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  The GameMaster's
  Apprentice
  Storytelling Cards
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  Th e GameMaster's Apprentice,  ©2014-2017 by 
  Larcenous Designs, LLC
  www.LarcenousDesigns.com
  Writing and Design: Nathan Rockwood
  Art and Graphic Design: Elena Asofsky and Max Johnson 
  Additional Art: Carl Olsen, Cathelineau, Delapouite, Lorc, 
  Skoll, and Willdabeast of www.Game-Icons.net; used under 
  http://creativecommons.org/licenses/by/3.0/
  Th e GameMaster's Apprentice
       Th e GameMaster's Apprentice decks are 
  a set of system- and setting-neutral support 
  tools for writers and GameMasters. Th e 
  complete Quickstart Guide and Instructions 
  documents can be found on DriveTh ruRPG 
  as free downloads (go to Larcenous Designs' 
  website, listed below, and click on "Store-
  front"), but this set of instruction cards will 
  get you started by briefl y explaining a few of
  the many options the GMA decks provide!
       While these instructions use the Fantasy 
  Deck as an example, the basics here apply to 
  all GMA decks, from the genre-neutral Base 
  Deck to Horror, Sci-Fi, and more!
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  GMA Key Card
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  GMA Key Card
   1: Diffi  culty Generator: Bell-curved number from 1-10.
   2: Likely Odds: Yes/No answers; Good gives Yes 75% of 
  the time, Even gives Yes 50%, and Bad, 25%.
   3: Dice Wheel: Th e results of random die rolls. Starts 
  with the a d4 represented by a triangle, and goes: d4, d6, 
  d8, d10, d12, d20, d% (d00 and d10).
   4: Old Norse Runes for tarot-like interpretation.
   5: Elemental Symbols; Earth, Fire, Air, and Water.
   6: Random Events: A Verb, Adjective, and Noun. Draw 
  one card for each and combine into a phrase.
   7: Sensory Snippets: From top to bottom, something to 
  hear, see, feel, and smell/taste.
   8: Tag Symbols: 10 symbols in unique combinations of 
  three. Interpret based on associations, or use a table. 
   9: Scatter Die: Directional arrows, plus 'hit' and 'miss.'
   10: Belongings: A category of items, followed by three 
  examples. Choose one, or come up with a related item.
   11: Names: One probably-masculine, probably-femi-
  nine, and probably-gender-neutral name per card.
   12: Catalyst: An inciting incident for a story seed.
   13: Location: A random location for a story seed.
   14: Virtues and Vices: Character motivations and weak-
  nesses. Draw one card for each for true randomness.
   15: Prompt Icons; this fi eld is only on the Fantasy Deck. 
  A unique picture for freeform interpretation. 
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  Make a Character
   1: Draw three cards.
   2: Take a Name from one, the Virtue and Vice from the 
  next, and the Belongings from the third.
   3: Interpret these in context with each other.
   Options: Add a Sensory Snippet, a Prompt Icon, or a set 
  of Tag Symbols to add more detail.
   Mechanics: Use the Diffi  culty Generator to set the 
  character's relative power level or friendliness; '1' might 
  mean instant hatred or a weak minion, while '10' might 
  mean love at fi rst sight or a powerful boss monster.
  Make a Random Encounter
   1: Draw two (optionally three) cards.
   2: Take the Verb from one and the Noun from another. 
  If using three cards, take the Adjective from the third.
   3: Combine into a phrase; "Fight Purity" might suggest 
  an attack by religious zealots, and "Fight New Purity" 
  might mean an invasion of crusading armies.
   Options: Use the Catalyst and Location; use the Prompt 
  Icons as well as or instead of the text; look at the Sensory 
  Snippets for more details.
   Mechanics: Use the Diffi  culty Generator to set the 
  relative or absolute diffi  culty of actions, or the level of 
  danger or signfi cance. '1' means easy or pure fl uff ; '10' 
  means sure death or world-changing importance.
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  Answer Questions
   All of these questions were answered using the example 
  card from #3 of this set of instruction cards. In actual 
  play, draw a new card for each question!
   Q: "What's in the room?"
   A: Look at Sensory Snippets or Tag Symbols. 'Th e jangle 
  of arms and armor...' and 'Brutally oversized weapons...' 
  sounds like an orc preparing for a fi ght!
   Q: "Is there more than one orc in the room?"
   A: Look at Likely Odds  (probably Good) for Yes or No; 
  in this case it's 'No.'
   Q: "How powerful is the orc?"
   A: Look at the Diffi  culty Generator for the orc's power 
  level. A 6 out of 10 probably means near the high end 
  of average.
   Q: "I rolled a critical! What happens?"
   A: Look at the Sensory Snippets or the Prompt Icon. 
  Th e icon here suggests that you cut off  the orc's hand!
   Q: "What do we fi nd on the orc's body?"
   A: Look at the Belongings. 'Small Change' suggests only 
  a few copper pieces or silver shavings, so not much!
  GMA Instruction Card 6/12
  
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  Elemental Symbols
   Interpret these symbolically to add broad-stroke ideas 
  to characters, scenes, encounters, enemies, etc. 
   � Fire brings aggression and energy. 
   � Water brings nurturing calm and hidden depths. 
   � Air brings movement and curiosity. 
   � Earth brings endurance and stability.
  Tag Symbols
   Interpret all three on one card together; each trio or set 
  is unique, and all possible sets appear once. Use them to 
  add nuance to characters, scenes, encounters, enemies, 
  etc. Read them symbolically or make a table (see the 
  instruction document for more examples).
   � Tower: Obstacle, fortress, location.
   � Crown: Royalty, intrigue, power.
   � Heart: Family, friendship, romance.
   � Skull: Loss, change, death.
   � Sun: Clarity, revelation, discovery.
   � Moon: Confusion, misunderstanding, subterfuge.
   � Sword: Confl ict, disagreement, battle.
   � Shield: Protection, defense, safety.
   � Target: Goals, objectives, distance.
   � Wand: Magic, technology, strangeness.
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  Norse Runes - First Eight
   Interpret runes like tarot cards; they can give you ideas 
  for adding detail or nuance to a scene!
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  Fehu: Livestock/Wealth. Property, prosperity, 
  fertility, increase, social success.
  Uruz: Auroch/Wild Ox. Energy, health, strength, 
  tenacity, courage.
  Th urisaz: Th or/Giant. Reactionary, defensive 
  destruction. Instinct, willpower,  and regeneration; 
  lightning, electricity.
  Ansuz: Ancestral Spirit/A God. Revelation, in-
  sight, power of words/names; divine intervention.
  Raido: Wagon/Journey. Travel, evolution, moving 
  forward, gaining perspective.
  Kenaz: Beacon/Torch. Creativity, inspiration, 
  harnessed power, world-changing ability.
  Gebo: Gift /Exchanges. Generosity, balance, con-
  tracts, relationships, partnerships.
  Wunjo: Joy/Happiness. Harmony, spiritual reward, 
  pleasure, comfort, glory.
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  Tag Symbols Blanks
  Make your own table for important situations!
  Table For:_________________________
   � Tower: ____________________________________
   �  Crown: ___________________________________
   �  Heart: ____________________________________
   � Skull: _____________________________________
   � Sun: ______________________________________
   � Moon: ____________________________________
   � Sword: ____________________________________
   � Shield: ____________________________________
   � Target: ____________________________________
   �  Wand: ____________________________________
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  Norse Runes - Second Eight
   Interpret runes like tarot cards; they can give you ideas 
  for adding detail or nuance to a scene!
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  Hagalaz: Hail/Weather. Uncontrollable forces, 
  (nature, the subconscious); crisis before harmony.
  Naudiz: Need/Distress. Resistance, requirements 
  to be met, endurance, patience, survival, trial, test.
  Isaz: Ice/Frustration. Mental blocks; confusion to 
  be unravelled; stalled until knowledge is gained.
  Jera: Good Year/Harvest. Eff ort realized, fruitful 
  results, hope, earned success, cycles of time or life.
  Eihwaz: Yew Tree/Reliability. Dependability, 
  trustworthiness; protection; honesty; well-chosen 
  goals that will be accomplished.
  Perthro: Dice Cup/Mystery. Chance, secrets, the 
  occult; initiation, destiny; setting out on the path.
  Algiz: Elk/Protection. Shield, shelter, wards 
  against evil, a guardian; connection to the gods.
  Sowilo: Th e Sun/Life-Force. Success, honor, life, 
  positive changes, victory; cleansing fi re, power.
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  Tag Symbols Blanks
  Make your own table for important situations!
  Table For:_________________________
   � Tower: ____________________________________
   �  Crown: ___________________________________
   �  Heart: ____________________________________
   � Skull: _____________________________________
   � Sun: ______________________________________
   � Moon: ____________________________________
   � Sword: ____________________________________
   � Shield: ____________________________________
   � Target: ____________________________________
   �  Wand: ____________________________________
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  Norse Runes - Th ird Eight
   Interpret runes like tarot cards; they can give you ideas 
  for adding detail or nuance to a scene!
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  Tiwaz: Tyr/Leadership. Authority, justice, rational-
  ity, success in competition, self-sacrifi ce.
  Berkano: Birch Tree/Birth. Fertility, birth, growth, 
  liberation; renewal, new beginnings, love, family.
  Ehwaz: Horses/Travel. Physical transportation; 
  slow but steady progress; teamwork, trust, ideal 
  marriage or partnership.
  Mannaz: Mankind/Th e Self. Th e individual, skill, 
  forethought, ability; humanity, social order.
  Lagiz: Water/Regeneration. Healing, rest, renewal; 
  dreams, the underworld, the imagination.
  Ingwaz: Monarch/Seat of Power. Control, answer-
  ing to nobody; authority without implying justice.
  Dagaz: Dawn/Day. Awakening, breakthrough; a 
  new venture, positive change; hope, security.
  Othala: Birthright/Home. Inheritance, home, 
  spiritual heritage, fundamental rights, source of 
  safety, that which is most important.
  
SOURCE: textdata/thevault/Solo/2. GM Emulators & Generic Solo Rules/Gamemaster's Apprentice/Generic Instructions/GMA Instruction Cards PnP Fillable.pdf