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Kio
2020-02-25, 07:13 PM
Tarot Card Based Powers

https://i.imgur.com/GPpwluj.jpg
Photo by Jen Theodore on Unsplash

I've been running a game with homebrew rules that involve players having a Character Deck which they pull from (Cards essentially represent Inspiration Points). The players like it, so I'm trying to deepen this mechanic a bit. I'm looking for cool ideas for the card abilities! So far:


Each player will strip their deck of Major Arcana cards.
Each player will pick three Major Arcana to shuffle back into their deck.
Players add more Major Arcana to their Character Deck as their campaign progresses


All cards drawn from the character deck during play can be used like Inspiration Points, but Major Arcana cards will act like Inspiration points on Steroids, granting players super-dramatic one-off powers themed around the card they pulled.

Please Discuss! Add suggestions, I'll update the list below!
I've included some ideas just as examples, they're not set in stone.


The Fool
https://i.imgur.com/jJ1w6SWm.jpg

Move up to 2x your movement speed for free. Movement does not provoke opportunity attacks



The Magician
https://i.imgur.com/EJmDrKOm.jpg

Repeat your last action for free as though all rolls and results had been the same. You may choose new targets




The High Priestess
https://i.imgur.com/FQkF8uEm.jpg

Immediately shed any conditions or mind-altering effects. In addition, draw a card (gain an inspiration point)




The Empress
https://i.imgur.com/wkgJRWVm.jpg

Gain another full Action Phase (turn) Immediately, even if you are surprised. When this Action Phase is finished, the interrupted phase resumes



The Emperor
https://i.imgur.com/uqGwwhXm.jpg

You cannot be harmed for the rest of the round (Subject to GM approval). Allies in your area gain Bonus Armor equal to your level



The Hierophant
https://i.imgur.com/tA637E7m.jpg

A creature appropriate to your environment comes to your aid (The creature's CR is equal to 1/2 your level). Alternatively, you may force one (non-boss) Enemy creature to fight alongside you for 1d4 rounds



The Lovers
https://i.imgur.com/g5yLMYwm.jpg

You move up to your movement speed directly towards an ally for free. If you reach them, you both regain all lost HP



The Chariot
https://i.imgur.com/e3lBQVjm.jpg

All allies draw a card. Your rolls and rolls made by allies are boosted (at advantage) for the rest of the round



Strength
https://i.imgur.com/jQ1Aobum.jpg

Treat a roll as though all dice involved had rolled the highest possible result



The Hermit
https://i.imgur.com/maqup3cm.jpg

Move up to your movement speed, during which time you are completely undetectable. Alternatively, may be played in order to become near-perfectly disguised



Wheel of Fortune
https://i.imgur.com/4OLlVmum.jpg

Instantly force up to three re-rolls even if the roll was the GM's. Use this ability even if the results have already been announced. Can also be used to immediately reverse an unfortunate event, such as the loss of an item



Justice
https://i.imgur.com/QbTj9SJm.jpg

An attack against you is reversed, all effects and damage turning against the attacker



The Hanged Man
https://i.imgur.com/EZW0iqPm.jpg

You gain near perfect insight into a problem. Ask the GM a question regarding an in-game challenge (within reason), and they must answer you honestly. In addition, draw a card (Gain an inspiration point)



Death
https://i.imgur.com/o8jTYLFm.jpg

Force a conflict to a close. No winners or losers, the environment of the battle immediately changes, and everyone escapes by the skin of their teeth. Discard all your cards



Temperance
https://i.imgur.com/KW8lMXRm.jpg

Force an effect or spell duration to end early, or countdown to go away (Subject to GM approval). In addition, draw a card.



The Devil
https://i.imgur.com/I8hud0Im.jpg

Enter a murderous Fury! For this round, each attack you make becomes 1d4 attacks in stead



The Tower
https://i.imgur.com/63zCTgXm.jpg

You mark a creature as it makes an attack or check. Treat the roll as a Critical Failure. In addition, all attacks against this creature are boosted for the rest of the round



The Star
https://i.imgur.com/ZYlH1r7m.jpg

Find a rare item, alchemical ingredient, or a piece of treasure. The worse trouble you're in, the better the find



The Moon
https://i.imgur.com/WR0u2C3m.jpg

All enemies discard three cards



The Sun
https://i.imgur.com/9nKP0amm.jpg

All allies draw three cards



Judgement
https://i.imgur.com/K3IWTNXm.jpg

You know where every NPC in an area is, even if they are hidden, invisible, or obscured by illusion. This effect works even if you cannot see. Attacks against you are crippled (have disadvantage) until the end of the round



The World
https://i.imgur.com/GtmSmZhm.jpg

Gain the power of flight for a few moments (one round)

DeTess
2020-02-26, 07:05 AM
This is an interesting concept. Let's see what I can add to it with my limited knowledge on Tarot. My answers do assume it's a system not dissimilar to DnD and I'll reference some 5e spells at times. As I don't know how your homebrew system works you might have to adjust some numbers and concepts if you want to use these.

