Harrow Reading (Action)
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.
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 reactivate and develop an old subplot or create a new permanent subplot based on the card. 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.
One suit is selected to be especially significant in each reading. The party receives a party pool of Fortune points equal to the number of cards of this suit that appeared in the reading. The chard each player choose at the start of the reading counts as one card, guaranteeing that there is at least one point in the harrow pool. 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. This applies to most rolls of the indicated skill, but can also be used on other actions that fit the theme of the suit.
- 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.