The Superhero Tarot Version 2.0 copyright 1992, 1999 by Dave Van Domelen ========================================================================== BACKGROUND I designed the Superhero Tarot in the summer of 1991 as a gaming aid for my Champions campaign, but it applies well to any superheroic universe. I came up with the idea after a few failed attempts to use regular Tarot decks as fortunetelling devices in the superhero game. Even if you can get past the fact that the decks were really designed for use half a millennium ago, even the more modern interpretations tend to skew towards the mundane, since most real people are, well, mundane. The available Tarot decks lacked the sense of scale as well as specific cards to deal with everydat parts of life in the modern world. For instance, computers. After designing the deck, I constructed my own "hardcopy" deck for use in my roleplaying games. You can use a standard Tarot deck for this, as I have included the equivalents for each card. However, if you want to go ahead and make your own deck off the designs suggested here, blank flash cards work very well. I used a set made by Trend Enterprises, 100 cards for $3.29, cards 3x6 inches on cardstock. Ask at a teachers' supply store, they're getting pretty easy to find in larger cities. Scattered a few places here and there through this file will be suggestions for using the Superhero Tarot in conjunction with the Modern Knights Superhero Role-Playing Game. The deck has been used in playtest sessions for Modern Knights, and seems to add an interesting dimension to the use of magic in the campaign, often replacing a die roll or coin flip in noncombat situations. They can also be used as a random scenario generator, something that will be described later. THE BASICS The deck is composed of Major and Minor Arcana, just as a normal Tarot deck. The Minor Arcana has four suits: Energy (cups/pentacles), Power (swords), Strength (Staves/Wands) and Talent (coins). The cards in each suit are the Source (ace), 2-10, Novice (Page), Knight, Healer (Queen) and Overlord (King). If you don't wish to make your own cards, you can use a standard Tarot deck and the equivalent identities listed. Equivalents for the Major Arcana will be given in the section listing the new Major Arcana. MINOR ARCANA: Suits: Energy: Represents fuel, energy, money, etc. It is the suit the others draw on to work. This suit is very elemental, and like the elements can be destructive and capricious. Energy cards tend to focus on the resources needed to accomplish tasks, as well as on aspects of nature. The suit's primary trait is the basic resources needed to accomplish anything. Often, the card will not refer to the querent, but to his surroundings. Power: The use of energy to affect others. The offensive suit. Power's main trait is Attack, be it in combat or simply verbal. Strength: The ability to resist Power and endure hardship. This suit has many negative cards, because not every method of resistance is good, nor every source of courage noble. This suit's primary trait is Defense. Talent: The ability to effectively use the other suits, can refer to the skill or the skill-possessor. Probably the most ambiguous suit, its trait is versatility. Thus, there's an interdependence among the suits. Energy fuels, Talent guides, Power does and Strength endures. In the Modern Knights RPG system, the four suits roughly correspond to Traits/Effects (Energy), Attack Abilities (Power), Defense Abilities (Strength) and Tactical/Noncombat Abilities (Talent). Numbers: Source: The root of the suit, that from which the other cards spring. Unmolded and basic. 2-10: Increasingly more important modes of the suit. You may wish to re-order these if you feel certain aspects are more important in your setting. For instance, in a setting where raw elemental power has a lot of influence, the lower cards in the Energy Suit (Flame, Water, Wind) might be moved higher in the suit. Novice: Potential unrealized as yet. Not the same as Source, this implies some attempt to mold the trait of the suit, at a very basic level. Knight: Potential realized. The epitome of the suit's trait. Healer: Restoration or increase in the suit's trait. Overlord: Potential surpassed or transcended. The Overlord is very powerful, but also unpredictable because it ventures into realms which have not been explored. MAJOR ARCANA: The Major Arcana cards each represent an important archetype, concept or plot device in the world of superheroes. I tried to match these up with the Standard equivalent as well as possible, but