The Fool: The fool could stand for folly, carelessness, intoxication, etc., as well as the start of a journey, generally. I'd have this card double the player's movement speed for a turn, the better for them to either get into trouble, or get out of a bit of trouble they just created for themselves.
The Magician: The magician often represents skill and the abilities (and sometimes inabilities) of the mind. I'd have this card allow the player to add their proficiency bonus to a skill check (stacking with normal proficiency and even expertise).
The High Priestess: This card represents secrets and mystery, as well as tenacity and wisdom. based on that seconds et of meanings I'd allow players to use the card to automatically pass a wisdom save (or more system agnostic, protect themselves from one mind-affect effect).
The Empress: Taking initiative and finding the truth. Maybe have it allow the player to roll initiative with advantage, or add their proficiency bonus to initiative.
The Emperor: Stability, power, protection and conviction, but also benevolence and compassion. Since the Chariot might work better for an offensive power, I'd make this card give a one-turn bonus to AC.
The Hierophant: The hierophant generally represents society tradition and obedience. A good effect might be casting of the 'command' spell, either as an action (in which case I'd make it upcast depending on the player's level) or for free.
The Lovers: The meaning on this one is fairly straightforward, but translating it to an in-game effect is a bit more tricky. I'd have this affect both the user and one close-by ally, giving some defensive boon like THP or similar. Alternatively, allow the suer to immediately move to be adjacent to an ally within line of sight.
The Chariot: War, triumph, vengeance, disputes, but also loyalty in times of trouble. I'd allow this one to allow the suer or an ally to immediately make a weapon attack.
Justice: (interesting side-note, in my Tarot deck 'strength' is in this position (8), while justice is at 11). Justice is a fairly straightforward card, representing both the good (equitiy, righteousness) and the bad (bias, excessive severity) of the law. I'd put your effect for the tower of reflecting an attack back on the attacker here.
The Hermit: Caution, but also treachery, lies and concealment of ones intentions. Letting the card cast either disguise self or invisibility feels in place here.
Wheel of Fortune: Destiny, (good) luck and (over) abundance. Maybe let this card give the player a single portent dice (as in the DnD 5e divination wizard class feature, you roll a d20 and are allowed to declare any roll by anyone to be the result of that d20 instead, once).
Strength: It represents power (and possibly the abuse of it). It could also mean generosity, but also despotism. Like justice, this card represents both the good and the bad of power. To play into the 'oppress or uplift' aspect, I'd make it card that allows you to force a reroll on a friend or foe.
The Hanged Man: This is a pretty counter intuitive card. It actually means wisdom and intuition and could even refer to prophecy, but also trials and sacrifice. A really dramatic effect could be allowing the rewinding of an entire turn, but that does require some solid bookkeeping if this card is in play. You could allow the user to ask a question relevant to the current situation (within reason, of course, no 'how do I win') which the DM has to answer.
Death: Despite it's name, this card refers as much to rebirth as it does to death. Generally it represents the end of one thing (which is only rarely a physical life), and the beginning of another. This is a bit difficult to represent in some TTRPG's, and really easy in another. If this was for something like FATE with a big focus on story-telling, I'd make this card force an immediate end to the current scene through whatever means make sense. this shouldn't be an 'I win' button though, merely a change in circumstances.
For a more moderate effect and literal effect, let it have the players attacks have a 'life-stealing' effect for a turn.
Temperance: This card can both refer to moderation and frugality, but interestingly enough also to religious matters in general. Maybe have it set the rolls for one target to always be exactly average for a turn?
The Devil: In one interpretation it can mean Violence, forceful actions, extraordinary efforts and death. In another it can mean the lust for power and wealth and/or feeling caged by what you ave already acquired. The first interpretation might be more useful for your needs. I'd have it allow the player to end a rage-like state for 1 or more turns (so less defense, more offense power).
The Tower: Failure and disaster. I'd make this allow the player to force the roll of a '1' or whatever is equivalent in your system on an opponent's rolls once.
The Star: Loss, theft and abandonment, but also, strangely, hope. Alternatively, it could also refer to arrogance. An interesting use could be that playing this card allows the user to find something useful to whatever current predicament they might be in, playing both into the 'hope'aspect and the 'loss aspect (as someone had to lose that item for it to be there in the first place).
The Moon: The moon is a pretty negative card. It indicates deception, darkness and danger, as well as instability and constant change. I'd make it allow the user to use some moderate illusory magic.
The Sun: The sun generally indicates good fortune and happiness. Your suggested effect is pretty decent for that.
Judgement: This card could refer to a renewal, or the conclusion of an ongoing matter, as well as decisions and, well, passing judgement. This is a pretty difficult card to create an effect for as a lot of its meaning is fairly ephemeral. That having been said, it also has undertones of cutting tot eh heart of the matter and disregarding or removing all unnecessary matters (another meaning could be 'simplicity'). Allowing the user to see through illusions and other distracting matters could be a useful effect. Maybe guaranteeing one hit with a weapon.
The World: Success and travel, but also inertia and permanence. Note that this card has a meaning both opposite to, and similar tot he fool. Where the fool is careless and manic in their journey, the world indicates success and a degree of skill or capability. The entire set of 22 major arcana is sometimes portrayed as a journey undertaken by the fool, where through trial and tribulation they eventually find success and become a better version of themselves. As the fool already has a travel speed increase, I think I'd allow this card to make the user fly at their base speed fora short while, to represent the surety of that mode of travel.

