All Card backs bear Daniel's Emblem
From hereon the one who uses the card will be referred to as The Fool
"The moment man devoured the fruit of knowledge, he sealed his fate. Entrusting his future to the cards, man clings to a dim hope. Yes, the arcana is the means by which all is revealed."
Action:
Mein:
Effect:
Drawback:
Catch:
Action: Instant
Mein: The Magician smirks menacingly, and The Fool hears him chuckling
Effect: For the remainder of the scene The Fool can spend Glamour to add dice to pools involving Streetwise, Socialize and Subterfuge
Drawback: The Magician, The High Priestess, The Empress or The Emperor cannot be active simultaneously + ?
Catch:
Action: Instant
Mein: The High Priestess smiles knowingly and The Fool hears the crinkling of parchment
Effect: For the remainder of the scene The Fool can spend Glamour to add dice to pools involving Science, Academics and Occult
Drawback: The Magician, The High Priestess, The Empress or The Emperor cannot be active simultaneously + ?
Catch:
Action: Instant
Mein: The Empress smiles kindly and The Fool feels a moment of comforting warmth
Effect: For the remainder of the scene The Fool can spend Glamour to add dice to pools involving Expression, Empathy and Medicine
Drawback: The Magician, The High Priestess, The Empress or The Emperor cannot be active simultaneously + ?
Catch:
To be the Emperor is to be known, in any of your forms
Action: Instant
Mein: The Emperor frowns and The Fool feels a hard stare upon his back
Effect: The Emperor transforms into a form of identification, this ID correctly displays information based on the Fool's current identity, IE appearance, height, weight, name...
Drawback: The Emperor must work within the bounds of law, and therefore can only become an ID of a type that the Fool has legally acquired.
Catch: The Emperor's truth overrides your own, and difference between your true identity and your current one becomes permanent.
The Hierophant stands above his flock. As he gives them his guidance, they in turn grant him their skills.
The card is thick and weighty with the wisdom of many lords. When activated, it grants the changeling a free skill specialization of their choice for the scene. Further, the changeling can ignore up to 3 dice of situational penalties.
Action: Instant
Mien: The lord depicted on the card's face appears to blink and look around with regal poise. Upon activation, he nods to one of his subjects who stands and bows, and then turns to stare directly at the changeling.
Drawback: No man is perfect, and new knowledge comes at the expense of old. The changeling suffers a -3 penalty to all checks involving the skill most opposed to the one which benefited from the token's effect. He also loses access to all specializations of the penalized skill.
Catch: The penalty suffered is far more weighty for those who will not or can not pay the lord's price. For two hours, the Drawback above applies to every skill in the same group (Mental, Physical, Social) as the skill most opposed to that which benefited from the token. Further, the lord refuses to grant his boon again during these two hours.
A Lovers embrace, a whispered word. Understood now, but never again
Two Dot
To partake of its magic, the bearer must kiss the face of the card and say aloud the name of a language. Once done,they become fluent in the named language, able to read, write, and converse as per dot 2 of the Language merit. This fluency lasts for the rest of the scene.
Action: Instant
Mien: The man and woman depicted on the card appear to talk with each other over light and frivolous nothings.
Drawback: Once the card's effects wear off, the bearer finds themselves struck dumb. He must undertake great effort to read, write, or converse in any language for the next scene. Every time he attempts a task involving language, the bearer must succeed on an Intelligence + Academics check, or the task automatically fails. Such tasks include holding a conversation, interpreting a map, or reading a street sign. Even if they succeed, the effort required imposes a -1 penalty on Social rolls during that task from preoccupation. An exceptional success breaks the majority of the curse, eliminating the need for further such rolls during the scene. They still suffer a -1 penalty to all Social skill checks until the scene ends. The card cannot be used while under the effects of its drawback.
Catch: The bearer is affected by the drawback until the next sunrise or sunset, whichever comes first.
The Chariot's wheels turn, The Hunt begins. Loose the Hounds.
Two Dot
Action: Instant
Mein: The Chariot speeds up his horses and The Fool hears the galloping of horses
Effect: Once activated, the token provides The Fool with a sense of how to go directly to his prey. The Fool cannot locate the Prey on a map or clearly tell someone else where the target is except by pointing and giving general information such as near or far. However, The Chariot allows The Fool to have an intuitive sense of the Prey's location. The Fool can then walk, drive, or travel via a trod directly to the Prey. If the Prey is dead, has been returned to Arcadia or is in some similarly inaccessible location like the Shadow Realm, The Chariot cannot be activated. Also, The Fool must know precisely who he wishes to Hunt. The Chariot cannot be used as a way to locate someone who is unknown. It can only be used to find someone The Fool has either met or communicated with sufficiently to know who they are. However, The Fool need not know the target’s name.
Drawback: Until The Fool manages to defeat his Prey, the changeling suffers a -1 penalty to all actions that are not directly related to Hunting the Prey. Actions such as bribing someone for information about the target or fighting one’s way past guards preventing The Fool from getting to the target count as actions related to Hunting. However, unrelated actions like picking someone’s pocket or getting into a fight with someone the changeling dislikes do not count. The only other way to remove this penalty is to find the Prey's location and then spend 2 points of Willpower.
