Tarot - The Bannerbearer

THE BANNERBEARER

DESCRIPTION

A great golden winged lion stands atop a fortified tower holding a great red banner aloft. The sky is orange and a dark storm is brewing.

DIVINITORY MEANING

Associated with fire, flames, Peleahn, and sometimes with the goddess Laráni, but more often with her bannerbearer, Méndiz. The winged lion stands for a just cause, something greater than any individual. The bannerbearer may be a call to arms, an urgent request to defend something of great worth.

REVERSED

Defeat, disaster and destruction may be inevitable, although this does not mean the battles should not be fought. Sometimes it is enough to fall in a worthy cause.  

Game Play

Gain a Clansman (or Liegeman)   Bid Type: Open Auction

Reversed Play

Lose an adult Clansman for a minimum of one year. Random roll, you can add additional rolls up front for 5 Destiny per roll.   Bid Type: Open Auction

Comments

Please Login in order to comment!
May 28, 2023 19:00

Currently - Good - gain a clansmen... Reversed - lose a clansmen for an amount of time - not confirmed.....but the negative to this is horrible.

May 29, 2023 15:55

I like the idea of Positive = Gain a clansmen and Negative = Lose a clansmen for some period of time (1 year?). Would be a very interesting card in a destiny game.

May 29, 2023 16:19

I think it should be gain and lose a clansman. The question would be how to determine which clansman it is. I assume it would be adults (13+?). Would you just randomly roll or maybe be able to buy multiple random rolls and the player gets to choose amongst the rolls.   On the positive side of the card we would usually do some story telling to get a new clansmen. I would assume that you would not expect to get a 13 year old with random stats. You should probably get a pretty good character. So the negative of the card needs to be close to equal value.

Smoke and Mirrors
May 30, 2023 17:26

I am good with lose a clansman outright also. It is a very bad card, but there probably should be a few very bad cards.   Maybe something like : Select 3 clansmen at random. Choose 1 of those clansmen to lose permanently. You may add additional random clansmen to the initial pool at a cost of 3 destiny per added clansman.

May 31, 2023 02:29

you should get to be able to roll 3-4 or be able to protect 3-4 and random roll   Gain should be a negotiated custom character.

May 31, 2023 02:31

and will it be a permanent loss of clansman?

May 31, 2023 17:53

If permanent, I'd also want to know if it is death or if it is them leaving the clan? If leaving the clan, there may be roleplay opportunities to try to win them back?

May 30, 2023 21:44

I said this in the spreadsheet:   Could you pay Destiny to roll the random clansman two or three times, and choose among those rolled?"   I'd prefer that it was only for a year. If so, then you could roll a random adult clansman, and add up to two more clansmen to the pool for 3 Destiny each, choosing one to be absented. If permanent, then you roll three clansmen and choose one.

Jun 1, 2023 02:37

I don't see this as a death card. I like the idea of 1 year but I would want to add some roleplay flair to it so that there is the chance you might get them back sooner or maybe they are gone even longer. I would like to have a story for the departure that is character specific.

Smoke and Mirrors
Jun 4, 2023 03:24

I agree. I could see Dundee wandering off and living with the Kubora for a while.

Jun 4, 2023 13:46

I could also see Shasta or Caspian being apprenticed to someone for multiple years. I'm not sure if apprenticeship would fit this scenario.

Jun 6, 2023 16:16

I think this should be you loose a clansmen both ways. One you get to work out a positive reason for them to leave. The negative is that the GM forces a reason your character leaves. But Both ways they come back with new skill or talent. But the positive one should be alot better. Someone learns magic. Or comes back as a merchant.

Jun 6, 2023 16:30

I think for most people, losing a clansman for a year would never be positive. There may be a beneficial effect at the end, but for the next year you're below full strength. Plus, this is a way to add a clansman, which is much better than getting an improved clansman after a year.

Jun 6, 2023 18:01

You might be able to do a mission where you send away a clansman for a year and he comes back improved, if that suits your fancy.

Jun 6, 2023 19:47

Im not married to that idea. But if we wanted really good benefits for them being gone. Something that made it worth it. I think it could be cool. What if it wasnt one year but a negotiation with the ref. For your character to get something cool. But it was a max of a year. For things like becoming a priest with spell or a mage.

Jun 16, 2023 19:16

The Sage-Reversed has the possibility of breaking the curse in future turns. Would the Bannerbearer-Reversed leave open the door to recalling your clansman before his timeout is up?

Jun 16, 2023 23:28

I would think it would be possible to reverse it. It would probably be costly in coin and days.

Smoke and Mirrors
Jun 22, 2023 16:11

I think it should require a Destiny card, not money and days.

Jun 24, 2023 22:55

I guess you could spend money and days, but ideally it would take a Destiny treasure.