Difference between revisions of "Harrow Reading (Action)"

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One suit is selected to be especially significant in each reading. The party receives a party pool of [[Fortune (Action)|Fortune]] points. This is one pool common to all the characters, and it can be spent only on actions relevant to the suite selected for the problem.
 
One suit is selected to be especially significant in each reading. The party receives a party pool of [[Fortune (Action)|Fortune]] points. This is one pool common to all the characters, and it can be spent only on actions relevant to the suite selected for the problem.
 
* '''Hammer''' ''Strength'' Actions using physical prowess and might. [[Melee (Action) | Melee]]
 
* '''Hammer''' ''Strength'' Actions using physical prowess and might. [[Melee (Action) | Melee]]
** '''Key''' ''Dexterity'' Actions demanding nimbleness, athleticism and adroitness. [[Maneuver (Action)|Maneuver]], [[Shoot (Action) | Shoot]].
+
* '''Key''' ''Dexterity'' Actions demanding nimbleness, athleticism and adroitness. [[Maneuver (Action)|Maneuver]], [[Shoot (Action) | Shoot]].
 
* '''Shield''' ''Constitution'' Actions demanding resilience, fortitude, and determination. [[Dodge (Action)|Dodge]], [[Ride (Action) | Ride]]
 
* '''Shield''' ''Constitution'' Actions demanding resilience, fortitude, and determination. [[Dodge (Action)|Dodge]], [[Ride (Action) | Ride]]
 
* '''Star''' ''Wisdom'' Actions demanding judgment and insight. [[Spot (Action) | Spot]]
 
* '''Star''' ''Wisdom'' Actions demanding judgment and insight. [[Spot (Action) | Spot]]

Revision as of 13:36, 7 December 2010

Harrow Reading

Special

Once per session you can perform a harrow reading. Use the technique described on p. 3 of the Harrow divination book. The reading itself takes at least 15 minutes of game time. Depending on the result of the reading, you and the other participants in the reading may get various benefits.

One suit is selected to be especially significant in each reading. The party receives a party pool of Fortune points. This is one pool common to all the characters, and it can be spent only on actions relevant to the suite selected for the problem.

  • Hammer Strength Actions using physical prowess and might. Melee
  • Key Dexterity Actions demanding nimbleness, athleticism and adroitness. Maneuver, Shoot.
  • Shield Constitution Actions demanding resilience, fortitude, and determination. Dodge, Ride
  • Star Wisdom Actions demanding judgment and insight. Spot
  • Book Intelligence Actions demanding wits, knowledge, and mechanical aptitude. Create, Know
  • Crown Charisma Expressing your personality and influencing others. Charm, Impress.

At the start of the reading, each player randomly chooses a card from the chosen suite. if this card appears in the reading, it has special significance to the player that choose it.

  • If a player's chosen card appears as a true match, GM and player should try to create a subplot based on the card and either introduce or develop that subplot during the session. This can be done in a number of ways; as a flashback or plot out of the characters past, a new development during the scenario, or as foreshadowing of future events.
  • If a player's chosen card appears in the reading in a supporting (upper row) position, that player can once during the session inflict an opponent with a seemingly random Setback. This setback should be cleared with the GM and should allude to the meaning of the card.
  • If a player's chosen card appears in the reading in an opposed (lower row) position, that player will suffer a seemingly random Setback at some point during the session. This setback should allude to the meaning of the card.
  • If a player's chosen card appears in the reading in a neutral (middle row) position, the result depends on the nature of the card; a good card counts as supporting, an evil card counts as opposing, and a neutral card indicates a random event that is more flavorful than either positive or negative.