TEXT: You had heard that a deck was here, a hundred miles from the nearest 
  town, and nearly a mile up a sheer cliff. You all but fell to your death more 
  times than your bleeding hands and frayed rope can testify to. But you 
  now stand before the deck and the reader of the cards, a gnarled, pale 
  creature, its neck twisted so far that you can only see the back of its bald, 
  veined head. It talks between rasping breaths, trying to gulp air through 
  its coiled throat. It says something about death and misfortune, but you 
  wave the warnings away and ask for ﬁve cards. A quivering, clawed 
  hand holds the deck out to you; you try not to think about how the 
  creature�s head became torqued the way it is. You draw ﬁve cards, 
  each placed face down on the stone between you and the reader. He 
  turns the ﬁrst card over, and you gasp as it reveals . . . . 
  Throughout the known world there are a handful of Eldritch Tarot 
  decks. Each of these decks has nearly limitless power, potential, and 
  possibilities, causing the fortunes and deaths of kings and commoners 
  throughout the ages. No one knows where these decks originated from, but they tend 
  to ﬁnd their way into the hands of gypsies, the rare spell caster, or unusual creatures in out-of-
  the-way haunts. But most of the owners come to realize that the cards are more a curse than a 
  blessing, thus a deck may change hands often.
  The card reader may ask any price for a reading; king�s have, according to legends, offered 
  entire kingdoms for a reading, while often the reader will allow anyone fool or brave enough a 
  free reading. Regardless, the reader is, fortunately, usually immune to the cards dealt to the 
  drawer, so the gypsy will not be the foe or the friend the cards often designate.
  The drawer may take as many as ﬁve cards in a reading, face down, turning them over one at a 
  time, being affected by only one at a time. If a card, say the Death card, affects the reader in 
  ways which would obviously keep the reader from realistically turning the next, then the next 
  card is not turned over. Also, card readings are given one at a time, allowing all of the cards to 
  be possible for each reading. In other words, two people cannot draw from the same deck at the 
  same time. As a rule, when a card alters a person�s form or skills, the effects are nearly 
  instantaneous, meaning that the person who is given, say, an inspiration point, must decide 
  where that inspiration point will be allocated and immediately roll verses her skill to see if it 
  improves, instead of waiting until the end of the adventure.
  Many of the cards are vague enough to allow the GM to interpret them as she sees ﬁt, letting 
  their interpretations further the adventure in ways advantageous to the ﬂow of the campaign. 
  Also, since no two people are alike, the cards themselves may be twisted in meaning a little 
  even when the meaning seems very straightforward. Interpret the cards as they will best work in 
  the story. And to keep the characters from abusing the cards, think of creative ways to keep 
  them from simply having a dozen readings a day. Perhaps the reader will demand 10,000 
  bronze for the second reading, whereas the ﬁrst was only ten. Perhaps a reading can only be 
  performed once per year, or even per lifetime, per person. Chances are, the drawer will draw 
  cards that hinder as much as help, warning her away from indiscriminately and endlessly 
  picking card after card.
  �
  Regardless, the Eldritch Tarot should be an instrument to frighten and excite your players, 
  daring them to temp fate. So here are the cards, and all you need is a deck of tarot cards. 
  These readings are generally based on Barbara Walker�s tarot cards, a symbolically-charged 
  deck, often offensive, but always enticing. 
  Eldritch Tarot
  
