Tarot Roulette
The theory of 'Tarot Roulette' is simple: before the game session begins, the GM asks each player if they would like to take a chance by drawing a random card from the tarot deck. Each card corresponds to a specific bonus or drawback that player's character will gain for the duration of that gaming session. Drawing a card is entirely optional, but naturally once a card is chosen its effects must be accepted; each player may only draw a single card (unless the GM rules otherwise, of course).
Most cards only give a small plus or negative, but some have very powerful effects, both good and bad. I like this for a couple of reasons: it adds a little more variety and surprise to the game, and it simulates how everyone can have a "bad day" where they can't seem to do anything right, or a "good day" where they can walk on water. But my games tend to be fairly cinematic, and this might not be a good fit for more realistic campaigns.
For fantasy games I use a standard Rider-White tarot; for more modern games I use the Mage: the Ascension tarot, from White Wolf. Where the names or suits of specific cards differ I've included the names from the Mage deck in parentheses. Note that this table was written for GURPS 3rd edition, and hasn't been updated for 4th edition - some of the results may no longer apply, but in most cases it should be a simple matter to substitute advantages/disadvantages.
Cards of the Tarot
The Magician (The Mage) Magic Resistance +4
The High Priestess Luck +1
The Empress +4 HP
The Emperor +4 HP
The Heirophant Luck +1
The Lovers Empathy
The Chariot +2 Dodge/Speed
Strength +3 ST
The Hermit -4 to all reactions
The Wheel of Fortune Luck +2
Justice Will +4
The Hanged Man -2 HP
Death -4 HP
Temperance Stong Will +2
The Devil Compulsive Behavior (Lying)
The Tower High Pain Threshold
The Star Unluckiness
The Moon (Luna) Combat Paralysis
The Sun Combat Reflexes
Judgement Intolerance
The Fool Perfect Balance, +1 Dodge
The World (Gaia) +4 to all reactions
King of Swords (Dynamism) +4 to one combat skill
Queen of Swords +3 to one combat skill
Knight of Swords +2 to one combat skill
Page of Swords +2 to one combat skill
Ten of Swords +1 to one combat skill
Nine of Swords +1 to one combat skill
Eight of Swords +1 to one combat skill
Seven of Swords +1 to one combat skill
Six of Swords +1 to one combat skill
Five of Swords +1 to one combat skill
Four of Swords +1 to one combat skill
Three of Swords +1 to one combat skill
Two of Swords +1 to one combat skill
Ace of Swords +1 to one combat skill
(player's choice of skill)
King of Cups (Primordialism) +4 to one non-combat skill
Queen of Cups +3 to one non-combat skill
Knight of Cups +2 to one non-combat skill
Page of Cups +2 to one non-combat skill
Ten of Cups +1 to one non-combat skill
Nine of Cups +1 to one non-combat skill
Eight of Cups +1 to one non-combat skill
Seven of Cups +1 to one non-combat skill
Six of Cups +1 to one non-combat skill
Five of Cups +1 to one non-combat skill
Four of Cups +1 to one non-combat skill
Three of Cups +1 to one non-combat skill
Two of Cups +1 to one non-combat skill
Ace of Cups +1 to one non-combat skill
(player's choice of skill)
King of Wands (Questing) -4 to one combat skill
Queen of Wands -3 to one combat skill
Knight of Wands -2 to one combat skill
Page of Wands -2 to one combat skill
Ten of Wands -1 to one combat skill
Nine of Wands -1 to one combat skill
Eight of Wands -1 to one combat skill
Seven of Wands -1 to one combat skill
Six of Wands -1 to one combat skill
Five of Wands -1 to one combat skill
Four of Wands -1 to one combat skill
Three of Wands -1 to one combat skill
Two of Wands -1 to one combat skill
Ace of Wands -1 to one combat skill
(GM's choice of skill)
King of Pentacles (Pattern) -4 to one non-combat skill
Queen of Pentacles -3 to one non-combat skill
Knight of Pentacles -2 to one non-combat skill
Page of Pentacles -2 to one non-combat skill
Ten of Pentacles -1 to one non-combat skill
Nine of Pentacles -1 to one non-combat skill
Eight of Pentacles -1 to one non-combat skill
Seven of Pentacles -1 to one non-combat skill
Six of Pentacles -1 to one non-combat skill
Five of Pentacles -1 to one non-combat skill
Four of Pentacles -1 to one non-combat skill
Three of Pentacles -1 to one non-combat skill
Two of Pentacles -1 to one non-combat skill
Ace of Pentacles -1 to one non-combat skill
(GM's choice of skill)
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