The High Priestess

Duality, prophecy, mystery, and the subconscious drive this enigmatic figure, who deals psychic damage and can literally see the future. Blessed with visions and insight, but cryptic, odd, and quiet, the High Priestess can be difficult for their companions to understand, but their actions always become clear - eventually.

  • The High Priestess can treat The Fool card as a High Priestess.
  • The High Priestess gains the Wise ability.
  • The High Priestess only draws 3, rather than 5 cards per combat turn.
  • At the beginning of every combat turn, the High Priestess may look at the top two cards of their deck and may draw either, none, or both of them.
  • Choose two of The High Priestess's Arcana Abilities.

Skill: Foresight

  • The High Priestess has packed a wide variety of divinatory tools that - unlike for most - actually work.
    • Their Magic 8-Ball is surprisingly accurate.
    • Their Ouija Board can actually be used to communicate with spirits, if they're present.
    • Their Tarot Deck can be used to draw a card that actually represents details about their present or future situation.
    • Their Crystal Ball can show them limited visions of things happening around them or visions of the future.
    • They've a handful of Fortune Cookies which contain actual, useful situation-appropriate advice.
  • In general, the High Priestess can use these tools to gain insight into the future, or to understand the present, but after using any individual tool, it is exhausted for the Day.
  • The High Priestess can either request that the GM provide a result, or, they can provide their own result and ask the GM to make it come true.
  • If the GM can't or won't (sometimes it's just not going to happen): the item is not exhausted for the Day.

Better Not Tell You Now

Changing minds. Breaking minds.

  • When the High Priestess is placed on All Signs Point To Yes, you may also take 1 Corruption Point
  • If you do, while the High Priestess is on All Signs Point To Yes:
    • All Adversaries play their Intents face up, even if they would normally be hidden.
    • When an Adversary draws an Intent, instead they draw two: the High Priestess chooses which one they keep.
    • When the High Priestess is discarded from Better Not Tell You Now, deal 3 additional Magic Ranged Damage to every Adversary.

Corruption Unlock:

All Signs Point to Yes

It almost seems like you're in a trance.

  • Place the High Priestess on All Signs Point to Yes
  • While the High Priestess is on All Signs Point to Yes:
    • Twos, Threes, Fours, and Nines can be used on Concentrate.
    • When a Two, Three, Four, or Nine is used on Concentrate, instead of discarding it, place it on All Signs Point to Yes.
  • Discard the High Priestess from All Signs Point to Yes whenever you like.
    • When the High Priestess is discarded from All Signs Point to Yes (even by The Tower),
    • deal 7 Magic Damage to every Adversary in your Zone for each card on All Signs Point to Yes,
    • then discard all cards on All Signs Point to Yes.
II

Rolling Bones

"Let's see what the future holds. Oh... it's bad. It's really bad. You should probably run."

  • Take 1 Corruption Point to activate Rolling Bones.
  • Every time you use Concentrate:
    • Deal 3 Magic Damage.

Corruption Unlock:

Origami Folding

"They're just standing there, playing with a little piece of paper."

  • Instead of discarding cards from Concentrate, place them on Origami Folding.
  • When there are 5 cards on Origami Folding, you may:
    • Deal 1 Magic Damage to all Adversaries in your Zone AND
    • Force 1 Adversary in your Zone to redraw their Intent
  • Then, discard all cards from Origami Folding.

GOOD BYE

The visions aren't always contained: sometimes they spill out, causing a mass hallucination.

  • When the High Priestess is placed on YES NO, you may also:
    • Take 1 Corruption Point
    • After drawing the top five cards of your deck, but before you place the rest of the cards on top of your deck, you may choose to place The High Priestess on top of your deck.
    • (So, just to be clear, the order there is "the cards in the order you chose" "the High Priestess" "the rest of the cards" "the cards you placed at the bottom of your deck")
    • Every other player may also perform the action of YES NO.

Corruption Unlock:

YES NO

Their eyes are wide with anticipation. Their third eye is wide with malice.

  • Place the High Priestess on YES NO
  • Look at the top five cards of your deck.
    • Place any of them that you choose, shuffled, at the bottom of your deck.
    • Place the rest on top of your deck in any order.
    • Draw three cards.
  • Draw an Intent for each Adversary: this is their Intent for the turn after this one.
  • Discard the High Priestess from YES NO at the end of your turn.
II

Palm Reading

The trick with palm reading is to strike others with your palms and then read their faces.

  • Every time you draw a card:
    • If it is a 5, draw another card
    • If it is a King, do 1 Damage
    • If it is a Queen, gain 1 Shield

Cold Reading

"Your lifeline is short. Very short."

  • Take 1 Corruption Point to activate Cold Reading.
    • Every time you draw a card: Deal 1 Damage.

Corruption Unlock:

Ballistics

Any object, sufficiently accelerated, can become a deadly weapon.

  • Place any Wand on Ballistics
  • While there is a Wand on Ballistics, all of your Damage and Magic Damage becomes Ranged Magic Damage.
  • If an effect would target all Adversaries in the same Zone, it now targets all Adversaries.
  • Discard the card on Ballistics at the end of your turn.

Astronomy

Move so fast that the world seems to stop.

  • Instead of placing it on Ballistics, you may instead place it on Astronomy and take 1 Corruption Point.
    • While there is a Wand on Astronomy, any Shield that you generate for yourself is instead generated for all Players.
    • So, if you generate 4 Shield, each Player (including yourself) gains 4 Shield this turn.

Corruption Unlock:

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Lucky Numbers

If you can predict the future, every number is lucky.

  • Any time a 7 is drawn, immediately gain 4 Shield.
  • Place a a 3, a 4, a 5, a 6, a 7, or an 8 on Lucky Numbers.
  • Once you've placed a numbered card on Lucky Numbers, you can't place that number again until all numbers have been placed.
  • When all six cards are on Lucky Numbers:
    • Return all cards on Lucky Numbers to your hand.
    • These count as card draws and trigger any effects that would trigger on a card draw.
    • You can not do this more than once per combat turn.

A Mistake Will Soon Be Corrected

Sometimes prescience comes from first-hand experience.

  • Take 2 Corruption Points to activate A Mistake Will Soon Be Corrected.
  • Any HP Damage or injuries received by Players since your last turn are undone.

Corruption Unlock: