The Deck of Void

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Gameplay Resolution is done with a deck of cards rather than with dice. A Player’s Avatar in the Shadowlands can do whatever the player themselves is physically capable of doing. Anything beyond the capacity of the Player requires the expenditure of cards to accomplish. If they are unable to do the action in the real world, the Storyteller will define the Difficulty and Consequences as listed in that Section.

The player will then attempt to have their Avatar resolve the action. This can be accomplished by spending Vajra, using Story Elements in play or playing Cards from their hand. All of this is a guideline remember, the story is more important than the method of action resolution, and as such the Storyteller and the Psychonauts are encouraged to value the flow of the story over the cold numbers provided.  Always be asking, what makes a better story.

The Deck of Void is a 72 card deck. Every card has a value between 4 and 0. Each card is assigned an Action type as well as listed in that Section: Hero, Scoundrel, Villain, Mind, Body, or Hands. Each card has a Denizen, Realm or Season depicted on it to help provide players with mythos lore and world familiarity through play. There are six cards with a value of four, the highest value in game and thus the rarest. There are twelve cards with a value of three, eighteen cards with a value of two, and twenty four cards with a value of one. All the cards with a value between four and one have a denizen of the Shadowlands depicted on them. There are twelve value zero cards, divided into two groups based on what they depict. Six cards depict Realms in the Shadowlands. Six Card depict the mythic seasons.

Cards with a value between four and one can be laid to boost the chances of success. Player may play cards on any attempted action, even if it is not their attempt. Cards with a value of zero nullify all card bonuses (and only card bonuses) played prior to the zero value card being played.

This can be used against another player, who may elect to spend more cards to counter the effect. If played against a Denizen, then the single card played by the Storyteller is negated and no more cards will be laid by the Storyteller for that action. A value zero card that is played which matches the action type (hero, scoundrel, villain, mind, body, hands) nullifies the cards already played, and halves the difficulty- provided the player can describe in story what is done to make this occur.

 

Hand Size, Card Recovery, Drawing with an Empty Hand

The hand size is five cards. On an Amazing Success, the active player(s) only, not assisting players, may draw 2 cards up to a full five cards. On a Normal Success, players draw 1 cards or to a full hand. On a problematic Success, players draw no cards. If a player fails, they regain no cards. After Resolution, the player may spend two vajra to draw one card- up to their maximum hand size.

If a player has no cards in hand, they may always draw a single card- face down- to boost an action resolution attempt. In this a zero is applied towards the player avatar’s own total value (giving no boost). Players may bolster other players attempts, but may not draw cards in such cases even if the active player succeeds.