The Tarot Decks
Playing cards represent moments of fate, fortune, and narrative momentum. They are powerful, flexible tools that reward risk, failure, and cooperation between players.
Drawing Cards
Destiny Numbers
Each Destiny card displays two distinct numbers, each one attuned to a specific player at the table. When a Destiny card is drawn or used, only the number corresponding to that player applies. This ensures that the same card may carry different weight depending on whose fate it touches.
Hero’s Reward
Failure feeds destiny. Whenever any player rolls a Critical Failure (Normally 20 on a d20), fate stirs for everyone. As a result, every player immediately draws one card, regardless of who failed the roll. This rule ensures that misfortune fuels opportunity and keeps the table collectively invested in moments of risk.
Hand Limit
There is no limit to how many cards a player may draw over the course of a session. However, fate can only be held so tightly.
At any given time, a player may hold no more than five cards. If a player exceeds this limit for any reason, they must choose which cards to keep and discard down to five at the end of the session. Discarded cards are lost and cannot be recovered unless the GM rules otherwise.
Card Exchange
Players are encouraged to negotiate, bargain, and trade cards freely. However, destiny does not trade evenly.
When exchanging cards, the card offered as payment must be of higher value than the card being requested. Value is determined primarily by card rank and number, though the GM may arbitrate in edge cases. This rule ensures that trades feel meaningful and prevents players from endlessly cycling low-value cards.
Card Effects
Cards may be spent at appropriate narrative or mechanical moments, subject to GM approval. Once used, a card is discarded.
Numbered Cards (I–X)
Numbered cards grant a bonus or penalty equal to their number, from I to X, depending on how they are applied. The player chooses which of the listed effects to activate when the card is played.
Pentacles represent influence, standing, and material leverage. When used, they may grant a bonus to any Social roll equal to the card’s number, or alternatively provide the same bonus to any Research project roll.
Swords embody conflict, motion, and decisive action. They may be used to gain an Attack roll bonus equal to the card’s number, or instead apply that bonus to any Exploration project roll.
Cups deal with wealth, protection, and sustenance. When played, they either grant Quid (Qs) equal to the player’s monthly Qs asset income multiplied by the card’s number, or provide a Defense bonus against the next attack made against the player, equal to the card’s number.
Wands channel knowledge, craft, and the extraordinary. They may grant a bonus equal to the card’s number to Alchemy or any Extraordinary Skill, or instead apply that bonus to Deduce or Investigate skill checks.
Court Cards
Court cards do not grant numeric bonuses. Instead, they override uncertainty entirely by providing automatic success, reflecting moments where fate decisively intervenes. When a court card is played, no roll is required.
A Knight represents bold, focused action.
- Pentacles grant an automatic Good success on any Social check.
- Swords grant an automatic Amazing success on an attack.
- Cups grant an automatic Ordinary success on any Defensive skill check.
- Wands grant an automatic Ordinary success on any Deduce or Investigate check.
A Queen reflects influence tempered by experience.
- Pentacles grant an automatic Amazing success on any Social check.
- Swords grant an automatic Ordinary success on an attack.
- Cups grant an automatic Ordinary success on any Defensive skill check.
- Wands grant an automatic Good success on any Deduce or Investigate check.
A King embodies authority and mastery.
- Pentacles grant an automatic Ordinary success on any Social check.
- Swords grant an automatic Good success on an attack.
- Cups grant an automatic Ordinary success on any Defensive skill check.
- Wands grant an automatic Amazing success on any Deduce or Investigate check.
A Page represents potential and untrained fortune.
- Pentacles grant an automatic Ordinary success on any Social check.
- Swords grant an automatic Ordinary success on an attack.
- Cups grant an automatic Ordinary success on any Defensive skill check.
- Wands grant an automatic Ordinary success on any Deduce or Investigate check.

This seems like a fun system to play out! I liked your line "fate can only be held so tightly"! And the animated image made my jolt in pleasant surprise.