this move only once each day.
Willing Pawns
When you claim all four pawns of the Whispering Deck and a hireling you recruited makes demands of you (for example, due to a partial success on a Order Hirelings move), you can get them to stay with you without meeting their demands, as long as you give them something.
Holding Court
When you claim all four courts of the Whispering Deck and you make yourself available to the public to hear their grievances, the GM will tell you of at least one local opportunity to upend an orthodoxy, subvert an authority or upset an equilibrium.
Trump Cards
When you claim all six crowns of the Whispering Deck and parley with someone, on a 12+, they not only do what you want, they change their mind about you and become your ally. They will no longer advance GM's dangers and will instead support your plans.
In the Hole
When you claim all six aces of the Whispering Deck and one of the deck's cards is destroyed within near range of you, when a new version of the card forms (see Just Paper, above), it will appear within far range of you. This ability does not work on cards destroyed during a drawing ritual.
Cards on the Table
When you claim all 14 personality cards of the Whispering Deck, the deck grants you the ability to cast the Prophecy spell (Class Warfare, pg. 207). If you draw a sympathetic connection between a personality card and the target while casting it, take +2.
Cut (With) the Deck
When you claim all 14 location cards of the Whispering Deck, the deck grants you the ability to cast the Rainbow Bridge spell (Class Warfare, pg. 209). If you draw a sympathetic connection between a location card and the target while casting it, take +2.
Revealing Hand
When you claim all 13 event cards of the Whispering Deck, the deck grants you the ability to cast the True Discernment spell (Class Warfare, pg. 213). If you draw a sympathetic connection between an event card and your current situation while casting it, take +2.
Straight
When you start the day claiming all ranks of one or more suits of the Whispering Deck (14+ cards), name one of those suits and take +1 ongoing to any rolls using the ability associated with it until the start of the next day:
- moons: +1 ongoing to roll+WIS
- suns: +1 ongoing to roll+CHA
- waves: +1 ongoing to roll+DEX
- leaves: +1 ongoing to roll+CON
- wyrms: +1 ongoing to roll+STR
- knots: +1 ongoing to roll+INT
Fearful Symmetry
When you claim all seven symmetrical cards when the card influence is first revealed at the start of a session, you may immediately force the influence to cycle.
Drawing Ritual
When you claim all the cards in the Whispering Deck and perform an elaborate drawing ritual, while the ritual lasts you become the reader. Designate someone willing (other than yourself) to be the querent, who will draw from the deck and be the target of the ritual. All others present for the ritual are witnesses.
At the climax of the ritual, the querent draws cards from the deck. If lawful, the querent may draw only one card. If chaotic, the querent may draw up to three cards. Otherwise the the querent may draw up to two cards. Once the cards are drawn, you (as the reader) choose one of the drawn cards, and the ritual result listed for that card activates.
Ritual results are permanent and cannot be eliminated without extremely potent ritual magic.
Afterwords, each card drawn turns to dust (triggering Just Paper). You immediately become aware of the new location of the card that was activated (but not the other cards drawn, if any). No longer able to claim the complete deck, you must track down the lost cards in order to complete the deck and draw again. Some ritual effects also cause additional cards from the deck to vanish and reappear elsewhere. This may happen in one of three ways:
- When the deck divides, undrawn cards are placed at random into four separate piles, as evenly as possible. Unless the effect says otherwise, one pile, chosen at random, remains where it is. The other piles teleport to different random locations within 100 miles.
- When the deck is distributed to a specific group, undrawn cards are randomly allocated to the creatures in the group mentioned in the text, as evenly as possible.
- When the deck scatters, all undrawn cards teleport to different random locations within 2,000 miles.
Once the ritual effect starts, the deck will leverage the result by spreading rumor, dreams, lies, and sometimes even the truth, to sow more discord. Possible strategies it might employ are listed in the whispers section for each card.
Cards
The deck contains six suits (in order: moons, suns, waves, leaves, wyrms and knots) with a complex structure. For each suit, there is an Ace and a Crown. Ranked between them are other cards numbered 2 through 9, each with two suits. Four Courts each have three suits and are ranked beneath Crowns. Four Pawns each have three suits as well, ranked below Courts. The Excuse has no suit or rank.
Suit combinations do not occur with equal frequency. Some suit combinations are considered sympathetic and some antipathetic (these tags are provided for your use, but little in this document makes use of them).
All cards also have a theme or meaning, written on the face of the card (one third represent people, one third represent places and one third represent events). Some cards appear the same (or effectively so) when upside down (tagged as symmetrical), most do not.
