You walked into an old house on a cliffside. The doors were gone and the wind swept through the rooms. Rust red leaves clotted the corners and desiccated vines crawled in through the windows and vanished in the darkness. There was a chest in the far corner. Inside, you found an old deck of cards that resembled those made by the bedlamites during the first infertility war. They felt heavy in your hands. As you shuffled them, your vision narrowed. A pit deepened in your gut. You felt something transfer from the cards to your hands. Something permanent.
From then on, everything around you has gotten worse.
For the duration of the game, add +1 to the Die Defense of all Targets. Increase the Die Defense of all Traitor Gods by 1, and extend the spread of their last (or only) attack listed on their card to include the updated number.
You must consult the tarot cards at the start of every Realm, including the first one. You may optionally consult them while Resting or while visiting a Trader.
To consult the tarot, four health must be paid, split among the party as decided. All Characters can take one damage, or individual Characters can pass while others take more in their place. Any Characters who do not take damage in this manner cannot receive the drawn tarot card, and global benefits from group blessing cards do not extend to them.
Once health is paid, reveal four tarot cards. Keep one and set the others aside.
OMENIST: Add 1 to the total number of revealed cards.
This expansion adds new terms:
Blessing: A weightless, permanent effect attached to a single Character. It can be discarded if desired. Any player can have any number of blessings.
Resource Pool: A shared pool of resources that can be used by any Character and must be discarded when exhausted.
Group Blessing: A weightless, permanent effect shared by the entire party. It can be discarded if desired. Any player can have any number of blessings.
Round of Turns: Refers to the event in which all Characters have taken a turn.
1 - Ace of Swords - Group Blessing
Add +1 to all Combat Rolls for all Characters.
2 - Two of Swords - Resource Pool
This has Two Counters. Any Character can take Counters from it and add +1 to a combat roll. for each Counter taken When this is depleted, deal 1 damage to an active Target.
3 - Three of Swords - Resource Pool
This has Three Counters. Any Character can take Counters from it and add +1 to a combat roll for each Counter taken When this is depleted, deal 1 damage to an active Target.
4 - Four of Swords - Resource Pool
This has Four Counters. Any Character can take Counters from it and add +1 to a combat roll for each Counter taken When this is depleted, deal 1 damage to an active Target.
5 - Five of Swords - Resource Pool
This has Five Counters. Any Character can take Counters from it and add +1 to a combat roll. for each Counter taken
6 - Six of Swords - Resource Pool
This has Six Counters. Any Character can take Counters from it and add +1 to a combat roll. for each Counter taken
7 - Seven of Swords - Resource Pool
This has Seven Counters. Any Character can take Counters from it and add +1 to a combat roll. for each Counter taken
8 - Eight of Swords - Resource Pool
This has Eight Counters. Any Character can take Counters from it and add +1 to a combat roll. for each Counter taken
9 - Nine of Swords - Resource Pool
This has Nine Counters. Any Character can take Counters from it and add +1 to a combat roll. for each Counter taken
10 - Ten of Swords - Resource Pool
This has Ten Counters. Any Character can take Counters from it and add +1 to a combat roll. for each Counter taken
11 - Thrall of Swords - Blessing
Place this under a melee weapon. It is still in your Inventory but its weight does not contribute to your maximum Inventory size. You may use it as normal.
12 - Knight of Swords - Group Blessing
This has 7 Health and 1 Unarmed Attack. Any Character may give it a Melee Weapon card. It can hold only one card at a time and its rolls are only affected by that card. Once per Round of turns, a player may have the Knight of Swords attack with the item it holds. The card it holds can be changed any time that is not battle. When the Knight of Swords dies, add the held card to the drops of the Target that killed it, if any exists.
13 - Queen of Swords - Consumable
Draw and reveal the top 12 Loot cards. Replace any Nothing cards drawn. Of these, take up to 2 Melee Weapon cards and place the rest of the cards at the bottom of the deck.
14 - King of Swords - Consumable
Pick any Melee Weapon and give it +1 Damage.
15 - Ace of Wands - Blessing
Add +1 to all Ranged Rolls for all Characters.