Kio
2020-02-28, 11:30 AM
This is an interesting concept. Let's see what I can add to it with my limited knowledge on Tarot. My answers do assume it's a system not dissimilar to DnD and I'll reference some 5e spells at times. As I don't know how your homebrew system works you might have to adjust some numbers and concepts if you want to use these.

The Fool: The fool could stand for folly, carelessness, intoxication, etc., as well as the start of a journey, generally. I'd have this card double the player's movement speed for a turn, the better for them to either get into trouble, or get out of a bit of trouble they just created for themselves.
The Magician: The magician often represents skill and the abilities (and sometimes inabilities) of the mind. I'd have this card allow the player to add their proficiency bonus to a skill check (stacking with normal proficiency and even expertise).
The High Priestess: This card represents secrets and mystery, as well as tenacity and wisdom. based on that seconds et of meanings I'd allow players to use the card to automatically pass a wisdom save (or more system agnostic, protect themselves from one mind-affect effect).
The Empress: Taking initiative and finding the truth. Maybe have it allow the player to roll initiative with advantage, or add their proficiency bonus to initiative.
The Emperor: Stability, power, protection and conviction, but also benevolence and compassion. Since the Chariot might work better for an offensive power, I'd make this card give a one-turn bonus to AC.
The Hierophant: The hierophant generally represents society tradition and obedience. A good effect might be casting of the 'command' spell, either as an action (in which case I'd make it upcast depending on the player's level) or for free.
The Lovers: The meaning on this one is fairly straightforward, but translating it to an in-game effect is a bit more tricky. I'd have this affect both the user and one close-by ally, giving some defensive boon like THP or similar. Alternatively, allow the suer to immediately move to be adjacent to an ally within line of sight.
The Chariot: War, triumph, vengeance, disputes, but also loyalty in times of trouble. I'd allow this one to allow the suer or an ally to immediately make a weapon attack.
Justice: (interesting side-note, in my Tarot deck 'strength' is in this position (8), while justice is at 11). Justice is a fairly straightforward card, representing both the good (equitiy, righteousness) and the bad (bias, excessive severity) of the law. I'd put your effect for the tower of reflecting an attack back on the attacker here.
The Hermit: Caution, but also treachery, lies and concealment of ones intentions. Letting the card cast either disguise self or invisibility feels in place here.
Wheel of Fortune: Destiny, (good) luck and (over) abundance. Maybe let this card give the player a single portent dice (as in the DnD 5e divination wizard class feature, you roll a d20 and are allowed to declare any roll by anyone to be the result of that d20 instead, once).
Strength: It represents power (and possibly the abuse of it). It could also mean generosity, but also despotism. Like justice, this card represents both the good and the bad of power. To play into the 'oppress or uplift' aspect, I'd make it card that allows you to force a reroll on a friend or foe.
The Hanged Man: This is a pretty counter intuitive card. It actually means wisdom and intuition and could even refer to prophecy, but also trials and sacrifice. A really dramatic effect could be allowing the rewinding of an entire turn, but that does require some solid bookkeeping if this card is in play. You could allow the user to ask a question relevant to the current situation (within reason, of course, no 'how do I win') which the DM has to answer.
Death: Despite it's name, this card refers as much to rebirth as it does to death. Generally it represents the end of one thing (which is only rarely a physical life), and the beginning of another. This is a bit difficult to represent in some TTRPG's, and really easy in another. If this was for something like FATE with a big focus on story-telling, I'd make this card force an immediate end to the current scene through whatever means make sense. this shouldn't be an 'I win' button though, merely a change in circumstances.
For a more moderate effect and literal effect, let it have the players attacks have a 'life-stealing' effect for a turn.
Temperance: This card can both refer to moderation and frugality, but interestingly enough also to religious matters in general. Maybe have it set the rolls for one target to always be exactly average for a turn?
The Devil: In one interpretation it can mean Violence, forceful actions, extraordinary efforts and death. In another it can mean the lust for power and wealth and/or feeling caged by what you ave already acquired. The first interpretation might be more useful for your needs. I'd have it allow the player to end a rage-like state for 1 or more turns (so less defense, more offense power).
The Tower: Failure and disaster. I'd make this allow the player to force the roll of a '1' or whatever is equivalent in your system on an opponent's rolls once.
The Star: Loss, theft and abandonment, but also, strangely, hope. Alternatively, it could also refer to arrogance. An interesting use could be that playing this card allows the user to find something useful to whatever current predicament they might be in, playing both into the 'hope'aspect and the 'loss aspect (as someone had to lose that item for it to be there in the first place).
The Moon: The moon is a pretty negative card. It indicates deception, darkness and danger, as well as instability and constant change. I'd make it allow the user to use some moderate illusory magic.
The Sun: The sun generally indicates good fortune and happiness. Your suggested effect is pretty decent for that.
Judgement: This card could refer to a renewal, or the conclusion of an ongoing matter, as well as decisions and, well, passing judgement. This is a pretty difficult card to create an effect for as a lot of its meaning is fairly ephemeral. That having been said, it also has undertones of cutting tot eh heart of the matter and disregarding or removing all unnecessary matters (another meaning could be 'simplicity'). Allowing the user to see through illusions and other distracting matters could be a useful effect. Maybe guaranteeing one hit with a weapon.
The World: Success and travel, but also inertia and permanence. Note that this card has a meaning both opposite to, and similar tot he fool. Where the fool is careless and manic in their journey, the world indicates success and a degree of skill or capability. The entire set of 22 major arcana is sometimes portrayed as a journey undertaken by the fool, where through trial and tribulation they eventually find success and become a better version of themselves. As the fool already has a travel speed increase, I think I'd allow this card to make the user fly at their base speed fora short while, to represent the surety of that mode of travel.

