Grand Tableau: Guide to the Fortune Deck

Everway’s original Guide to the Fortune Deck gives upright and reversed meanings as well as correspondences for the 36 cards in the Fortune Deck. The PDF document linked below is inspired by the original guide, using the Petit Lenormand in place of the original deck.

Guide to the Fortune Deck (PDF)

The document is 17 pages long (thus too long for one blog post), and includes photographs of all 36 cards from two Lenormand decks: Pixie’s Astounding Lenormand, and the Under the Roses Lenormand.

Sample readings:

1. The Rider

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Other names: the Knight, the Agent, the Visitor, the Harbinger

Meaning: Rebirth

The Rider is an agent of change, bringing news, new perspective, clues or resources. There arrival on the scene signifies the beginning of a new cycle, a rearrangement of social order, a change in roles in the Tableau, and new purpose for the individual.

Reversed reading: Destruction

The Rider is the harbinger of destruction, the spearhead of an invader, the agent of evil intent. The cycle they initiate is one of suffering, evil and darkness.

Correspondence: the Nine of Hearts, Water, Intuition, Personality. Mercury/Hermes. Everway card(s): the Phoenix

19. The Tower

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Other names: The Lighthouse, The Bell-Tower, The Clock Tower

Meaning: Authority

The Tower oversees the nation, and represents the principle of law. It brings order and authority, unites the nation through government.

Reversed reading: Tyranny

The baleful eye surveys its domain, ruling absolutely and without mercy.

Correspondence: Six of Spades, Air, Intelligence, Principle, Rules. Everway card(s): The King

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Neverway: the Grand Tableau

Neverway: the Grand Tableau is an homage to Jonathan Tweet’s Everway with the aim of updating the system, plugging some gaps and making it easier to obtain play materials (e.g. by basing the fortune deck on the Lenormand). This post is an introduction, and in later posts I’ll write down the functional system including Lenormand cards and how they’re drawn, duelling, etc.

Overview

Here is a summary of features:

  • A 36 card fortune deck (based on the Petit Lenormand card decks)
  • Resolution using Karma, Drama and Fortune
  • Characters have four main attributes (after card suits/elements), and a three-card divination spread (after Everway’s Virtue-Fault-Fate)
  • A point-buy approach to attributes and powers
  • Attributes can go down in the game as a fatigue mechanism (“damage” as an in-game currency is mostly absent in Everway)
  • Powers are tied to specific cards or Suits
  • A duelling system that makes use of Lenormand card suits and values (can be simulated using a reduced deck of playing cards)

Similar to Everway, Grand Tableau’s world is a series of connected worlds or realities — specifically the Grand Tableau of 36 houses. Characters are able to pass between worlds using their own decks (not unlike Amber’s Trumps). Those decks represent the cosmic structure of the world, and will vary in design between realms and cultures.

Just as in Everway the Realms can be defined/brainstormed using a three-card reading (similar to the spread for each character). Individual antagonists and obstacles can be given ratings in one or more of the four Suits to determine the level of challenge they offer.

Similar to Everway, characters in Grand Tableau are “walkers” (with varying prefixes like sphere-, mirror-, deck-, etc.) and the core activity should be traversing the different realms and having adventures. Long-term adversaries come in the form of enemy walkers with their own secret societies (and direct encounters with these antagonists should involve the duelling game).

The Lenormand Deck

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(“Under the Roses” Lenormand deck)

The Lenormand deck is a fairly convenient replacement for Everway’s Fortune Deck having 36 cards with no minor arcana (i.e. all the cards have pictures and meanings). There is no Usurper, of course.

Using the Petit Lenormand does require some concessions. First, there are normally no reversed meanings in the Lenormand, so either we abandon inverse meanings or invent them — I’m doing the latter.

Second, Lenormand cards are usually read in groups (pairs up to the 36 card Grand Tableau); to make it function like Everway’s Fortune Deck the cards need also to be read on their own.