16 - Two of Wands - Resource Pool
This has Two Counters. Any Character can take Counters from it and add +1 to a Rangedroll. for each Counter taken When this is depleted, deal 1 damage to an active Target.
17 - Three of Wands - Resource Pool
This has Three Counters. Any Character can take Counters from it and add +1 to a Rangedroll. for each Counter taken When this is depleted, deal 1 damage to an active Target.
18 - Four of Wands - Resource Pool
This has Four Counters. Any Character can take Counters from it and add +1 to a Rangedroll. for each Counter taken When this is depleted, deal 1 damage to an active Target.
19 - Five of Wands - Resource Pool
This has Five Counters. Any Character can take Counters from it and add +1 to a Rangedroll. for each Counter taken.
20 - Six of Wands - Resource Pool
This has Six Counters. Any Character can take Counters from it and add +1 to a Rangedroll. for each Counter taken.
21 - Seven of Wands - Resource Pool
This has Seven Counters. Any Character can take Counters from it and add +1 to a Rangedroll. for each Counter taken.
22 - Eight of Wands - Resource Pool
This has Eight Counters. Any Character can take Counters from it and add +1 to a Ranged roll. for each Counter taken.
23 - Nine of Wands - Resource Pool
This has Nine Counters. Any Character can take Counters from it and add +1 to a Ranged roll. for each Counter taken.
24 - Ten of Wands - Resource Pool
This has Ten Counters. Any Character can take Counters from it and add +1 to a Rangedroll. for each Counter taken.
25 - Thrall of Wands - Consumable
Choose one:
Place this under your Character. Your spells weigh nothing so long as it is there.
Place this under a ranged weapon. The weapon weighs nothing so long as it is there.
In either circumstance,the ranged weapon or spells are in your Inventory but their weight does not contribute to your maximum Inventory size. You may use these cards as normal.
26 - Knight of Wands - Group Blessing
This has 7 Health. Any Character may give it a Ranged Weapon or Spell. It can hold only one card at a time and its rolls are only affected by that card. Once per Round of turns, a player may have the Knight of Wands attack with the item it holds. The card it holds can be changed any time that is not battle. When the Knight of Wands dies, add the held card to the drops of the Target that killed it, if any exists.
27 - Queen of Wands - Consumable
Draw and reveal the top 12 Loot cards. Replace any Nothing cards drawn. Of these, take up to 2 Ranged Weapon or Spells cards and place the rest of the cards at the bottom of the deck.
28 - King of Wands - Consumable
Pick any Ranged Weapon or Spell. If it is a Ranged Weapon, perform an additional 2 Ranged rolls for 1 damage each every time it is used. If it is a Spell, add 3 Counters to it.
29 - Ace of Cups - Blessing
Add +1 to all Dodge Rolls for all Characters.
30 - Two of Cups - Resource Pool
This has Two Counters. Any Character can take Counters from it and add +1 to a Dodgeroll. for each Counter taken When this is depleted, deal 1 damage to an active Target.
31 - Three of Cups - Resource Pool
This has Three Counters. Any Character can take Counters from it and add +1 to a Dodgeroll. for each Counter taken When this is depleted, deal 1 damage to an active Target.
32 - Four of Cups - Resource Pool
This has Four Counters. Any Character can take Counters from it and add +1 to a Dodgeroll. for each Counter taken When this is depleted, deal 1 damage to an active Target.
33 - Five of Cups - Resource Pool
This has Five Counters. Any Character can take Counters from it and add +1 to a Dodgeroll. for each Counter taken.
34 - Six of Cups - Resource Pool
This has Six Counters. Any Character can take Counters from it and add +1 to a Dodgeroll. for each Counter taken.
35 - Seven of Cups - Resource Pool
This has Seven Counters. Any Character can take Counters from it and add +1 to a Dodgeroll. for each Counter taken.
36 - Eight of Cups - Resource Pool
This has Eight Counters. Any Character can take Counters from it and add +1 to a Dodgeroll. for each Counter taken.
