The omni deck is at the core of how the mechanics of RoC works. It is made up of twenty two standard, sleeved, playing cards in the following sequence.
Four of each suit with no face cards. The game focusses on the suit rather than the number so having four diamonds that are all eights, for example, is fine.
Two Black Jokers or Two Black Aces. If you choose the latter bare in mind that all game reference is to black Jokers.
When the game calls on you to check for success you will pull from this selection of cards
Black Jokers are the really bad pulls of the game and represent an automatic failure at the very best and horrific circumstance and critical failiure at the worst.
During the course of your career you can upgrade one of your Black Jokers to a Red Joker which represents at the worst a success and at the very best a critical success.
Each card contains two slips: One Blue and one Orange. The Blue one is a Wound Card and is pulled when you are wounded and the Orange one is a Backlash Card which is pulled when you cast magic or suffer a certain magical events.
When the game needs you to draw for either card you draw randomly from the deck and pull the appropriate coloured slip from the sleeve. Open and read.
Feat Sheets are among the most common reasons that you will be called upon to make a card pull. A Feat sheet will ask you to pull a card from your Omni Deck at random and compare the suit that you have revealed against the requirements for success of the Feat Sheet. The Order of success is as follows:
SPADES: A Hard test – You can only succeed if you pull a Spade
SPADES AND HEARTS – A medium Test – You can only succeed if you pull a Spade or a Heart
SPADES, HEARTS AND DIAMONDS – An easy test in which you can only fail on clubs or a Black Joker.
A few rules to abide by regarding Your Omni Deck and Feat Sheets:
A CLUBS pull is always a failiure
Some Feat Sheets will say NO SUITS or -X SUITS – These checks can only be passed if you have purchased the skill that adds suits to that specific check.
You cannot redraw a card UNLESS you have purchased the specific skill that allows you to do so.
A Black Joker is an automtic Failiure and could have worse effects depending on the Sheet
A Red Joker is an automatic Success and could have better effects depending on the Sheet
Once a card has been drawn it does not re-enter the deck until the whole draw sequence, including redraws, is complete.
Red and Black Jokers are not retunred to the deck until a scene has ended.
This is an example Feat Sheet which can be attempted by characters with the skill CAST SOURCE MAGIC. But there are many other types of check inidcated in the TYPE OF CHECK AREA.
For this check you can see by the Success Parameters area that you would need to pull a Spade or a Heart to succeed in the check.
Further down we can see the following fields:
Description: This eliminates the need for a ref directly
Roleplaying: Tells you how to act out using your skill
Make Casting Check – Pull your Card and then follow the instructions below. In this scenario if you have pulled a Black Joker there are specialist instructions to open a nearby envelope and work through what is in there.
Turning over the sheet reveals a box in the top right corner which tells the crew with whom or what to place the sheet and in which area.
Following on the success tells the player what they have discovered by using their skill. Sometimes they may have to make more tests or react in certain ways depending on what they have discovered or triggered.
The Critical Success or Red Joker Success instructs the player to open another nearby envelope. This is so that other players that may have only suceeded at the test can not, then accidentally read the Critical Success result.
How to make a check
Usually you will draw your cards from a pouch or similar and certainly not on a table. Simply put you pull the card, note the suit, and check it against the result needed for success. In the example above you would need to have pulled Spades or Hearts making the test result in example 1 A success. Congratulations turn over the sheet.
Usually you will draw your cards from a pouch or similar and certainly not on a table. Simply put you pull the card, note the suit, and check it against the result needed for success. In the example above you would need to have pulled Spades or Hearts making the test result in example 2 A failiure. Follow the instructions for failiure
Usually you will draw your cards from a pouch or similar and certainly not on a table. Simply put you pull the card, note the suit, and check it against the result needed for success. In the example above you would need to have pulled Spades or Hearts making the test result in example 3 you have failed on a club but have chosen to redraw. To do so leave the failiure card out and shuffle. Then draw again, in this case succeeding on a Heart!
The Backlash Card describes the ill effects of casting Magnitudes of power or things like environmental effects.
Draw your card, pull the Orange slip and read the effect that matches the Magnitude that you are looking for. Make a Backlash check or spend defiance as appropriate.
Then replace the orange slip in the sleeve and reshuffle the card back into your Omni Deck.
Black Jokers have a different downside to the standard Backlash Cards.
Rather than a downside that affects the character for the scene or game that can be deflected by a Backlash check the character is affected by the corrupt powers of the area which can only be undone by Defiance.
A Wound Card is drawn if you have entered your death count and been revived. There are four categories that you can choose from and you should pick the one that best reflects what forced you into death count:
Cleave: One powerful blow put me on the floor
Rain of Blows: A flurry of blows put me on the floor
Poison or Disease: I was floored by sickness or poison
Magic: Ranged magic or similar put me on the floor
Each Wound card is double sided with 2 types of wound appearing on each side of the card.
Each section has a description of what the wound is and then the in game effect. The in game effect has categories of Normal or “Armoured” the latter coming from wearing armour or being protected by skills. If you are armoured for the wound the box will be ticked and your should read that, better result.
Any severe wound will indicate the suits that a Chirurgeon will need to prevent that wound being an issue for you. When the wound is dealt with the card can be replaced and put in your deck. A set of Wound Cards starts with the most dangerous results and can be fully upgraded four times for much better results.