some don't fit at all. There's simply some things that are important archetypes in a superhero universe that a medieval mystic would not have pondered. In customizing your deck, you may want to choose specific figures from your setting to use on these cards. An especially eerie device would be to have the heroes encounter a deck in which they are Major Arcana figures, then start having them encounter other figures depicted on the cards. You can also use this customized deck to develop random adventures, either through a more traditional Tarot spread or by simply dealing out a number of cards and seeing how the elements tie together. For example, flipping over three cards at the beginning of the evening, the Referee gets Media (E10), Oration (T6) and the Major Arcana Hidden Face. In this case, Hidden Face has the image of one of the characters on it, a masked vigilante who has been working in his civilian identity to help improve the lot of a local neighborhood. This might suggest that some public figure will come to the neighborhood for a big press conference, making himself a target for that hero's enemies. Or that the character himself has to give a speech for the TV crews. Or even that a controversial group is trying to stir up trouble and get free media coverage by verbally attacking the ethnic/social/religious group that the hero is working to help. Note: For those unfamiliar with Tarot reading the term "querent" means the person who is getting his or her fortune told. In a few cases I refer to classic Tarot cards, especially in the Major Arcana. Since familiarity with Tarot is probably a good idea for anyone wanting to actually use these cards, I suggest using those references as a springboard to look into the classic decks. While I do not believe Tarot cards have any supernatural powers in the real world, it's still an interesting thing to study, especially when building an unreal world. Heck, if a guy can fly around and toss cars through the air with his bare hands, a little Tarot reading doesn't stretch credibility any further. THE CARDS MINOR ARCANA: Each card in the Minor Arcana can simply be treated as a simple combination of number and suit, reading it as a measure of the relevant trait. The other simple interpretation is to regard the name/image on the card as being a literal prediction: so drawing Water (E4) means water will be involved somehow. Finally, a short entry is given for each card, indicating one possible fortunetelling interpretation. ENERGY: All cards have yellow borders, with black number on white suit symbols (a starburst like that on Mattel toys) Source - Photon (Lower case gamma in red on white field) - The single photon, a single quantum of energy. Upright, a source of renewal. Reversed, a limitation of options. 2 - Fire (Red flame on black field) - Upright represents the tamed fire that drives civilization. Reversed, the destructive side of flame. 3 - Wind (Green tree, bent by wind on lt.grey field) - Upright, it is the wind that blows a ship across the water, a signal of motion. Reversed, it is devastation, an ill wind that blows no good. 4 - Water (Blue waterfall on green) - Upright, the water of life. Reversed, erosion and flood. Too much of a good thing. 5 - Lightning (Purple bolt on dk.grey field (think Dark Knight Returns)) - A sudden flash of clarity or energy when upright. Reversed, a strike so rapid it cannot be harnessed, a flash of anger. 6 - Steam (Lt.grey cloud issuing from dk.grey stack on white field) - A mixture of fire, water and air, this can represent a helpful synthesis. Reversed, it represents dissipated resources and waste. 7 - Magnetism (Black and red u-magnet on white field) - Magnetism does nothing directly, but acts at right angles. Subtlety and indirect methods will be required. Reversed, it symbolizes that nothing will quite go the way it was planned, energy is deflected. 8 - Earthquake (Brown cracks on green field) - Too much energy is chaotic, but upright this card symbolizes the postive aspects which may emerge from a shakeup...there will be trouble ahead, but good things to come out of it. Reversed, you get the chaos without the benefits. 9 - Gravity (Blue schematic of gravity well on white) - The glue of the physical world. Upright, things will hold together, relationships will act as a bond. Reversed, the same forces act to push everyone apart. 