37 - Nine of Cups - Resource Pool
This has Nine Counters. Any Character can take Counters from it and add +1 to a Dodgeroll. for each Counter taken.
38 - Ten of Cups - Resource Pool
This has Ten Counters. Any Character can take Counters from it and add +1 to a Dodgeroll. for each Counter taken.
39 - Thrall of Cups - Blessing
Place this under any Equipment or Consumable Item. It is still in your Inventory but its weight does not contribute to your maximum Inventory size. You may use it as normal.
40 - Knight of Cups - Group Blessing
This has 5 Health and 5 Armor. If a Character would receive damage, this card may take it in their place. When it has 0 Health, discard it. It cannot receive healing or gain additional armor.
41 - Queen of Cups - Consumable
Draw and reveal the top 12 Loot cards. Replace any Nothing cards drawn. Of these, take up to 2 Equipment cards and place the rest of the cards at the bottom of the deck.
42 - King of Cups - Consumable
Pick any Equipment item and give it +7 Armor.
43 - Ace of Stars - Blessing
Add +1 to all rolls for all Characters.
44 - Two of Stars - Resource Pool
This has Two Counters. Any Character can take Counters from it and add +1 to a roll. for each Counter taken When this is depleted, deal 1 damage to an active Target.
45 - Three of Stars - Resource Pool
This has Three Counters. Any Character can take Counters from it and add +1 to a roll for each Counter taken When this is depleted, deal 1 damage to an active Target.
46 - Four of Stars - Resource Pool
This has Four Counters. Any Character can take Counters from it and add +1 to a roll for each Counter taken When this is depleted, deal 1 damage to an active Target.
47 - Five of Stars - Resource Pool
This has Five Counters. Any Character can take Counters from it and add +1 to a roll for each Counter taken
48 - Six of Stars - Resource Pool
This has Six Counters. Any Character can take Counters from it and add +1 to a roll for each Counter taken
49 - Seven of Stars - Resource Pool
This has Seven Counters. Any Character can take Counters from it and add +1 to a roll for each Counter taken
50 - Eight of Stars - Resource Pool
This has Eight Counters. Any Character can take Counters from it and add +1 to a roll for each Counter taken.
51 - Nine of Stars - Resource Pool
This has Nine Counters. Any Character can take Counters from it and add +1 to a roll. for each Counter taken
52 - Ten of Stars - Resource Pool
This has Ten Counters. Any Character can take Counters from it and add +1 to a roll. for each Counter taken
53 - Thrall of Stars - Blessing
Place this under any item. It is still in your Inventory but its weight does not contribute to your maximum Inventory size. You may use it as normal.
54 - Knight of Stars - Group Blessing
Place a Consumable item on this. Any Character can use this Consumable at any time, even if they have already used a Consumable during their turn. Any Character may add another Consumable to this card any time that is not battle.
55 - Queen of Stars - Consumable
Draw and reveal the top 12 Loot cards. Replace any Nothing cards drawn. Of these, take up to 2 cards and place the rest of the cards at the bottom of the deck.
56 - King of Stars - Blessing
Pick any Item, Status Effect, Blessing, or Group Blessing. This becomes a duplicate of it permanently.
57 - The Undecided - Group Blessing
At any point, a Character may discard an item and redraw the current Encounter. Encounters that must be Combat Encounters must be replaced with Combat Encounters. At the end of the game, the Traitor God must be The Sludwarth. If the Traitor god has been revealed or if another card has already predicted the Traitor god, the party may choose which to fight.
58 - The Sorceress - Consumable
Draw loot cards until you find a spell. Keep the spell card and place the other cards at the bottom of the deck. Give the spell 2 Counters.
59 - The Contemptress - Consumable
You may take another turn as any Character in the party. If you do not like the outcome of the turn, you may revert all changes back to their original state, with the exception of the use of this spell.
60 - The Widow - Consumable
Deal 1 point of Damage to a Target for each point of Health on your Character. Then, kill your Character and immediately replace them with a new Character card.
61 - The Widower - Consumable
Pick a Character and kill them. Immediately replace them with a new Character. The new Character gains the trait of killed Character.
