Tarot cards (rules)
Origin: "The Moonchild" by Paul Fricker
Contents
Description
The tarot (first known as trionfi and later as tarocchi, tarock, and others) is a pack of (usually illustrated) playing cards used from the mid-15th century in various parts of Europe, and are used throughout much of Europe to play card games such as Italian tarocchini and French tarot.
In the late 18th century, it began to be used for divination in the form of tarotology and cartomancy; in English-speaking countries, where Tarot card games are not played, tarot cards are used primarily for divinatory purposes. The cards are traced by some occult writers to ancient Egypt or the Kabbalah, but there is no documented evidence of such origins or of the usage of tarot for divination before the 18th century
Like common playing cards, the tarot has four suits, which vary by region: French suits (hearts, diamonds/tiles, clovers/clubs, and spades/pikes) in Northern Europe, Latin suits (cups, coins, clubs, swords) in Southern Europe, and German (hearts, bells, acorns, leaves) or Swiss-German (roses, bells, acorns, shields) suits in Central Europe. Each suit has 14 cards, ten pip cards numbering from one (or Ace) to ten and four face cards (King, Queen, Knight, and Jack/Knave). In addition, the tarot has a separate 21-card trump suit and a single card known as the Fool (which, depending on the game, may act as the top trump or may be played to avoid following suit); in divination especially, the Trump cards and the Fool are sometimes called the Major Arcana, while the ten pip and four court cards in each suit are called Minor Arcana.
The Major Arcana
| Number | Name | Meaning | Inverted | Story-telling | |
|---|---|---|---|---|---|
| None (0 or 22) | The Fool | Innocence; a fresh start; open to growth and wisdom. | A fool, clown, joker, wastrel. | The Investigators; main NPC character of a backstory. | |
| 1 | The Magician | Inspiration, action, creation. | Aggression, ego, abuse of power. | Wizards, Sorcerer, Cult Leader; forbidden knowledge or unlawful action; meeting a magical mentor. | |
| 2 | The High Priestess | Intuition, inner wisdom, dreams, patience, occult wisdom. | Passivity, weakness, indecision, sensitivity, fear. | Research; Dreaming; discovery of hidden things. | |
| 3 | The Empress | Love, mercy, growth, birth, nurturing and maternity. | Greed, envy, jealousy, laziness. | Emotions, the senses, the elements, the material world, the surface of the story. | |
| 4 | The Emperor | Civilization, law and order, stability and security. | Despotism, lack of imagination and fantasy, rigidity. | Rational thought, structure, bringing order out of chaos. | |
| 5 | The Hierophant | Religion, faith, search for hidden truth, wisdom and knowledge. | Intolerance, esoteric nonsense, dogmatism. | Concentional wisdom, religion, and authority. Wise counsel from experts. | |
| 6 | The Lovers | Love, unity, creation of life, trust, optimism, commitment. | Repression of self and instinct, surrender of autonomy, loss of reason. | Difficult/dangerous choices; disobedience or disregard for law and authority; going against conventional wisdom. | |
| 7 | The Chariot | Progress, conquest, courage, will, victory. | Megalomania, insensitivity, blindly running against walls. | Call or preparation for action. | |
| 8 | Justice (Adjustment) | Fairness, justice, cause and effect, balance and equilibrium, responsibility. | Lack of accountability, unfair treatment, dishonesty, imbalance, bias, self-righteousness. | Consequences and accountability for action, moral choice, restoration of fairness and balance. | 9 |
| The Hermit | Soul-searching, introspection, solitude, withdrawal from society, meditation, self-reflection. | Misfit, exile, isolation, depression, loneliness. | Self-examinaton; a crisis of will, abandoning the comfort and support of conventional society, turning inward for guidance and order. | ||
| 10 | Wheel of Fortune | Opportunity, luck, destiny, winning, chance, changing fortune. | Mishap, unforeseen setback, bad luck, misfortune, disappointment | A change of fortune; the dominance of fate; repayment of karma; setbacks against progress, or fortuitous clearing of obstacles. | |