Third, it’s not possible to map all of Everway’s cards onto the Lenormand, though some fit quite well (Death = Coffin, Trickery = The Fox, etc.). Still the Fortune Deck is a nice starting point giving a range of responses, so where possible I’ve tried to import upright and reversed meanings from the Fortune Deck, though not always to the same card (for example The Bear takes “Simple Strength” from the Peasant card and “Blind Fury” from the Dragon card).

Some of the Fortune Deck cards are an activity (e.g. Sowing Stones, Striking The Dragon’s Tail, Drowning In Armour) which should be taken as a metaphor for the actual thing the PC is doing. None of these are represented very well in the Lenormand deck. Other cards are metaphors for states of being (the Eagle, the Fish, the Cockatrice etc.) and work better. But in all cases we need to reduce the variety of meanings for Lenormand cards into one clear meaning which the GM and players can interpret into the situation. Most of the time the Fortune Deck isn’t used for divining a situation so much as suggesting an outcome to a current risky situation.

Building the Deck

Ideally your Lenormand cards should have the upright and reversed meanings written on them. You have these choices:

  • get a commercial deck and write on it (probably not popular)
  • create your own deck by drawing or pasting images on a deck of playing cards
  • use a companion sheet for the interpretations of the cards (i.e. the above document)

Suits

One benefit of the Lenormand cards is much clearer alignment to both numbers and suits. While the Fortune Deck’s cards do have alignments (to the zodiac, elements etc.) they’re not as obvious as the four suits of traditional playing cards or Tarot. In Grand Tableau the suits apply not only to the houses but are reflected on the character sheet.

Hearts Water. Emotions, love, relationships, sense of self. For characters this measures a person’s ability to connect with others and network, and also their intuition.

Diamonds Fire. Change, fortune and misfortune, enterprise. For the PC this represents the PC’s drive and ability to effect change, take risks and so forth.

Spades Air. Government, authority, territory, society. In PCs this represents intellectual capacity, understanding of law, and personal authority.

Clubs Earth. Survival, hardship and trouble. For characters this is about ability to endure harm and hardship.

Character Creation

The rough draft character creation process is more or less taken from Everway:

  1. Think of a character concept.
  2. It may help to do the 3-card reading here. Draw or choose 3 cards to represent your Virtue, Fault and Fate.
  3. You get 20 points to spend among your four Suits and any Powers or Magic you want.
  4. For points in Suits an average human level is 3, and each point invested doubles the power in a given suit.
  5. Each Suit has a speciality; when that speciality applies to the situation the value of the Suit is counted as 1 higher.
  6. You get one minor power for free.
  7. Magic costs 1 point per level, and is aligned to a suit. You can’t have a magic level higher than your suit’s rating. Magic schools to be defined.
  8. Powers cost 1 point if they can be used frequently, 1 point if they can be used in many circumstances, and 1 point if their use is major, i.e. disrupts or dominates a scene. Need to define these further.

In Play

Most of the time play is exactly the same freeform process as Everway, using Karma, Drama and Fortune to resolve actions.

The additional bits of the system include a duelling minigame (inspired by both Lace and Steel and, perversely, time combat from [Continuum]]5) and some way to do fatigue which I felt was lacking in the original.

The next post will examine the Lenormand cards in detail.

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OSR Demons 3: Demonbringer

Demonbringer is a RPG featuring the demons from Stormbringer 1st Edition by way of the OSR (specifically Whitehack), Everway and the WaRP system.

This is the character sheet I’ve been working on:

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Here is the character sheet as a PDF

Notes

Previous entries for “OSR Demons”:

It uses SB’s 6 demon types, linking one per characteristic (see the previous blog posts). Powers are worked out according to type and Everway-inspired magical point buy — so powers are rated e.g. Major, Frequent and Versatile. It also uses Everway’s 3 resolution systems (see commentary here) and general loose approach.

It sort of uses a revised roll-under as described here, but that needs playtesting.