  Major Arcana
  SUN          �
  Gain four inspiration points, 100 bronze coins, and a minor magic item appropriate to the drawer�s 
  profession.
  MOON�
  Two limited wishes (Any Spell cast at skill 20 with permanent effects) but they must be used within the day.
  STAR  �
  The drawer regains all lost magic skill points, is healed of all wounds, and regains the lost skill points lost 
  from a single critical wound (if any have been suffered).
  LOVERS�
  Either charm or entertain is increased by one point, and any person the drawer asks to marry within one 
  week of drawing the card will consent to marriage.
  WORLD
  Gain access to a genuine treasure map, a skill 10 Earth magic scroll, and 1000 bronze to help you on your 
  way.
  STRENGTH�
  Drawer�s Strength and Will gain +1 each, but Bully and Interrogate both decrease by -2.
  DEATH
  The drawer's soul is captured by the card, and the card instantly teleports to the most dangerous monster's 
  lair or NPC's home within 1000 miles. A wish will recover the card, while anything less will only give the 
  card�s location. The drawer will be released by the burning of the card at midnight by any magical ﬂame.
  DEVIL
  The drawer is cursed with a form of lycanthropy--a supernatural goat-beast (a powerful creature with ram 
  horns, canine teeth, and almost club-like hands). The character will change to her lycanthropic form every 
  full moon, uncontrollable and insatiable in all manner of appetites, her Will skill reduced to one quarter 
  normal. Harmed only by magic or silver while in this form and possessed of unnatural strength and power, 
  she will wreck havoc on everything nearby, especially loved ones. The GM should ﬁgure the drawer�s 
  characteristics while in this form.
  POPE
  If the card holder has any negative personality traits, he is attacked by three rogue zombies. If anyone 
  attempts to help the drawer, another rogue zombie will appear to ﬁght that person. If the character has no 
  negative personality traits, he perceives the divine presence and receives +1 Devotion.
  TOWER
  Lose half of all real wealth immediately (only monies, weapons, and land).
  EMPRESS
  -2 columns vs. petriﬁcation for ﬁve years, but the drawer gains +1 Artistry.
  HERMIT
  A random henchman or hireling will turn against the drawer. But if the drawer does not have a follower of 
  some sort, she gains +1 sanity.
  HANGED MAN�
  Gain one inspiration point or two additional draws.
  CHARIOT�
  The holder of the card is attacked by the taloned hand of a killer frog for Good damage. If anyone attacks 
  the arm, then the rest of the frog comes through , otherwise it disappears back into the deck after one turn. 
  The Frog: Good magic resistance; Good, Great, Great, Superior, Awesome, Awesome Defense; Two claws 
  for Good damage. Great Strength, Great Agility, Great Run, Awesome Hostility.
  WHEEL OF FORTUNE
  Holder receives 10d10 gems of 1d10 carats apiece; each carat is worth 2d10 bronze . . . or the character 
  may draw two more cards, and the drawer can keep only one card of his choice.
  TEMPERANCE
  The character gains either a new spell skill at half his base attribute, if a spell caster, or 1d6 scrolls written 
  in the drawer�s native language.
  The following interpretations are based on Barbara Walker�s amazing Tarot deck. Each card is infused 
  with detailed symbolism. Other decks can be used, and if the images on the cards don�t agree with the 
  interpretation listed below, then please feel free to change them.
  
  JUDGEMENT
  The drawer is instantly teleported to an ancient keep in the WindWild Desert where she will be imprisoned 
  eternally unless rescued. However, the drawer gains one inspiration point to apply to Will and one to 
  Stamina, if she attempts an escape.
  EMPEROR
  The drawer's Intelligence is instantly reduced to half of what it was. The drawer will not be capable of his 
  type abilities if IQ is below required. Obviously, the character will act less intelligent, but her other skills 
  under Intelligence will be unaffected.
  JUSTICE
  The character gains an appropriate suit of magical armor and a magical weapon of the GM�s choosing, but 
  so does another being of opposite personality (GM should design a Foe for the drawer). Both beings will 
  attack each other on sight.
  FOOL
  Lose two skill points from any one skill and draw two more cards.
  PAPESS
  The drawer gains two inspiration points automatically after conquering the next feat of skill (ﬁghting, 
  escaping a trap, saving a life, etc.)  If the drawer fails, he cannot increase any of his skill until he spends 
  seven inspiration points to remove the affects of the card.
  MAGICIAN
  Allows the drawer to add one inspiration point to each of three skills of his/her choice.
  
  Cups
  ACE CUPS�
  The drawer can cast a permanent love charm on one person of the character's choice within the next three 
  days.
  TWO CUPS�
  The character's loved ones cannot be charmed or be otherwise forced to hurt or betray the drawer.
  THREE CUPS�
  The drawer gains +1 column shift vs. all Bewitch spells and insanities. The character becomes unusually 
  joyful.
  FOUR CUPS�
  The drawer automatically takes on the personality trait of selﬁsh and must act accordingly. If the character 
  is already selﬁsh, then she gains an insanity.
  FIVE CUPS�
  The drawer will regret the next instance he does anything wrong to a person of the opposite sex. He will 
  lose one point from all skills and will not be able to sleep (-1 column shift on all rolls for each week after his 
  ﬁrst night with the curse) until he corrects himself.
  SIX CUPS
  Drawer becomes three-quarters her present age and gains one Intelligence point.
  SEVEN CUPS
  Drawer gains one point to one entertainment skill of choice, but loses one from one useful skill (GM�s 
  choice).
  EIGHT CUPS
  Drawer's most precious item or person will disappear and no longer be his. I.e. a lover will forget who the 
  drawer is; a magic sword would disappear and change hands.
  NINE CUPS
  The drawer takes on the Personality Traits Helpful and Generous, and she loses one insanity.
  TEN CUPS
  The drawer is given a quest that is worthy of the character, and she is given a map of the location if 
  possible. If the character succeeds, she gains an additional three inspiration points. The character feels 
  compelled to fulﬁll the quest and will lose one point from a random skill for each day she does not work 
  towards this goal.
  PRINCESS OF CUPS
  Drawer receives one inspiration point on divination or commune and/or gains a skill level 15 commune 
  scroll.
  PRINCE OF CUPS
  Will follow code of chivalry to the letter (personality traits: Brave and Trustworthy) and gains +1 Charm.
  QUEEN OF CUPS
  Drawer receives +3 Defense vs. cold.
  KING OF CUPS
  Drawer's healing doubles while within 1/2 mile from sea.
  