10 - Lifeforce (White glowing human silhouette on silver field) - Life itself. Always a significant card in either orientation, as it implies a life hangs in the balance...orientation merely suggests the outcome. Novice - Spark (Silver spark on blue field) - A spark which can be fanned into a flame. An opportunity will present itself, but must be carefully nurtured. Reversed, the spark will fade. Knight - Fusion (Two gold-colored atoms rushing together on red field) - Two powerful people, concepts or groups will come together and become something more than the whole. Upright, this will be a force for good, while the reversed meaning is plain. Healer - Time (Copper hourglass on orange field) - Time heals all, but time also leads to inevitable decay and death. Upright the former, reversed the latter. Overlord - Sun (Golden sun on sky blue field) - The source of all energy on Earth. A major resource will be found or developed, or nature itself will be involved. Reversed, that resource is about to be plundered. POWER: All cards have red borders, with white numbers on yellow suit symbols (a four pointed star) Source - Atom (Red helium atom on white field) - The key to the most powerful destructive force known to modern man, the building block of all matter. Upright, this card can signify that some force for good has developed or will develop a strong core. Reversed, it's a force for evil. 2 - Fist (Black fist diagonal across white field) - The simplest of attacks. The querent should expect the blunt approach to work, or look to the person who is skilled at fisticuffs for a solution. Reversed, a brawl, whether physical or verbal, will delay plans. 3 - Sword (Three crossed grey swords on light purple field) - Quick and incisive, the card suggests getting to the heart of the matter as soon as possible, for delays will only wear you out. Reversed, the sword cuts both ways. 4 - Pistol (Grey pistol on green field) - Deadly and easily hidden, look for hidden strengths and concealed dangers. A card of violence in any case, reversed it signifies senseless violence directed at the querent. 5 - Rifle (Green AK-47 on sand field) - The ability to strike from a distance, coupled with high lethality. The advice is to remain outside the fray and attempt to deal with things from afar. Reversed, the querent may never see his doom coming. 6 - Bomb (Six dk.grey bombs falling through sky blue field) - Powerful but imprecise. The querent's actions will have unintended consequences, but will get the job done. Reversed, beware a very messy failure. 7 - Laser (Red "Warning: Laser" symbol on white) - Focused power, but easily diffused. If the querent stays focused on his goals, he will burn through any opposition. Reversed, distractions will blunt his efforts. 8 - Government (White Capitol building on blue) - More powerful than any weapon, the government commands armies. Power is to be had in consensus and numbers, not alone. Reversed, and the power is lost in endless partisan bickering. 9 - Religion (Various religious symbols (cross, crescent, Star of David) on white field) - Unifies across nations, can drive armies to move when no other leader can. The power of faith will loom large in events to come. Reversed, either a crisis of faith will sow disunity, or a religious conflict will distract the querent. 10 - Media (Black TV on lt.blue) - If only it really was unified, the mass media would have undisputed control. Even so, this card signifies the huge power the media can have, especially over the lives of superheroes who depend on public support. If reversed, this card warns of an impending attack coming from the media. Novice - Origin (Skinny grey human body surrounded by outline of white superhuman one, orange field) - Power has been concentrated into one person. Upright, it suggests the querent will soon possess greater personal influence, whether in the form of literal superpowers, or simply a job promotion. Reversed, this card represents the inexperience of the newly empowered and the mistakes they make. Knight - Power Blast (Copper circle with gold bolt emerging, blue field) - One of the primal symbols of the superhumans, the power blast represents part of the dream of power superhumans live. Upright, the querent will soon find an opportunity to truly come into his own and assert himself. Reversed, that assertion will hurt an undeserving target, possibly one close to the querent. Healer - Creator (Gold hand holding silver galaxy on black) - Ironic for a suit so dedicated to destruction, but the creative impulse can be used as a weapon as well, creating something new that supplants the old. The querent is advised to look for an approach other than brute force or intrigue. Reversed, the meaning of this card is still fairly positive, but the querent must surrender the current conflict in order to create something better. Overlord - Destroyer (Silver mushroom cloud on orange background) - I am become death, destroyer of worlds. Nothing short of a supreme effort will bring about success, and at terrible price. Reversed, the price exceeds the victory gained. STRENGTH: All cards have black borders, with white numbers on yellow tricorner shields. Source - Will (Grey mountain on skyblue) - All resistance depends on the will of the resistor. The querent must depend only on inner reserves to get through the current situation, no external defenses will matter. Reversed, the lack of will *is* the current crisis. 