Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Rocket your D&D 5E and Level Up: Advanced 5E games into space! Alpha Star Magazine Is Launching... Right Now!
Community
General Tabletop Discussion
*TTRPGs General
Occult Killings and Tarot Cards ...
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Pielorinho" data-source="post: 374196" data-attributes="member: 259"><p>Interesting idea!</p><p></p><p>First, I'll brag on an old LARP I ran, then I'll give you an idea <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" />.</p><p></p><p>This LARP was centered around a cabal of modern-day occultists who unintentionally summoned a demon into the world. Few of the cultists had any real magical power; one of the only ones who did was so traumatized by the summoning that he became an amnesiac. When he awoke, all he had with him were a deck of the major arcana from the Tarot.</p><p></p><p>We made up 22 cards for the player, set up like a taped-shut greeting card. On the front of the card we put a scanned-in design of the tarot card; beneath it, we wrote a hint as to the card's power. Some of the hints were cryptic: "Start them anew," said the Fool's card. Some were straightforward: "Brings Light," said the Sun's card. The devil's card said, "This card terrifies you: use it only if you have no other choice."</p><p></p><p>When the player activated a card, he opened it to read the effect. "Show this card to your victim," said the Fool's card, "who will forget everything that has happened since he first saw you in this scene." "The room fills with glowing natural sunshine," said the Sun's card, "and will stay that way for five minutes."</p><p></p><p>The Devil card's power was based on Aleister Crowley's devil-interpretation: self-knowledge. When he opened the card, he found a GM for the game, who gave him back his memory. It was great fun.</p><p></p><p>*********</p><p></p><p>Ahem. I was supposed to be giving you ideas, right? Let's see.</p><p></p><p>What if someone is doing a massive reading with these people? They've offered these tattoos to people under some sort of pretext: perhaps the tattoos have a minor magical power associated with them. However, the tattoo ink is also poisonous, and it kills its victims at a random time. The murderer scries on the victims and sees where they fall; by reading the correspondences between the victims, the murderer is able to perform a grand divination, perhaps predicting the time and location at which a portal can be opened between worlds.</p><p></p><p>The victims should either be insignificants, like sailors or orphans, so that their deaths won't be heavily investigated; or the tattoos should be illegal or otherwise shameful, so that their survivors won't be willing to go to the authorities with information about the tattoos. The latter scenario might be more fun: perhaps the tattoos contain a good amount of power but also contain symbols of an illegal religion, such that the victims are willing to be tattooed but have to keep it secret. Then you can choose victims aligned with the cards: a cleric for the hierophant, a lycanthrope for the moon, a Siamese-twin for the lovers, and so forth. </p><p></p><p>Consider having a cabal responsible. The cabal ought to involve some sort of Tattoo artist PrC (Relics and Rituals has one, I believe, as does the Book of Eldritch Might, or you can just make up a feat called Create magic tattoo that works similarly to create wonderous item). There should also be some sort of diviner -- Relics & Rituals 2 has a High Astrologer that would work, or you could choose something from Tome & BLood, or you could just have a wizard who specializes in divination.</p><p></p><p>Ideally, the characters will be called in to investigate the first murder, will hear rumors of other mysterious deaths, will begin to piece things together, will hear of another death happening, will consult someone who can explain that there are 22 cards in the major arcana, will figure out that 21 people have died, will realize who is probably going to be the 22 victim (who should be someone politically very important), should have to race to save this last victim, and should be confronted by cultist mooks during this effort. If they succeed in stopping the 22 death, they'll need to track down the cult before it can try a different scheme; if they fail, they should get one last chance to find the cult before it does whatever action the Tarot Corpses pointed them towards.</p><p></p><p>Daniel</p></blockquote><p></p>
[QUOTE="Pielorinho, post: 374196, member: 259"] Interesting idea! First, I'll brag on an old LARP I ran, then I'll give you an idea :D. This LARP was centered around a cabal of modern-day occultists who unintentionally summoned a demon into the world. Few of the cultists had any real magical power; one of the only ones who did was so traumatized by the summoning that he became an amnesiac. When he awoke, all he had with him were a deck of the major arcana from the Tarot. We made up 22 cards for the player, set up like a taped-shut greeting card. On the front of the card we put a scanned-in design of the tarot card; beneath it, we wrote a hint as to the card's power. Some of the hints were cryptic: "Start them anew," said the Fool's card. Some were straightforward: "Brings Light," said the Sun's card. The devil's card said, "This card terrifies you: use it only if you have no other choice." When the player activated a card, he opened it to read the effect. "Show this card to your victim," said the Fool's card, "who will forget everything that has happened since he first saw you in this scene." "The room fills with glowing natural sunshine," said the Sun's card, "and will stay that way for five minutes." The Devil card's power was based on Aleister Crowley's devil-interpretation: self-knowledge. When he opened the card, he found a GM for the game, who gave him back his memory. It was great fun. ********* Ahem. I was supposed to be giving you ideas, right? Let's see. What if someone is doing a massive reading with these people? They've offered these tattoos to people under some sort of pretext: perhaps the tattoos have a minor magical power associated with them. However, the tattoo ink is also poisonous, and it kills its victims at a random time. The murderer scries on the victims and sees where they fall; by reading the correspondences between the victims, the murderer is able to perform a grand divination, perhaps predicting the time and location at which a portal can be opened between worlds. The victims should either be insignificants, like sailors or orphans, so that their deaths won't be heavily investigated; or the tattoos should be illegal or otherwise shameful, so that their survivors won't be willing to go to the authorities with information about the tattoos. The latter scenario might be more fun: perhaps the tattoos contain a good amount of power but also contain symbols of an illegal religion, such that the victims are willing to be tattooed but have to keep it secret. Then you can choose victims aligned with the cards: a cleric for the hierophant, a lycanthrope for the moon, a Siamese-twin for the lovers, and so forth. Consider having a cabal responsible. The cabal ought to involve some sort of Tattoo artist PrC (Relics and Rituals has one, I believe, as does the Book of Eldritch Might, or you can just make up a feat called Create magic tattoo that works similarly to create wonderous item). There should also be some sort of diviner -- Relics & Rituals 2 has a High Astrologer that would work, or you could choose something from Tome & BLood, or you could just have a wizard who specializes in divination. Ideally, the characters will be called in to investigate the first murder, will hear rumors of other mysterious deaths, will begin to piece things together, will hear of another death happening, will consult someone who can explain that there are 22 cards in the major arcana, will figure out that 21 people have died, will realize who is probably going to be the 22 victim (who should be someone politically very important), should have to race to save this last victim, and should be confronted by cultist mooks during this effort. If they succeed in stopping the 22 death, they'll need to track down the cult before it can try a different scheme; if they fail, they should get one last chance to find the cult before it does whatever action the Tarot Corpses pointed them towards. Daniel [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Occult Killings and Tarot Cards ...
Top