But it can be made to use a OSR-like combat subsystem. To do this it uses a dice clock.

It uses Groups or Traits — as applied in Whitehack and WaRP/Over The Edge.

System Uses

I’ve got two uses in mind. The first is for a fantasy game that’s basically like Stormbringer, in a massive single city. There’s a city-building mechanism or subsystem that both the GM and the players get involved in.

Second is an underlying system for Black Mantle, since the system should work for mecha too.

The two sort of complement each other; one is about having adventures inside a city, while the other is about exploring the unknown outside (or capital-O Outside).

Further Notes On Demons

The rest of the text below are some notes I’ve been making on demons. Putting them here by way of elaboration and explanation. This has been written with the fantasy city setting in mind.

1. The Riddle of Demons

The following definitions may be useful:

  1. (Classical) an otherworldly entity summoned and bound to do the conjurer’s bidding
  2. (Literal) a projection of a person’s will or motivation on the external world
  3. (Metaphorical) a skill or ability that outclasses and reaches beyond that of others or which is considered possible

In addition, demons are described from two perspectives:

  1. By the game world; whatever the culture calls a demon is a demon. This definition is extrinsic. Also known as “colour”.
  2. By the system and the GM; an object comprising a need, a relationship with the conjurer, and various services. This definition is intrinsic.

First comment: only the actual relationship with the demon is intrinsic; any assumptions of intelligence or motivation, and projections of a personality are extrinsic and colour.

Second, if you don’t bother with relationships with demons, you’ve basically got superheroes (and can run a game with “demons” using an appropriate system).

With a much broader scope any apparent expertise can be called “demonic”. For example: Conan’s obsession with “the riddle of steel” in Conan the Barbarian is a demon; the “service” of that demon is his uncommon ability with a sword, but he also has a relationship with the concept that drives him — and sometimes it gives him hope, other times disappointment.

So in more general terms, players should understand that their PCs’ powers are demons per the game system definition. For the actual game world they (and anyone else in the world) are free to rationalise their powers how they wish.

Furthermore different communities, religions and cultures will

  • have different views on what demons are, how harmful they are and where they come from; and
  • draw arbitrary distinctions between demons where there is no game-system distinction (e.g. angels and devils)

2. The City’s Demons

People have various skills and affiliations expressed as “groups” (see Whitehack) that benefit then in a situation — a Soldier will be combat-ready, a Black Hand Thief will know the nearest escape route, a Scholar from the Imperial Library will be able to tell you of the City’s rich and layered history.

Rare individuals may transcend this expertise — they have superhuman capacity to inflict violence, gain knowledge, withstand pain or cross distances. Such folk have aligned themselves with demons.

The Armaments

The most subtle of such demons are the armaments: these are personal extensions of mortal expertise. These often have a motif — a weapon, a piece of clothing or similar. But whatever happens it’s conjurer to which the demon is bound; thus their motif may be separated from them for a time, but it will always find its way back.

Advantages:

  • Discreet compared to other demons; they may be on show but they are not obviously demonic
  • Usually constant, i.e. always available (but there may be exceptions)

Disadvantages:

  • Not at all versatile; they typically have one function
  • Not autonomous; they cannot take decisions or act for themselves

The Embodiments

Embodiments are objects or entities that are separate from the conjurer, bound to do their bidding. Embodiments have a form in which they appear; frequently humanoid, sometimes monstrous, or possibly non-living but nevertheless autonymous.

Advantages:

  • They are autonymous, capable of taking instruction and then making decisions
  • They are much more likley to be versatile
  • They are usually constant

Disadvantages:

  • They are not discreet; although they may actively defeat detection

The Appeals

Appeals are short-lived interventions of other beings with whom the conjurer has a relationship. Basically the conjurer opens the way to great and remote powers, which leak through and cause brief but terrible change.

Advantages:

  • They are often major powers

Disadvantages:

  • They are not constant — their influence is brief
  • Their are inimical to life — wherever they emerge, they will cause great change and weirdness

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