2 - Mob (Red hand picking up grey rock on white field) - When one's own strength isn't enough, the weight of numbers can help grant courage, but even in the best of times the mob rule will make serious errors. Reversed, the herd mentality will be the querent's downfall. 3 - Ignorance (White duncecap on brown stool in corner of lt.blue room) - What you don't know can't hurt you. The querent will blissfully move through a difficult situation, never learning how close he came to disaster. If reversed, the querent will find out...too late to avert the disaster. 4 - Duty (Green man with hand on heart, white field) - To rely on something outside oneself without simply joining the mob, a sense of duty can carry one through much. Remember where your loyalties lie. Reversed, blind obedience could be the querent's downfall. 5 - Body Perfect (Brown flexing arm on yellow field) - Strength of arm and good old intestinal fortitude can get you through a lot. The querent shouldn't worry about the mental aspects of the situation, those will sort themselves out as long as you can tough it out. Reversed indicates an over-reliance on physical endurance and suggests failure will come via an emotional or spiritual failing. 6 - Anonymity (Grey question mark on white) - If no one knows who you are, they can't attack you. Stay quiet and keep to the shadows. Reversed, and the querent's lack of ties and notoriety mean no one will come to his aid in a time of trouble. 7 - Family (Blue "nuclear family" on pink field) - Family can be a source of great comfort and support. Querent should look to loved ones in times of crisis, they will keep him going. Reversed, the current troubles will break up the family, adding to the sorrow. 8 - Shield (White shield on blue field) - A more literal defense, it can block much while allowing other actions. The querent should be ready to duck behind defenses when the worst of things comes. Reversed, the querent will trust too much in his defenses and wake up to find himself surrounded. 9 - Patriotism (Blue flag on sky background) - Not just duty to a job, this is dedication to a higher cause, and can also include devotion to religious ideals. The querent must keep his most important ideals topmost in mind and never waver. Reversed, the querent will still be able to endure the crisis, but may lose all but his ideals. 10 - Armor (Grey tank on green field) - Full defense without loss of an effective offense. The querent will find himself able to resist all attacks with ease. Reversed, it represents the overkill that can sometimes be brought into a situation. The querent may start a fight simply by being too ready for one. Novice - Victim (Silver chalk outline with red bloodpool on grey field) - To struggle only a little is to become a victim. This card reminds the querent to avoid any conflict he is unprepared to meet. Reversed, it suggests that the querent will be unable to avoid such a conflict. Knight - Forcewall (Silver dome on brown field) - Another of the iconic superheroic abilities, it blocks all attacks while leaving you free to do anything, even ignore the conflict. This card predicts that the querent will face few difficulties in the near future, and shouldn't worry. Reversed, it can suggest arrogance in a crisis which will lead to another conflict that the querent cannot win. Healer - Physician (Gold caduceus on red field) - The restoration of body and mind. No matter how battered the querent may be, succor lies ahead. When reversed, this merely suggests that the period of recovery may be long and difficult. Overlord - Adamantium (Silver ingot on yellow field) - The name of this card may have to change, depending on your setting. Perhaps becoming Adamantine, or Collapsinum or Super-Alloy. Impervious to the point of being almost impossible to mold. The querent will shrug off any problems, but have difficulty adapting to new situations. TALENT All cards have blue borders, with black numbers on white scrolls. Source - Language (Red mouth on white field) - While not the root of all talents, it is the root of most of the ones important in the modern day. Words and meanings have special significance to the querent. Reversed, language may be used to confuse and obfuscate the querent. 