  Wands
  ACE WANDS
  Will be cursed with glowing eyes, causing others to fear her, decreasing Charm by two, but the character�s 
  Bully increases by two.
  TWO WANDS
  Drawer may choose any individual with whom he will develop a report with. The character will always be 
  able to locate the person, and any skills used to mislead the other will be halved, while Empathy will be 
  doubled, but if the other person dies, so does the drawer, though both gain +1 defense, being stronger for 
  the union.
  THREE WANDS
  The character gains the ability to foretell the future as a gypsy.
  FOUR WANDS
  Drawer gains 100 bronze per month for ten years which magically appears at midnight every full moon.
  FIVE WANDS
  During one encounter of GM's choice, the character will suffer -2 columns on all rolls, but if the drawer 
  survives, he receives three inspiration points.
  SIX WANDS
  Drawer will suddenly become famous. He will be considered at least twice as gifted/ powerful than he is 
  and will be challenged, adored, mobbed, etc., but gains +1 Lie.
  SEVEN WANDS
  Drawer gains +1 to one skill that is dangerous and requires balance and equilibrium, but if any roll fails, it 
  fails very miserably, dropping two column shifts toward Catastrophic, usually resulting in some disaster.
  EIGHT WANDS
  Drawer gains +2 to run but when running must make a Dodge roll to avoid falling for Feeble damage.
  NINE WANDS
  Drawer becomes compelled to trust no one with his belongings and wealth. Picks up Personality Traits of 
  Miserly and Distrustful.
  TEN WANDS
  If drawer is killed unjustly, he will return as an undead to get revenge.
  PRINCESS OF 
  WANDS�
  The character will be compelled to let a spider inject venom into himself when next seen, suffering -2 
  column shifts on defense for that attack. If the character survives, he will gain +1 Agility and +2 Climb.
  PRINCE OF 
  WANDS�
  The drawer gains nightvision, and he now can see into the plane of Ghilra at all times. But he must make a 
  Pathetic Sanity roll whenever he casts a spell or to avoid acting after an opponent because of these 
  startling visions. The drawer is also given +2 columns vs. possession.
  QUEEN OF 
  WANDS�
  An exotic dancer (Superior Entertain) appears and serves the drawer. She is very beautiful and will serve 
  faithfully unless she is treated poorly or without respect. She is also a skilled assassin and will not hesitate 
  to use her skills on a cruel master.
  KING OF 
  WANDS�
  If a male draws the card, a crow will appear to deliver a 10,000 bronze piece necklace. If a female draws 
  the card, a handsome male will appear of the same age as the drawer. He is an experienced thief and will 
  constantly place everyone around him at risk, but he genuinely protects the drawer from harm even before 
  his own life. He will remain until ordered to leave three times. Each time, he will try to charm the drawer into 
  changing her mind (Will vs. Good).
  
  Pentagrams
  ACE PENT
  Drawer is given a large, perfectly cut diamond of 2d10+20 carats. And all money on the character will 
  miraculously double.
  TWO PENT
  The character/player has one minute to trade his lowest attribute with his highest, or his/her sex changes to 
  the opposite.
  THREE PENT
  The next time the drawer uses teamwork with another person she will be awarded with +1 Sincerity.
  FOUR PENT�
  The character will become obsessed with obtaining a particular object that she has either seen or heard 
  about. Most of her time will be spent on acquiring this object, which, once gotten, she will hide where it will 
  never be found by another.
  FIVE PENT
  No priest or shaman or druid or anyone with a Devotion higher than thirteen will help the drawer no matter 
  how dire the situation until the drawer gives all of his money (at least 1000 bronze) to an established 
  church.
  SIX PENT
  Charity given to the truly needy and deserving will grace the character with a magic talisman and a ivory 
  ring worth 15 bronze which keeps only the drawer warm when he is without shelter.
  SEVEN PENT
  The drawer loses any inspiration points he has not “cashed” in and is depressed for 1d6 days there after: 
  -1 column on all skills during this time.
  EIGHT PENT
  The character gains either one inspiration point or gains an automatic +1 to one spell of the character's 
  choice if she already knows a spell.
  NINE PENT
  The drawer gains +1 Charm and becomes extremely fertile
  TEN PENT�
  It becomes very difﬁcult for property to be stolen from the drawer. All attempts at picking pockets, picking 
  locks of the drawer�s home, etc. are at -2 columns or +2 columns for the character to detect the theft.
  PRINCESS OF 
  PENTAGRAMS
  The drawer gains either +1 to Medical, Languages, Legends, or Arcane Lore; but she loses -1 from 
  Dexterity.
  PRINCE OF 
  PENTAGRAMS
  Drawer falls asleep for 1d4 days; when he awakes, he will be granted a wish (essentially a 24 spell of his 
  choice), which must be used within twelve hours of awakening.
  QUEEN OF 
  PENTAGRAMS
  Drawer is granted a remove curse to be used within one week. It will remove any one curse on the 
  character or another single person.
  KING OF PENTAGRAMS
  Drawer is -1 column vs. petriﬁcation, but when petriﬁed into stone, she will still be animate for 6d10 turns 
  before wearing off. During this time, the character gains +2 to Strength and weapon skills and +4 on 
  defense.
  
