The High Priestess
Duality, prophecy, mystery, and the subconscious drive this enigmatic figure, who deals psychic damage and can literally see the future. Blessed with visions and insight, but cryptic, odd, and quiet, the High Priestess can be difficult for their companions to understand, but their actions always become clear - eventually.
- The High Priestess can treat The Fool card as a High Priestess.
- The High Priestess gains the Wise ability.
- The High Priestess only draws 3, rather than 5 cards per combat turn.
- At the beginning of every combat turn, the High Priestess may look at the top two cards of their deck and may draw either, none, or both of them.
- Choose two of The High Priestess's Arcana Abilities.
Skill: Foresight
- The High Priestess has packed a wide variety of divinatory tools that - unlike for most - actually work.
- Their Magic 8-Ball is surprisingly accurate.
- Their Ouija Board can actually be used to communicate with spirits, if they're present.
- Their Tarot Deck can be used to draw a card that actually represents details about their present or future situation.
- Their Crystal Ball can show them limited visions of things happening around them or visions of the future.
- They've a handful of Fortune Cookies which contain actual, useful situation-appropriate advice.
- In general, the High Priestess can use these tools to gain insight into the future, or to understand the present, but after using any individual tool, it is exhausted for the Day.
- The High Priestess can either request that the GM provide a result, or, they can provide their own result and ask the GM to make it come true.
- If the GM can't or won't (sometimes it's just not going to happen): the item is not exhausted for the Day.
Better Not Tell You Now
Changing minds. Breaking minds.
- Take 1 Corruption Point to activate Better Not Tell You Now.
- Choose an Adversary with less than 30 remaining HP.
- For the remainder of combat, that Adversary will draw Intent cards as usual, but you will choose how they interpret that Intent.
- You may also swap "Players" and "Adversaries" on their Intent card: for example, if their Intent is "Adversaries in the same Zone gain 2 Shield", you may choose to have Players in the same Zone gain 2 Shield instead.
Corruption Unlock:
All Signs Point to Yes
It almost seems like you're in a trance.
- Place the High Priestess on All Signs Point to Yes
- While the High Priestess is on All Signs Point to Yes:
- Twos, Threes, Fours, and Nines can be used on Concentrate.
- When a Two, Three, Four, or Nine is used on Concentrate, instead of discarding it, place it on All Signs Point to Yes.
- Discard the High Priestess from All Signs Point to Yes whenever you like.
- When the High Priestess is discarded from All Signs Point to Yes (even by The Tower),
- deal 7 Magic Damage to every Adversary in your Zone for each card on All Signs Point to Yes,
- then discard all cards on All Signs Point to Yes.
Rolling Bones
"Let's see what the future holds. Oh... it's bad. It's really bad. You should probably run."
- Take 1 Corruption Point to activate Rolling Bones.
- Every time you use Concentrate:
- Deal 3 Magic Damage.
Corruption Unlock:
Origami Folding
"They're just standing there, playing with a little piece of paper."
- Instead of discarding cards from Concentrate, place them on Origami Folding.
- When there are 5 cards on Origami Folding, you may:
- Deal 1 Magic Damage to all Adversaries in your Zone AND
- Force 1 Adversary in your Zone to redraw their Intent
- Then, discard all cards from Origami Folding.
GOOD BYE
The visions aren't always contained: sometimes they spill out, causing a mass hallucination.
- Take 1 Corruption Point to activate GOOD BYE.
- For the remainder of combat, all Players may look at the top five cards of their deck at any time.
Corruption Unlock:
YES NO
Their eyes are wide with anticipation. Their third eye is wide with malice.
- Place the High Priestess on YES NO
- Look at the top five cards of your deck.
- Place any of them that you choose, shuffled, at the bottom of your deck.
- Place the rest on top of your deck in any order.
- Draw three cards.
- Draw an Intent for each Adversary: this is their Intent for the turn after this one.
- Discard the High Priestess from YES NO at the end of your turn.