2 - Business (Brown briefcase on yellow field) - Commerce is a fundamental enterprise in society. The individual's work may have little impact, but collectively it runs the world. The querent must be prepared to engage in unglorious endeavor. Reversed, "business as usual" wll hamper the querent at every turn. 3 - Journalism (Grey typewriter on brown field) - It is a sad commentary that while the Media is among the strongest of its suit, Journalism counts for so little. Careful checking of facts and following of leads is the querent's path to success. Reversed it signifies false rumors and the spreading of lies. 4 - Guardian (Blue badge on white field) - To serve and protect. It may not be glamorous, but the querent should anticipate a period spent simply watching over things to ensure nothing goes wrong. Reversed, it suggests that trust has been incorrectly placed in a guardian, who is betraying the querent. 5 - Computer (Black mouse on white field) - Entire lives may be lived in the computer, which has its own language and talents. The querent is advised to seek answers online or in a database. Reversed, it can represent the dark side of the computer, the vandals, trolls and sources of misinformation. 6 - Oration (Red man at podium on yellow field) - To use language ably is a great talent. The querent should seek to move others with his words, or enlist someone who can. Reversed, the querent may be led astray by a charismatic speaker. 7 - Craftwork (Grey hammer and saw on yellow field) - To build and make things, still the cornerstone of civilization. The querent should look to the product of honest physical labor. Shoddy craftsmanship is the result of a reversed reading. 8 - Detective (Lt.blue magnifying glass on brown field) - Much like the Journalist, but the stakes are higher. The querent should take nothing on faith, examine all claims, because someone is hiding something. Reversed, the querent is being watched. 9 - Science (Blue retort (piece of glassware) on white field) - The ability to think logically, to use the language of mathematics to find out the secrets of existence. While the querent may not need to delve into the sciences for a solution, scientific thinking will be required. If drawn in the reversed position, this card represents the horrors science can unleash when unhooked from morality. 10 - Martial Arts (Crossed grey Sai and Kama on red) - To the superhero, the language of violence is used every day, and this card represents fluency. It also stands for the need to redirect attacks and do the unexpected. In a reversed orientation, the querent may find himself the one thrown. Novice - Apprentice (Black domino mask on green field) - Everyone has to start somewhere. The querent is advised to seek out new skills, even if it means a long period of training. However, if reversed, it suggests that the querent might be subjected to more humiliation than the new skills are worth. Knight - Hero (Silver hero with white cape on black field) - Someone who has all the skills needed to do the job. The querent is as ready as he needs to be. Reversed, and too many will look to the querent for help, and his own needs will be neglected. Healer - Sensei (Copper man in lotus position on white field) - A source of learning is near, and the querent should seek it out. Reversed, the master is cruel and fickle, but perseverence will be rewarded. Overlord - Legend (Silver five-pointed star on yellow field) - Such skill and talent that the Legend cannot go anywhere without being mobbed. Symbolizes the entry of such a legend into the querent's life, or that the querent is fated to be a legend, although this is less likely. If reversed, the legend is ill-deserved, or the querent may try to take too much credit for things beyond his ability. Note: for a more futuristic campaign, you may want to reshuffle these to put Computer higher and craftwork lower. MAJOR ARCANA: Major Arcana cards have no border, and have the name of the card at the bottom, the number at the top. I will note which characters I used to fill archetype roles, but you can use whichever you want. I will also suggest mainstream characters to use. Interpretation given when needed or available. The Major Arcana, however, is far more likely to represent people or events of importance, and the cards may not even directly apply to the querent. Sidekick (0, Fool) - Young man in cape leaping from a rooftop. I used a hero named Fennec (created by Josef Ricketts, my chara design). Robin is an obvious choice here. The sidekick is innocent and innocence, but is often tragically lost. Mastermind (1, Magician) - Shadowy figure seated at chessboard, placing the piece that checkmates his foe. My deck used a generic shadowy figure, but comics is rife with mysterious masterminds. A force behind the scenes is inimical to the querent. Telepath (2, Priestess) - Robed and cowled woman with glowing eyes. I used generic look, but was inspired by the armored version of Psylocke. This card is meant more to suggest the younger telepath, rather than the old mentor or scheming mastermind, unless drawn in conjunction with one of those cards. The telepath may know your secrets, or may find secrets for you. Enigma (3, Empress) - Typical "Lady in Red" leaning against a lamppost on a foggy street corner, wearing hat that casts shadow on face. Stands for a dangerous person, often a woman, but not necessarily dangerous to the querent. In the not-uncommon case where it doesn't represent a person at all, it instead symbolizes a mystery that is about to come into the querent's life and turn it upside down. Spy/Rogue (4, Emperor) - Smiling man with weapon concealed behind back, stands for a 'normal' acquaintance of querent about to betray him. Reversed it could mean a spy in the enemy camp who can help. Such a person, in either case, rarely survives long. Mentor (5, Hierophant) - Aged man in wheelchair, radiating wisdom and power. I used a generic figure, but both Charles Xavier and Niles Caulder fit well. The mentor may not be able to help directly, but his wisdom will be important. Lovers (6, Lovers) - Caped man carrying woman as he flies. Archetypically, this is Superman and Lois Lane. The love between a hero and a normal person can be a source of strength or a constant danger to both. Starship (7, Chariot) - I used the Liberator from Blake's 7. Same basic meaning as Chariot, except with otherworldly connotations possible. The Starjammer or a Legion Cruiser would fit the image. Rival (8, Strength) - Two men either grappling or locked in contest of wills. Represents a rivalry about to come to a head. The cover of Green Lantern: Mosaic #5 is a perfect example of the image, and the story in that issue also fits the meaning of this card. Hidden Face (9, Hermit) - Hero pulling on mask. I used Solar Max, a hero of my own design, but both Batman and Spider-Man definitely fit the mold. Represents the dual life many heroes lead, and how it can lead to no "real" life at all. Luck (10, Wheel of Fortune) - Three d6's rolling. Fickle fate, it can snatch victory from the jaws of defeat or vice versa. Paragon (11, Justice) - Really patriotic looking hero. I used one of my own design, but you can use Captain America/Britain/whatever. Stands for the heroic ideal. Reversed, it represents failure to uphold ideal. Gateway (12, Hanged Man) - Swirling dimensional gateway. Stands for "Damned if you do, damned if you don't" choices that many heroes must make, like whether to pursue someone through such a portal. Reversed, it can signal an imminent interdimensional rift or invasion. Radiation Accident (13, Death) - Rad and Biohazard symbols. Like the Death card, this card represents radical change, not actual death. Reversed can signal hideous mutation, a change for the worse. Aging Veteran (14, Temperance) - Balding, greying hero in contemplative mode. I used a thinly-veiled ripoff of Alan Scott. Represents wisdom of experience tempered by weakness of age. Reversed it stands for old fools who think they can still fight the good fight, and have heart attacks in the middle of combat, like Whizzer of Marvel's Invaders. Megalomaniac (15, Devil) - Either a hand crushing a globe or a boot stamping on a human face. A world-conqueror is afoot. Reversed, the villain is out to destroy the world, not conquer it. Stronghold (16, Tower) - Picture of super-prison broken open, and flying villain hitting it with a lightning bolt. Same meanings as Tower, but can also mean that a prison break is imminent. Obviously, you might want to rename this card after the primary supervillain sieve in the setting, such as the Vault, the Pit, Takron-Galtos, etc. Robot (17, Star) - A generic robot (I put a seven pointed star on mine). Represents robots as a help to mankind (or harm if reversed) and the tendency of humans to be more like robots. Also can stand for a certain robotic hero or villain. Agency (18, Moon) - Tall desk with trio of figures behind it, cast in silhouette by light behind them. Think Paranoia debriefings, or the Commission in Marvel. Stands for meddlesome legal or paralegal authorities, actively hostile ones if the card is reversed. Fame (19, Sun) - Hero surrounded by microphones and videocams. I used a female hero named Delta Rose, but any fame-hungry hero is appropriate. Stands for Fame, or for the price of fame if reversed. It can also represent unwanted fame coming the way of the querent. Vigilante (20, Judgement) - Dark hero silhouetted by full moon while on a rooftop, holding a gun and very definitely skulking. Stands for the vigilante hero or vigilantism in general. If reversed, represents crossing the line between hero and killer. The Multiverse (21, World) - A string of worlds like in the ads for Crisis. Same basic meaning as World, but more diversity. Reversed, can signal a new Crisis, or Zero Hour, or Secret War, or.... The card of the crossover, it rarely comes with a totally positive meaning. CONCISE LISTING: Suitable for printing out on one page, here's a listing of what cards are in the deck, and what they're equivalent to in a standard deck. Suits: Energy (Cups/Pentacles), Power (Swords), Strength (Staves/Rods/ Wands), Talent (Coins). Numbers: Source (Ace), 2-10, Novice (Page), Knight (Knight), Healer (Queen), Overlord (King). Major Arcana: Sidekick (Fool), Mastermind (Magician), Telepath (Priestess), Enigma (Empress), Spy/Rogue (Emperor), Mentor (Heirophant), Lovers (Lovers), Starship (Chariot), Rival (Strength), Hidden Face (Hermit), Luck (Wheel of Fortune), Paragon (Justice), Gateway (Hanged Man), Radiation Accident (Death), Aging Veteran (Temperance), Megalomaniac (Devil), Stronghold (Tower), Robot (Star), Agency (Moon), Fame (Sun), Vigilante (Judgement), The Multiverse (The World) SAMPLE SPREADS For those not familiar with Tarot cards, a "spread" is a particular way of laying out the cards so that they may be interpreted. Most spreads simply involve turning over the cards in some simple pattern, with the querent's viewpoint determining if a card is upright or reversed. Any cheap book on Tarot will give a half dozen or more useable spreads that can be adapted for use with the Superhero Tarot. This section will present some spreads used by figures in the ASH Universe when they use the Superhero Tarot. Wanderer: A more classically-trained mystic, Wanderer tended to stick to the spreads you might find in the literature. However, he had a number of simplified three-card spreads he used when he needed a quick and simple prognostication. Past/Present/Future: Lay down three cards. The first represents the Past, and gives clues to things that have already happened, but which the querent may be unaware of. The second represents events currently taking place. The third suggests what might happen in the future if the querent allows things to take their current path. Useful in attempting to divine the plans of supervillains. Good/Evil/Chance: Another three-card spread. In this case, the first card makes a prediction about the forces of good, the second about the forces of evil, and the third represents what blind chance may throw in the way. Team Spread: Lay down one card for each member of the team, in an array around an additional card. Each individual card is a simple prediction for that team member, while the center card treats the team itself as a querent. Tymythy Twystyd: Tym wasn't much for looking into the future, having had some bad experiences with it early in his career. But he did experiment with the Superhero Tarot somewhat, and devised a few...interesting...spreads. Poker Spread: Deal a poker hand. Major Arcana are wild. The better your hand, the better your luck will be. Wide Spread: Also known as 78-pick-up. Tym throws the cards up in the air as hard as he can. Any that land on your body apply to you. In this case, face down counts as reversed. Wanderer doesn't approve of this method, or Tym's generally cavalier attitude toward the Tarot deck. Hat Spread: Another projectile method. Tym throws the cards at a hat across the room, one at a time. Once he's hit the hat enough times (usually three or four), he pulls out the cards that landed in the hat. Again, face down means reversed in this case. The querent is assumed to be the owner of the hat, a useful bit of sympathetic magic if you can get a hat (or helmet, etc) from a person you need to track down, as the hat will attract the right cards.