Name | Rank | Suits | Tags | |||||
---|---|---|---|---|---|---|---|---|
Huntress | Crown | personality, ambivalent | ||||||
Bard | Crown | personality, ambivalent | ||||||
Sea | Crown | location, ambivalent, symmetrical | ||||||
End | Crown | event, location, adverse | ||||||
Calamity | Crown | event, adverse | ||||||
Windfall | Crown | event, auspicious, symmetrical | ||||||
Consul | Court | personality, antipathetic, ambivalent | ||||||
Rite | Court | event, antipathetic, ambivalent | ||||||
Island | Court | location, ambivalent | ||||||
Window | Court | location, antipathetic, ambivalent | ||||||
Harvest | Pawn | event, antipathetic, sympathetic, ambivalent | ||||||
Watchman | Pawn | personality, antipathetic, sympathetic, adverse | ||||||
Light Keeper | Pawn | personality, antipathetic, ambivalent | ||||||
Borderland | Pawn | location, sympathetic, ambivalent | ||||||
Pact | 9 | event, sympathetic, ambivalent | ||||||
Darkness | 9 | location, adverse, symmetrical | ||||||
Merchant | 9 | personality, auspicious | ||||||
Diplomat | 8 | personality, sympathetic, auspicious | ||||||
Mill | 8 | location, sympathetic, ambivalent, symmetrical | ||||||
Betrayal | 8 | event, sympathetic, adverse | ||||||
Chance Meeting | 7 | event, auspicious | ||||||
Castle | 7 | location, auspicious | ||||||
Cave | 7 | location, adverse | ||||||
Lunatic | 6 | personality, adverse | ||||||
Penitent | 6 | personality, adverse | ||||||
Market | 6 | event, location, auspicious | ||||||
Forest | 5 | location, ambivalent, symmetrical | ||||||
Discovery | 5 | event, auspicious | ||||||
Soldier | 5 | personality, sympathetic, adverse | ||||||
Mountain | 4 | location, sympathetic, ambivalent | ||||||
Sailor | 4 | personality, sympathetic, auspicious | ||||||
Battle | 4 | event, sympathetic, adverse, symmetrical | ||||||
Journey | 3 | event, ambivalent | ||||||
Painter | 3 | personality, auspicious | ||||||
Savage | 3 | personality, adverse | ||||||
Author | 2 | personality, auspicious | ||||||
Desert | 2 | location, adverse | ||||||
Origin | 2 | event, location, sympathetic, auspicious | ||||||
Moon | Ace | auspicious | ||||||
Sun | Ace | auspicious | ||||||
Wave | Ace | adverse | ||||||
Leaves | Ace | auspicious | ||||||
Wyrm | Ace | adverse | ||||||
Knot | Ace | adverse, symmetrical | ||||||
Excuse | auspicious |
Author
Bard
Battle
Betrayal
Borderland
Calamity
Castle
Cave
Chance Meeting
Consul
Darkness
Desert
Diplomat
Discovery
End
Excuse
Forest
Harvest
Huntress
Island
Journey
Knot
Leaves
Light Keeper
Lunatic
Market
Merchant
Mill
Moon
Mountain
Origin
Pact
Painter
Penitent
Rite
Sailor
Savage
Sea
Soldier
Sun
Watchman
Wave
Windfall
Window
Wyrm
Destruction
If the entire deck is assembled and then the cards ordered (first by rank, then by the first suit on the card), a dispel chaos spell will cause the deck to disintegrate forever.
Design Notes
The influence effects are not intended to be balanced with each other; some are clearly better than others. Cards with numeric ranks tend to be on par with second level spell effects. Pawns, Courts and Crowns tend to match third level spell effects. Aces are a bit stronger. Since these effects abandon you when the icon moves, their design choices tend to err on the side of being stronger. Unlike the major effects, influence effects are always constructed as a benefit; however, since the icon will move at random, this does not necessarily translate into a benefit for the card's owner or her allies.
In some cases, suits are linked to abilities (moons=wis, suns=cha, waves=dex, leaves=con, wyrms=str, knots=int).
Major effects were designed to have an even mix of "good", "bad" and "neutral" for the querent, 15 effects of each kind. This is somewhat subjective, however, so your mileage may vary, particularly since even the good effects come with some Notoriety. Wyrms are almost always bad. Cards with what the author of Decktet calls "sympathetic combinations" are almost always good. Generally, "neutral" effects mix things that are good and bad for you, but are almost always more good than bad. The "bad" in some effects (particularly the drawbacks of the neutral effects) involve reactions of others to the effect and/or providing knowledge about the effect to others. This is completely intentional. The main design idea is that life for you might get better or it might worse, but it will always get more complicated, often by pointing the agendas of other people at you.