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The Fool - you lose skill points from any combination of your Intelligence skills equal to the number

of cards you declared to draw. This card is replaced in the deck and you may draw another card on top
of your declared draw quantity

The Magician - You draw from a strong nearby magic source which grants you consumable focus
points equal to your vigor. If you are not a magic user nothing happens

The High Priestess - A powerful sorceress becomes your enemy. The sorceress seeks your ruin and
plagues your life, savoring your suffering before attempting to slay you. This enmity lasts until either
you or the sorceress dies

The Empress - Nothing happens for now, but in your next combat encounter, Cirilla the Lion Cub of
Cintra will appear with a flash next to the closest enemy and help with this fight, moving to a new
enemy each time one is defeated - she will immediately blink away before death and after the fight is
over. As a Witcher, Cirilla is able to swap between silver and steel swords and will arrive ready to fight
the current enemy type

The Emperor - A powerful noble has put out a contract on your life. You will need to stay alert, an
assassin approaches. The assassin is armed with concealable weapons, is able to deal a significant
amount of damage and has high Reflex

The Hierophant - The next text written in a language you don't understand is instantly decipherable to
you, you speak it aloud with a voice not your own. In addition you receive the Blessing of Melitele.
Once, at any time in the next year, you are able to mentally receive a truthful answer to any question.
The answer helps you solve a puzzling problem or other dilemma. In other words, the knowledge
comes with Wisdom on how to apply it

The Lovers - If you have had a lover, you are overwhelmed with fond memories of them, if not then it
is someone very dear to you. Your next empathy test resolves at 1d4 lower difficulty

The Chariot - Primisalvus don Stessa is riding around on his chariot. If you encounter him outside you
must dive out of the way or suffer a riding attack. After Primisalvus has ridden away you notice a small
pouch on the ground - it contains 12 large gems worth 1d4*50 crowns each. If you are inside, you will
encounter him at the next convenient opportunity

The Wheel of Fortune - You may roll 2 percentage dice for your stats if the difference in percentage is
more than 50% lose 1 stat point in either stat, otherwise gain 1 stat point in your choice of either the
percentage dice

Strength - If the number of drawn cards is 2 or more, gain that number of adrenaline dice at the
beginning of the next combat

The Hermit - The players encounter a Rock Troll that requests that the players help him scare away a
small group of Aen Seidhe that have taken residence nearby. However, these Aen Seidhe are simple
foresters, who are trying to make a living in the human world

Justice - At any point in the next year, you are granted a vision of a single individuals past crimes
regardless of whether this person is being deceptive or not
The Hanged Man - The next time you are on the road, you are accosted by a corpse hanging from a
tree. He will tell you the story of how/why he was hanged. He will blame his troubles on your close
friend. He will then begin a complicated ritual that takes some time. The players will need to cut him
down, salt and burn his bones to protect their friend. If not, the ghoul will laugh viciously. It will then
be up to the players to fulfill the ghouls strange demands until he deems his retribution fulfilled, at
which point he will breathe his last breath, and what little blood he has remaining in his body will pool
next to him, revealing a hydromancy vision of the friend in good health.

Death - Your stats are temporarily dropping, at intervals at the discretion of the GM, until you are
placed into a Death state. You are cursed. This is your redemption for using an unknown power. Only a
very powerful sorcerer or jinn can break the curse.

Temperance - For you, alcohol gains the addictive properties of Fisstech.

The Devil - You have drawn the attention of the Man of Glass himself. You may convince him to make
a contract with you, or he may offer you a contract at the GM's discrepancy. This represents a
significant challenge and should not be accepted lightly.

The Fallen Tower - A small sack is hurled through a portal in your direction before it closes. It's origin
is unknown. In this sack is a box and a piece of parchment. The parchment explains that to touch the
item in the box is to be transported to a new plane of existence. This represents a quest to retrieve that
player in a world separate from the one normally inhabited by the players. The world features a tower
at it's center. To exit the world you must destroy the Tower. The tower is protected by 12 founding
stones found at equal intervals around the worlds edge, each representing a different challenge

The Star - At the next town you visit you are treated like a celebrity! Merchants offer you discounts
and anytime you ask why you are being treated this way, the only answer you get is "You know why".
When leaving the town you will spot a notice that indicates someone that looks incredibly similar to
you was last seen being chased out of a "comfort house" stark naked

The Moon - One of your weapons crumbles to dust

The Sun - Your coin bursts into flame, melt together, and is destroyed - the damage is irreparable

The Last Judgment - Any one wish you desire is granted by the GM. Then you die.

The Universe - You receive a letter by messenger - you have inherited a large estate in a location of the
GM's choosing. The estate is rumored to be filled with riches beyond comprehension. However, the
estate is currently inhabited by monsters that will need to be destroyed before it is suitable to live there

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