62 - The Hierophant - Blessing
All future Tarot Card pulls only require 2 health to be paid. Characters that do not pay health to draw tarot cards are no longer exempt from card rules from this point forward. The top loot card is always face up.
63 - The Lovers - Consumable
Pick two Characters. Their Health pools are now shared. If one reaches zero, they draw Health from the other. When both reach zero, both die. Excess healing on one Character flows to the other Character.
64 - Black Smoke - Rest
This is a Rest card. Play it as normal. It provides 3 Reroll Counters. During rest, Reroll Counters can be consumed for 2 health each. At the end of the game, the Traitor God must be The Smokelord. If the Traitor god has been revealed or if another card has already predicted the Traitor god, the party may choose which to fight.
65 - Revenge - Group Blessing
When a Character dies, it deals 5 damage to the Target that killed them.
66 - The Ascetic - Group Blessing
Any time a card acquired from the drops of a Target but is not taken to the next Encounter, the party gains a reroll Counter.
67 - The Void - Consumable
Pick any card and remove it from the game. Encounters are considered killed. Treasure, Loot, Starter Item, Character, and Traitor God cards are immediately replaced with a card from their respective decks. Sins are replaced with a card drawn from the Treasure deck.
68 - Will - Blessing
At the start of the next Realm, create two sets of revealed Encounters. The party may pick which variation of the Realm they wish to keep. Shuffle the other set of Encounters back into the deck. Any Realm with rules that complicate the above effect are decided by the party.
69 - The Hanged Man - Group Blessing
If a Character with 3 or less Health takes damage, deal 1 Damage to the Target for each point of Health lost.
70 - The Open Grave - Consumable
Draw a Character card and activate their death effect for you. Passive Death Effects are permanent and do not deactivate even if a new Character joins the party.
71 - Treachery - Group Blessing
If a Character would take damage, they must redirect the damage to another active Character if any are available. A single instance of damage cannot be redirected more than once. At the end of the game, the Traitor God must be Krallesh. If the Traitor god has been revealed or if another card has already predicted the Traitor god, the party may choose which to fight.
72 - The Degenerate - Blessing
At the start of every combat Encounter, if you have 2 or more health, deal 1 damage to yourself and perform 3 ranged rolls against a Target for 1 damage each. At the end of the game, the Traitor God must be Nameless Suppressive Perverse Presence. If the Traitor god has been revealed or if another card has already predicted the Traitor god, the party may choose which to fight.
73 - The Tower - Consumable
Pick up to 3 cards currently on the table and replace them with cards from their matching deck. Characters replaced in this manner have full health and keep their Inventory, but do not keep Sins and Status Effects. Realms replaced in this manner are treated as new realms and must be started from the first Encounter. Replaced Combat Encounters or Traitor Gods have full health. Sins can be replaced with cards drawn from the Treasure deck. Discarded cards cannot be replaced.
74 - The Star - Equipment
If you complete 4 consecutive Encounters while holding this Item, without using Consumable Items, adding new Items to your Inventory, or receiving Healing, discard this, gain White Chrism, draw 1 Treasure, and gain 4 Reroll Counters. Healing from passive Effects may be declined to accomplish this.
75 - The Moon - Group Blessing
Any time the party discards 3 Loot cards at a time, a Character draws 1 Treasure.
76 - The Sun - Group Blessing
Any time a Treasure would be acquired, drawn 2 Loots instead. In situations where the party would choose one of multiple available treasures, replace the Treasures with an equal number of Loot cards. All future Traders have Loot cards where they would have Treasures.
77 - Judgment - Consumable
The party chooses a Character and kills them. Pick 1 from 3 Characters to replace them immediately. At the end of the game, the Traitor God must be Ierodele. If the Traitor God has been revealed or if another card has already predicted the Traitor god, the party may choose which to fight.
78 - The World - Consumable
Fully heal all Characters.
79 - Aquarius - Group Blessing
Every time there are 4 consecutive turns where a Character deals damage to a Target, gain a Reroll Counter. Resets every Encounter.
