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Skill Checks

  • The Tower, The Devil, Death: Critical Failure, always fails.
  • The Player's Major Arcana: Critical Success, always succeeds.
  • The Fool, The World, The Sun: Critical Success, always succeeds.
  • Wheel of Fortune: Draw another card.
    • 10-K or Major Arcana: Critical Success
    • Otherwise: Critical Failure
  • Ace to Five: Can pass a trivial check, otherwise fails
  • Six to Nine: Can pass an easy or trivial check, otherwise fails
  • Ten to King: Can pass a medium, easy, or trivial check, otherwise fails
  • Major Arcana: Can pass a hard, medium, easy, or trivial check, otherwise fails

Bonus / Penalty

  • bonus on a skill check: draw an additional card and choose the best one.
  • penalty on a skill check: draw an additional card and choose the worst one.

Corruption Retry

Take a corruption point to retry a failed skill check: this time, one step easier.

Strong

Strong characters deal extra combat damage.

Weak

Weak characters deal less combat damage.

Fast

Fast characters move and block more easily in combat.

Slow

Slow characters move more slowly and block less effectively in combat.

Clever

Clever characters have more effective magic.

Dull

Dull characters cannot learn or use magic spells.

Wise

Wise characters draw more cards.

Foolish

Foolish characters gain the Honk ability, costing them cards in combat.

Lucky

When choosing Lucky, remove all aces and twos from your deck.

Unlucky

When choosing Unlucky, remove all kings and queens from your deck.

Charming

Charming characters accumulate less corruption, through the power of friendship.

Strange

Strange characters cannot use friendship.

Creation

← At character creation, gain an ability as well as a weakness.

→ At character creation, gain a skill and cross out a skill.

Skill Corruption

When all circles are filled, gain a skill and cross out a skill.

Magic Corruption

When all circles are filled, gain a magic spell if not Dull.

FinAid

Empathy, Perception, & Danger Sense
Fast/Lucky

Art

Disguise, Forgery & Performance
Charming/Fast

Sci

Computers, Chemistry, Biology, Physics & Mathematics
Clever/Charming

Free

Stealth, Sleight of Hand, & Breaking & Entering
Clever/Fast

Gym

Movement, Sport & Dance
Strong/Fast

Aid

First Aid, Exploration & Survival
Wise/Charming

Shop

Mechanical, Constructive & Culinary
Wise/Strong

Law

Bureaucracy, Legal & Investigative
Wise/Clever

Misc

Everything not otherwise covered
Lucky/Strong