  Swords
  ACE SWORD
  The drawer will return as a ghost after death and will not be able to rest until a quest is completed. You may 
  want to review the Lost Souls game for designing ghostly powers for the spectral character.
  TWO SWORD
  The drawer becomes obsessed with destroying witches, being compelled to attack them (save Passable 
  vs. Will to avoid attacking). The drawer gains +2 to Protection if she already knows the spell, and she 
  receives +1 column shift vs. magic cast by a witch. If a witch draws this card, he is given six inspiration 
  points to distribute among his spell skills as he sees ﬁt, rolling immediately to see if the skills improve.
  THREE SWORD�
  The drawer is teleported to a small, uncharted island. He will have some food and water, but no one else is 
  on the island, and it will not be visited for at least one year by other intelligent races unless someone 
  speciﬁcally comes searching for him.
  FOUR SWORD
  The drawer disappears for ten minutes and, when he returns, all hit points are regained, missing limbs 
  repaired, etc. and the drawer possesses a Heal scroll (11).
  FIVE SWORD
  The drawer is given a duplicate of the card, while the original returns to the deck. At any one time the 
  drawer admits defeat in battle and gives the winner the card, his life is spared; and he will be teleported to 
  the place he drew the card.
  SIX SWORD
  The drawer is teleported to a derelict ghost ship piloted by a crew of 25 skeletons. They will follow the 
  drawer�s orders . . . except to return home before the appointed time. They will sail the drawer to an 
  unexplored place. They will then sail the drawer back to where he drew the card. This could take months.
  SEVEN SWORD
  The character is given a random curse that can most likely only be lifted by the person who cast it. Anyone 
  else who tries to remove the curse must make an Awesome roll vs. an appropriate spell (GM�s call), and a 
  failed roll means the “savior” is transformed into a duck or goose until either the curse is removed or until 
  the some condition of the curse is met. The GM should set some clues about who the person casting the 
  curse might be (most likely a witch or ﬁnd something in the player�s history).
  EIGHT SWORD
  One of the character's beliefs becomes apparent to him that it is false. Such as religion, chivalry, magic, 
  stealing from others, etc. He will change his beliefs even as far as changing alignment and/or occupation.
  NINE SWORD
  Three priests of opposite alignment and/or religion will endlessly pursue the drawer until the card drawer is 
  either converted or dead. They will be within twenty miles of the character at the time he drew the card.
  TEN SWORD
  The drawer has one body part amputated that is of importance to him, i.e. a hand if an archer, a tongue if a 
  wizard or minstrel, essentially suffering a critical wound in that she will have to roll on the critical wound 
  chart, losing one point from a skill as well.
  PRINCESS OF 
  SWORDS�
  The drawer's Will increases by one and she receives an additional +1 column shift vs. mind-altering spells, 
  drugs, etc.
  PRINCE OF SWORDS
  If the drawer is essentially good, she takes Good damage. If essentially evil, she becomes mindlessly 
  aggressive, attacking all of those around her for d10 turns, then permanently suffers from Hysteria.
  QUEEN OF SWORDS
  The drawer is -1 column vs. fear for three years. But gains +1 Quickness for those three years.
  KING OF SWORDS
  The drawer becomes slightly animal-like or becomes an animal if already part animal. The animal will be 
  one that best represents the drawer. Skill bonuses and possible attribute adjustments are made by the GM. 
  If the drawer becomes completely animal, he still posses all mental attributes but is otherwise an animal. 
  He can still talk.
  
SOURCE: textdata/thevault/Legendary Lives [editions]/3rd party/LL_Tarot.pdf