80 - Pisces - Blessing
If the previous Character took damage on their turn, your first instance of dealing damage to the Target on your turn deals +1 damage. Resets every turn.
81 - Aries - Group Blessing
If a Combat Encounter is revealed in advance, subtract 1 from its Die Defense.
82 - Taurus - Blessing
You may give your unused weight carrying capacity to another Character to increase their weight limit. This can be changed at any time.
83 - Gemini - Consumable
Pick another Character. Your Character becomes a duplicate of theirs, with the same Max and Available Health, Special Text, Death Effect,Trait(s), Status Effect(s), Sin(s), and Blessing(s). Your Inventory remains unchanged.
84 - Cancer - Group Blessing
At the start of every Realm, all Characters receive -1 Max Health. At the start of every Combat Encounter, deal 4 damage to the Target.
85 - Leo - Group Blessing
Any time a Sin is drawn, the party decides which Character should keep it.
86 - Virgo - Group Blessing
Any time an item is discarded, gain a reroll Counter for each Trait tag it had. At the end of the game, the Traitor God must be Ulwaah. If the Traitor god has been revealed or if another card has already predicted the Traitor god, the party may choose which to fight.
87 - Libra - Group Blessing
For the rest of the game, all Traders have +1 Treasure and +1 Loot in their Inventory and all Tarot card selections can be drawn from 6 cards instead of 4.
88 - Scorpio - Consumable
For the duration of the Encounter, any Character may discard an item that would cause healing and deal damage to the Target equal to the Healing the item would have caused. Discarding an item that would fully heal a Character kills any Encounter outright or, when used against a Traitor God, deals 10 Damage.
89 - Sagittarius - Blessing
If the first roll on your turn succeeds without the use of a Reroll Counter, add +2 to all your other rolls for the rest of your turn.
90 - Capricorn - Group Blessing
All Characters can carry 2 more Weight and have +1 Max Health
91 - Blessing - Resurrection
Put a face-down Character card beneath your Character. When you die, immediately transfer your Inventory to the new Character and continue as a new Character.
92 - Providence - Trader
Providence is a Trader that sells Status Effects instead of items. You may pay Reroll Counters, or sell held items for the value of Reroll Counters, in order to purchase status effects at any time. Unlike other traders, Providence does not provide change when overpaying for transactions.
GOLDEN VEIL: 3 Counters
BLACK ASH: 5 Counters
CRIMSON MEMBRANE: 7 Counters
WHITE CHRISM: 9 Counters
93 - Complicity - Global Blessing
If a Character would receive healing in combat, they may instead decline healing and deal an equal amount of damage to an active Target. Using this in combination with an effect that fully heals a Character will kill a Target, but it then cannot be used against Traitor Gods.
94 - Falsehood - Consumable
Remove the special text on a card. Cannot Target traitor gods.
95 - Humiliation - Consumable
For the duration of your turn, any time a Character discards an item they hold, they may also absolve one of their Sins.
96 - Predation - Consumable
If the previous Character succeeded in attacking the Target on their turn, your first attack against the Target deals +1 damage.
97 - Deconsecration - Consumable
Pick an active Target. It no longer drops any items upon death. When it is defeated, absolve all sins.
98 - Sublimation - Global Blessing
Deactivate all active status effects. For the rest of the game, when a Character gains a Status Effect, it is upgraded to the following effects:
Golden Veil - If you would take damage you may choose to prevent all of it, deal 2 damage to the Target, and deactivate this.
Black Ash - The first time you damage a Target, deal +2 damage to it. Resets at the end every Encounter. Does not deactivate upon Rest.
Crimson Membrane - At the stat of your turn, restore 1 Health to yourself. Every time you lose health, add a Counter to this. When this has 3 Counters, deactivate it and heal all Characters for 1.
White Chrism - When taking damage from a Target, deal 1 damage to it.
99 - Coalescence - Consumable
The Traitor God can be chosen from all available options. The party must fight it immediately.
100 - Acquiescence - Consumable
Kill all Characters and any other Characters that may follow. All players must go home.