First of all, thank you so much for your detailed and thoughtful response! It has been immensely helpful!! I've taken a lot of your advice and adapted it a bit. I'll update the original post, then I'll update this post with some discussion and thoughts.

All right, and in we go. So first of all, I apologize if I've shifted some of your ideas a bit, the custom system I'm in has less bonuses to work with, so it's difficult to spread the abilities out without them feeling repetitive. There were a few I was very torn about, like where to put the "force a roll to be re-rolled" ability. You had mentioned it might go well with strength, but I ended up putting it with wheel of fortune, since I couldnt think of anything better to pave with Wheel of Fortune.

The Portent dice ability for Wheel of Fortune is wonderful, but my system doesn't run on D20, so it was a little more difficult to fit in. It would definitely work well with 5e though!

Thank you for your insight into the true meanings of some of the cards, such as The Emperor, and The Hierophant (and all the rest of them) that helped immensely.

The Sun and The Moon cards were where I got a little iffy. Drawing and discarding cards works for my system as flat positives and negatives, since the meanings of the sun and moon cards seem to be some of the most black-and-white. However, since no cards exist in other systems, they may not work quite as well.

Since I want the abilities to be dramatic and intense, I've beefed up most of them, including combining a few.

By the way, your idea for the Death card was my absolute favorite! Incredibly dramatic. Beautiful.

Once more, thank you so much for your input.

DeTess
2020-02-28, 02:03 PM
I'm always happy to help, especially when it concerns some bit of obscure knowledge I picked up out of curiosity, and I'm glad you liked my suggestions! And don't worry about adapting things for your own system. That's what this thread is for after all! The rest of us can just provide some insight that can help you out.

Bonus Tarot fact: Though the 'Death' major arcana rarely refers to actual impending death, there is another card that does have this meaning: the Ten of Swords.

Kio
2020-02-28, 02:36 PM
I'm always happy to help, especially when it concerns some bit of obscure knowledge I picked up out of curiosity, and I'm glad you liked my suggestions! And don't worry about adapting things for your own system. That's what this thread is for after all! The rest of us can just provide some insight that can help you out.

Bonus Tarot fact: Though the 'Death' major arcana rarely refers to actual impending death, there is another card that does have this meaning: the Ten of Swords.

This is a magnificent piece of knowledge that I will DEFINITELY be using :amused: