A game about Words, Combat as Failstate, and a Deck of Cards
Disclaimer: these are fragmented ideas of something brewing.
Below is a game idea about using a deck of words to weave powers into a world.
Each card of a normal deck will have a word written on it. Players may use those words alone or together to try and make powerful effects.
But those powers can't be used for violent purposes, or that word is forever gone from the deck.
THE WORLD WAS CREATED BY FOUR GODS.
OF LIFE AND DECAY ♥
OF ELEMENTS ♦
OF DEEDS ♠
OF SHADOW AND LIGHT ♣
THEY GAVE THE TRUE NAMES TO ALL THINGS AND, AS SUCH, MADE THEM BE.
THESE NAMES ARE LONG LOST, EXCEPT TO THE SPEAKERS.
FOR THE SPEAKERS ARE MORTALS THAT WALK THE WORLD THE GODS CREATED AND PROTECT IT FROM ITSELF.
THE SPEAKERS AND THEIR AFFINITIES ARE:
THE FAITHFUL. A single suit, +2. The same color is +0. The rest is -1.
THE PARTISAN. Both suits of the same color are +1. The others are -1.
THE MEDDLER. A suit of each color; decide each session which suit is +2 and which is +0. The rest is -1.
THE DIPLOMAT. All suits, no bonuses.
When choosing a SPEAKER, consider your relationship to these GODS. Are you a devoted follower as a FAITHFUL? Or unaligned with any particular one as a DIPLOMAT? Do you favor a side over the other as the PARTISAN? Or allow yourself to change allegiances as situations demand, as the MEDDLER?
Also, consider a FAITHFUL of Elements will be totally different from one of Shadow and Light. A MEDDLER between Deeds and Elements is not the same as one of Deeds and Life and Decay.
| Card | Of Life and Decay | Of Elements | Of Deeds | Of Shadow and Light |
|---|---|---|---|---|
| 2 | Swarm | Water | Speak | Light |
| 3 | Blood | Fire | Craft | Soul |
| 4 | Tree | Wind | Break | Time |
| 5 | Rot | Lightning | Rest | Mass |
| 6 | Bone | Silk | Consume | Emotion |
| 7 | Egg | Glass | Learn | Sound |
| 8 | Grass | Sand | Become | Dream |
| 9 | Prey | Soil | Endure | Reflection |
| 10 | Predator | Wave | Aid | Memory |
| J | Spores | Cold | Grow | Order |
| Q | Root | Metal | Move | Chaos |
| K | Sentience | Wool | Protect | Shadow |
| A | Breath | Stone | Negate | Void |
SPEAKING THE NAMES
Simply holding a NAME within your mind grants the SPEAKER altering capabilities.
You can use a NAME in your hand to achieve minor phenomenons without spending it or rolling.
NAMES may be SPOKEN alone or combined with others to more powerful effects. Don't always be literal: WORDS have beautiful and residual meanings.
FOR EACH NAME SPOKEN IN A ACTION OF RISK AND CONSEQUENCE. Roll a D6 on each and add your corresponding affinity.
EACH 5 OR 6 MEANS ONE SUCCESS.
ANY 1 ON A DICE MEANS DISASTER, NO MATTER THE AFFINITY. Discard a NAME that rolled a 1 without drawing another.
Otherwise, discard all NAMES used and draw one for each.
Incredible combinations or uses of NAMES may be appealing to the GODS; they can grant an extra D6 to roll with no affinities and no consequences for rolling a 1.
SOME ACTIONS ARE HARDER TO ACHIEVE.
1 SUCCESS - something doable by a capable person.
2 SUCCESSES - something doable by a dozen people working together.
3 SUCCESSES - something doable by a hundred people with time.
4 SUCCESSES - A MIRACLE.
Extra successes can be used to enhance the situation at hand, or allow for unforseen boons.
AT THE START OF EACH SESSION
THE GODS THROW THEIR BOONS AND BANES.
SHUFFLE THE DECK. It stays in the center. Once it is spent, reshuffle the discard pile.
OPEN A NAME FOR EACH GOD. Leave them at the table. Each can be SPOKEN only one time, alone or combined.
ROLL A D6 FOR EACH GOD. Leave those numbers on the table. They can be used one time to replace any rolled result. Discard the original result.
EACH SPEAKER DRAWS FIVE NAMES. If a Speaker has no cards left in hand, they are vulnerable to VIOLENCE.
ONCE THE DECK, THE NAMES OR THE DICE ARE SPENT. The Gods did what they could for you in this endeavor.
Each time one of the above happens, roll a D4 to determine which God doesn't apply Affinities (good or bad) until the end of the Session. They are gone and won't communicate with any SPEAKER until a new session.
YOUR SPEAKER
- What earthly profession did you hold before taking the mantle of SPEAKER? Do you still practice it?
- What was the first NAME you SPOKE? How did you awaken tour gift?
- Why do you answer the calling of the GODS? Is it conviction, vocation, or even self interest?
- Not every person considers a SPEAKER or the GODS allies. Who else knows you are a SPEAKER?
YOUR MISSION
The words of the GODS reach the SPEAKERS echoed and distant.
But the world is fracturing. Civilization falls into war, plagues run amok, beasts devastate the countryside, greed corrupts the land.
The GODS wish for their creation to last just a little longer, whatever that means. Be the hand of their will, whatever that is. They will attempt communication through their domains, but messages are hard to translate or define.
ON VIOLENCE
The GODS and their CREATIONS condone any act of VIOLENCE by the SPEAKERS.
If damage is taken, a SPEAKER has to discard a NAME.
If a NAME is used for VIOLENCE against any creature and succeeds, RIP THE CARD. It is GONE from this world and may never be SPOKEN again. Don't draw another.
On acts of VIOLENCE without the use of NAMES, such as using weapons, take away all dice or all NAMES open on the table, whatever is more plenty.
Once a SPEAKER has no NAMES left, and only then, they may recover NAMES if gifted by other SPEAKERS.