Report Card / Student Name:
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