| 9 | Strength (Fortitude) | Triumphant conclusion to a major problem/obstacle. | Hedonism, self-doubt, lacking courage, lack of self-control, vanity. | A call for courage and strength; resting; recharging of energy; regrouping of resources and forces. | |
| 12 | The Hanged Man | Sacrifice, letting go, breaking old patterns, circumspection, suspension, metamorphosis. | Missing an opportunity, inability to move or change, loss of perspective. | Mythos rituals; the cross-roads; a self-sacrifice before rebirth; a reversal of fortunes. | |
| 13 | Death | Endings, profound change, letting go of attachments, failure, illness, mortality. | Unawareness, resistance to change, delayed endings, lingering illness, depression. | Dramatic change of personality or life; madness and literal death; transformation, liberation, rebirth; the end of an Era. | |
| 14 | Temperance | Balance, moderation, harmony, alchemy, divine intervention. | Disharmony, imbalance, onset of illness, impatience. | A new perspective, a regained integrity; building or obtaining the instruments, tools, or battle plans needed to achieve victory. | |
| 15 | The Devil | Freedom from restraint; independence, willfulness. | Temptation, lack of restraint/morality/ethics, unhealthy relationships, enslavement, materialism, bondage, fear, entrapment. | Facing the power and freedom of Wizards, Sorcerers, Monsters, and Dreamers; the freedom from responsibility and autonomy of Human Cultists; the standard operating procedures for Nyarlathotep and for arch-villains; resisting or giving in to temptation, fear, or other weakness. | |
| 16 | The Tower | Unexpected change, renovation, destruction of the obsolete, harmful, obstructive. | Catastrophe, blind destruction. | Exhaustion; revelation or illumination; a great or terrible shock or change; destruction, perhaps for both better and worse; victory and self-annihilation. | |
| 17 | The Star | Hope, opportunity, spirituality, health, astronomy, inspiration. | Despair, missed opportunities, disappointments, illness. | Magic; hope; inspiration; a respite from what has come before. | |
| 18 | The Moon | Deception, difficulty, insecurity, mental confusion, hidden things, fear. | Release of fear, insomnia, unusual dreams, mysteries unveiled. | Dreaming; a crisis of faith; the danger of getting lost in fantasy or self-delusion; continuing the work of transcending one's self/ego. | |
| 19 | The Sun | Joy, enlightment, material happiness, success, vitality. | False impressions, lack of clarity, low vitality, sadness. | Renewal, maturity, fulfilment, celebration; preparation for the attainment of enlightenment. | |
| 20 | Judgement (The Aeon) | Decision making, transition, renewal, redemption, awakening, reincarnation. | Stagnation, self-doubt, poor logic, poor or hasty judgement. | Success; rebirth; completion of a rite of passage, metamorphosis, maturity; cleansing. | |
| 21 | The World | Successful conclusions, possibilities, fulfillment, achievement. | Delayed success, lack of completion, stagnation, failed plans. | Attainment of enlightenment, perfection, wholeness, ecstacy. |
Mechanics
An investigator can use a Tarot deck to ask the Keeper one question. The question should be answerable with a yes or a no, with any additional information given at the Keeper’s discretion. Use of the Tarot costs the investigator 4+1D6 magic points, so it is not something that an investigator will be able to use many times in the game. The Keeper should use this as an opportunity to feed the player information (or misinformation) with the aim of directing the investigators towards whatever seems most interesting and appealing to the Keeper, perhaps for the purpose of supplying missed clues, or directing the investigators toward a neglected plot point.
Appearances
- Call of Cthulhu Scenario: "The Moonchild" by Paul Fricker (mechanics)
Heresies and Controversies
- The source of the revelations from a Tarot deck comes not from any psychic power within the investigator, nor from the Tarot cards themselves, but from beyond: from mythos powers greater than the investigators, perhaps helpful (Elder Gods), perhaps malevolent or even indifferent (perhaps accidental or incidental). ("The Moonchild" by Paul Fricker)