Deck of Fire cards are divided into three types: Narrative Cards, Challenge Cards, and Setting Cards.
Narrative Cards
Narrative Cards drive the story. These cards add Story Elements to gameplay that the Psychonauts may invoke in order to gain the bonus listed on the card during the ARC cycle. If the psychonauts fail to make use of a Narrative Card in the scene currently in play, the Storyteller should endeavor to invoke the Narrative card against the Psychonauts and apply the value of the card as a penalty against them in the ARC Cycle. In both cases, this must make sense for the story as it is currently unfolding.
The Deck of Fire for this Incursion
- Narrative Cards
- Challenge Cards
- Setting Cards
Cosmonaut Dogs left Homeless
A trio of friendly Cosmonaut canines, driven from their home by malevolent forces and in need of assistance.
- Major 3
- Minor 1
The Goblin Steed blazes a trail
The legendary Mount of the Dreamwalker, locked in a race, pursued by dangerous hunters.
- Major 5
- Minor 2
Missing!
Oh no! The MacGuffin is not where it’s supposed to be. Where did it go?
- Major 5
- Minor 2
Under Surveillance
Eyes are everywhere. Somebody is always watching.
- Major 3
- Minor 1
The Last Princess is Gone!
The daughter of the Locust King has disappeared. The hungry Empire is looking for her!
- Major 7
- Minor 3
The Tribute must be Paid
The hungry Empire is sustained by the tribute it offers to the gray. The tribute is late. The world shakes and threatens to crumble.
- Major 5
- Minor 2
The Crown Prince Abandons the Throne
The son of the Locust King has abdicated! He has fled the Glass City! The Empire has sent its forces out to find him.
- Major 7
- Minor 3
The Flask of Bobby Indra
Evidence of another Psychonaut, Brewmaster Bobby Indra. But what was he doing here?
- Major 3
- Minor 1
Challenge Cards
The Challenege Cards are the beating heart of the Deck of Fire and its connection to the ARC Cycle. Each Challenge Card will depict an attempt by the story to oppose the Psychonauts, a literal challenge which they must overcome to proceed. And these challenges will be what the psychonauts must triumph against in the ARC Cycle of that Scene.
Each card will include recommended Difficulty ratings, but not a specific value. The ratings are recommendations and the Storyteller is under no obligation to use the recommendation, although since the psychonauts will also be able to see the recommendations, a storyteller is advised to provide a reason for a differing rating to justify the change to the psychonauts in the interest of fairness.
The Major Challenge Card will provide the base challenge rating, and the minor Challenge Card will add a modifier of the number listed. Note that the psychonauts may invoke the minor challenge card in their favor through clever storytelling. But if they fail to do so, then the Storyteller uses the minor card to modify the challenge against them.
The purpose of the difficulty level is to provide an exciting story session with proper rising action, an appropriate challenge with the possibility of failure the whole way through.
Void Gnomon Defy Gravity
Major: A tribe of Void Gnomon obstructs the path as they dance through the air.
- Recommended Difficulty: Possible
- Recommended Consequences: Mild
Minor: Stray Gnomon bounce about, complicating the Psychonaut’s endeavours.
- +/-1
The Water Bear Spores Blossom
Major: Spore Colonies explode in the path ahead.
- Recommended Difficulty: Possible
- Recommended Consequences: Mild
Minor: Scattered spores drift and burst around the Psychonauts.
- +/-1
Inquisitors Investigate
Major: Inquisitors are conducting a major investigation with the Psychonauts in mind.
- Challenge rating: Impossible.
- Consequence level: Ugly
Minor: Inquisitors are conducting a minor investigation that complicates the Psychonaut’s mission.
- +/-3
Ghost Lotus Blooms
Major: Floating Island Blooms.
- Challenge Rating: Impossible.
- Consequence level: Disastrous.
Minor: Floating Bouquet. Increase Consequence level by 1.
- +/-1
Hunters Pursue
Major: The hunters of Black and White are in hot pursuit.
- Challenge Rating: Impossible.
- Consequence Level: Disastrous.
Minor: Hunters in the area are chasing other prey. Increase consequence level by 1.
- +/- 2
Purifiers lead The Purge
Major: Full Pogrom.
- Challenge Rating: Beyond The Impossible.
- Consequence Levels: Disastrous.
Minor: book burning/ purification rally. Increase consequence level by 2.
Setting Cards
Setting Cards provide the stage upon which the play is performed and story is told. Within a gameplay context, the setting cards provide story elements which the psychonauts may invoke to their benefit and which the storyteller may invoke as penalties if the psychonauts fail to make use of them first.
Threshold – Major setting
- Acoustics 3
The threshold seems to collect sounds from all other parts of the Ring. Both enlightening and distracting in equal measures.
The Windswept Arena – Minor setting
- Blustery 2
The wind whips through the arena, causing hats to fly away and capes to flutter.
Lotus Garden – Major setting
- Broken Sight Lines 2
All areas of Lotus Garden are beset with obscured sight lines, making it easier to sneak.
The Guide Room – Minor setting
- Informative 2
The guy from contains information about just about everything in the Ring, if you can find it and don’t get distracted. And have clearance.
The Maze – Minor setting
- Labyrinthine 4
The maze is, of course, a maze and designed to confuse the mind and trap the unwary.
Void House – Major setting
- Freezing 5
Void house is bitter cold, and those who stay too long risk frostbite.
The Hollow Sanctuary – Minor Setting
- Shadowy 3
The sanctuary is lit only by star light through stained glass and stray candles and neon lights.
Stellar House – Major setting
- Sweltering 5
Stellar house is devastatingly hot, and visitors risk heat exhaustion.
The First Capsule – Minor Setting
- Tesseract 3
The capsule is larger on the inside than it is on the outside, its corridors are still sized for dogs however.