Catch: Using The Chariot without the requisite Glamour expenditure or Wyrd roll increases the penalty to unrelated actions to -3. In addition, The Fool is mentally compelled to kill the Prey and will not stop until the prey is dead.
Action: Reflexive
Mein: The Strength opens its mouth and The Fool hears its roar
Effect: For the remainder of the scene The Fool gains a +1 bonus to resisting impedment physical (grapple, mud), mental (mind control), and emotional (fear) that stop him from achieving his immediate goal.
Drawback:
Catch:
Action: Instant
Mein: The Hermit's lantern shines for a moment and The Fool feels a fog rolling in
Effect: Scrying? Otherwise maybe Spellbound Autumn 1
Drawback: For the rest of the scene The Fool becomes lethargic and suffers a -2 penalty to all non mental tasks
Catch: The Fool must have spent at least a week in near total isolation before using The Hermit
Hear The Wheel of Fortune turn. See it lift me above all others. Feel it crush you beneath its weight.
Two Dots
Action: Reflexive
Mein: The Wheel of Fortune turns and The Fool hears its ominous creaking
Effect: If The Fool gets at least one success on his next roll it is automatically an Exceptional Success.
Drawback: If The Fool fails his next action it is automatically a Dramatic Failure
Catch: 1's subtract from this roll
The golden eye of justice sees, and requites the unjust man/
Three Dot
Action: Instant
Mein: The Justice's scales swing back and forth and The Fool feels a sword hanging above his head
Effect: For the remainder of the scene The Fool automatically detects Lies.
Drawback: While The Justice is active The Fool cannot lie.
Catch: While The Justice is active The Fool cannot conceal the truth.
From mortal pain comes supernal knowledge, so come on, hit me.
Action: Instant
Mein: The Hangedman smiles as he swings back and forth and for a moment The Fool feels as if he is hanging upside-down
Effect: The Fool can gaze out of any blood he has spilled recently.
Drawback:
Catch:
Action: Instant
Mein: Death's eyes glow red and The Fool feels a dark change in the wind
Effect: When activated The Fool gains a bonus to his next attempt to go to a different world (ie. Mortal world to hedge vice a versa, perhaps entering/exiting dreams)
Drawback:
Catch:
Action:
Mein: Temperance pours fire from its cup and The Fool hears them combine
Effect:
Drawback:
Catch:
You think you're Bad? Well you're right, but that's not going to help you right now.
Action: Instant
Mein: The Devil pulls his chains tighter and The Fool feels distantly full.
Effect: The Fool gains a bonus to the next Degeneration roll and the target gains a bonus to its next Derangement roll, equal to 7-the targets Morality/2 rounded down as long as the target remains alive.
Drawback: Can only be used on a surrendered or subdued target.
Catch:
And lo as the Tower crumbled, it's Curse rained down. Freely given, unwillingly taken
One Dot
Action: Reflexive
Mein: The Tower comes apart and The Fool feels a shiver go through him
Effect: When The Fool activates The Tower the target gains a medial curse
Drawback: The Fool also gains the same medial curse
Catch: The Fool instead gains a Greater Curse
Action: Instant
Mein: The Stat twinkles a bit and for The Fool everything gains a great contrast
Effect: Points The Fool towards the nearest path in the Hedge
Drawback: Can only be used when in the Thorns
Catch:
What? No, I was always wearing this. The Moon must be playing tricks with you.
Two Dot
Action: Instant
This is the eighteenth card, The Moon. It is a card of illusion, madness and poetry, for even the light of the moon itself is a trick, simply a reflection of the suns light. The Moon is the arcana of artists, those who are often thought as mad by society, while simultaneously being hailed as geniuses of art. To use this card The Fool must place it on part of his outfit, where the card will become affixed.
When activated The Moon grants the clothing of The Fool a Mask of its own. This Mask acts just like a normal one, except that it is always strengthened. This mask is designed by the changeling, but always looks like someone's outfit.
Action: Reflexive
Mein: The Moon becomes a new moon and The Fool hears the howling of a pack of wolves
Drawback: The outfit The Fool steals brings some of the victim with it, the sensation distract The Fool giving a -2 to all passive Perception Checks.
Catch: The Fool must affix The Moon visibly to his clothing; also The Fool takes too much and gains a mild derangement from the victim for 24 hours. If the catch is used again within those 24 hours the derangement is upgraded to severe. If the catch is used a third time The Fool becomes catatonic until the original 24 hours have passed.
Action: Instant
Mein: The Sun shines with warmth but The Fool feels its warmth recede from him
Effect: When activated the target is drained of all strong emotion (ie. desire, wrath, fear, or sorrow) both good and bad
Drawback: For the rest of the scene The Fool gains a mild derangement appropriate to the strongest emotion felt by the target (Melancholia for sorrow, Suspicion for fear, Fixation for desire, Irrationality for wraith) if The Fool already possesses the derangement he temporarily gains the upgraded form.
Catch:
Gaze upon thine failings Fool, and watch them be unmade or GREAT SCOTT
Action: Instant
Mein: Judgement raises its trumpet with great fanfare as The Fool hears its blast
Effect: The Fool travels approximately 30 sec into the past (enough time for about 10 actions)
Drawback: Fate conspires to kill an acquaintance of the Fools
Catch: This time it shall be one you love.
Action:
Mein:
Effect:
Drawback:
Catch: