crescent city rpg
TRANSCRIPT
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Crescent City: Roleplaying in a Magical-Realistic New Orleans
Employing the Traditional 78-card Tarot
By Jason Mical
2005 Jason Mical
License Information: http://www.jasonmical.com/tarot/license.html
Chapter 1: Introduction
The electric lights blend with old gaslamps in the Southern summer, shimmering across
the languid Mississippi waters. Jazz music pours from barely-concealed speakeasies in
the French Quarter, mixing with the smell of cigarette smoke and the cloudy licorice reekof absinthe. On St. Charles Street, a cablecar clangs past century-old mansions while
beautiful debutantes tighten their corsets before leaving for a ball in their familys Rolls-
Royce. In the back alleys, old men sell roosters to voodoo practitioners, while rumors ofdarker things crawling from the sewers fill herbal shops and less-savory places.
At Tulane University, scholars delve into long-forgotten religious texts while young
gentlemen in fraternity houses squander family fortunes older than the state itself.Telephone lines have connected the city to the world in a way that paddleboats and
barges never have, but old-timers still complain about the limbs they lost in the War and
contemplate simpler times. The hustle of the world threatens to overtake the city, and therecent draining of land for development heralds an era of new growth, but its citizens
seem less concerned than ever with the affairs of the outside world, and are content to
take the changes at their own pace.
Meanwhile, troubling stories abound regarding animated corpses walking the streets.Families living in decaying plantations deep in the swamp have begun practicing rituals
not seen in hundreds of years. Pale people linger too long on Bourbon Street, and drunks
are found dead the next morning with strange bite marks on their necks. Revivalistpreachers claim angels and demons themselves prowl the cities, while the Church keeps a
tight seal on the recent arrival of Jesuit monks that resemble mercenaries more than holy
men.
Welcome to New Orleans, circa 1923. Step aboard the coach; your adventure awaits.
Crescent City is a role-playing game of magical realism set in a New Orleans that hasmore to do with fiction, film, and romantic misconceptions rather than fact. It is a place
where the crush of technological advancement has not yet destroyed the deep connection
to the mystical, and often both coexist in a strange balance. Anne Rices characters mightfeel at home here, as would the protagonists of Gabriel Garcia Marquez and Jorge Luis
Borges. It is a place for lovers and fighters, a city where anything can happen from the
wondrous to the horrific often at the same time. Voodoo priestesses walk shoulder-to-shoulder with Antebellum families, and creatures heard about only in whispers stalk the
streets next to the worst examples of humanity.
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Rather than a traditional role-playing system of dice and numbers, Crescent City uses
the traditional 78-card Tarot deck to resolve conflicts and adjudicate the inevitablemystical encounters in the Big Easy.
The Game
So what kind of game is Crescent City? The limits are in the GMs imagination. New
Orleans in the 1920s was a big place, and when you throw mythological creatures and
nameless horrors into the mix, anything is possible. The Volstead Act has led to the riseof organized crime, even in the deep South. Sentiments regarding the War still exist. The
old way of life is alive and well. Tulane and Loyola Universities are centers of great
learning, but massive voodoo rituals revive the Old Ways nightly. Are the dead crawlingout of their stone sepulchers to walk the streets? Are demonic forces battling the armies
of Heaven behind closed doors? And what is that thingcrawling from that sewer grate; it
doesnt look like any rat Ive ever seen. Rats dont have tentacles.
Crescent City takes the best of American folklore and mixes it with the joie de vivre atthe height of the jazz age and places it in the unique Southern gothic setting. Story ideas
abound, and this is the perfect place to try out something new, or that adventure Ivealways wanted to run but couldnt quite find the context in which to do it. Or, make a
campaign of it perhaps the mobsters have come into conflict with the old families, or
the voodoo practitioners are at war with the university scholars. Or theres somethingmore sinister that threatens not only the languid peace of the Big Easy, but the entire
world and the characters are the only ones who can stop it.
What You Need to Play
Each player should have his own Tarot deck. A sheet of paper and a pencil to record
elements of their character is also important. The gamemaster should have his own Tarot
deck, some scratch paper, and a few pencils if necessary. Some basic math skills alsocome in handy; sums in Crescent City can be done on fingers and toes.
Which Tarot deck to bring? That depends on the player. The Rider-Waite Tarot is the
most traditional and most versatile, but many specialized Tarot decks are available on themarket today. It might also depend on the direction the Gamemaster wishes to take the
game; if the game features a mummy terrorizing the city, he might recommend a Tarot
deck with Egyptian imagery. Whatever deck a player is comfortable with is the deck thatplayer should use.
Chapter 2: A Roadmap of the Tarot Deck
Most readers will no doubt be familiar with the Tarot deck as a means of fortune-telling
or mystical symbolism. This is its popular use, especially since the 19th
century, andespecially in North America. In Europe, Tarot is a trick-taking card game similar to
pinochle or bridge that can trace its roots to an even older trick-taking game, tarocchi.
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Both Tarot and tarocchi use a similar 78-card deck, and are still played in France, Italy,
and parts of the Czech Republic and the Balkans.
It is not clear when the Tarot deck became used for divination, but its reputation as such
was firmly established in the 19th
century and bolstered by Alester Crowleys
endorsement of this purpose in the early 20
th
Century. Those practicing the Kaballah (akind of Jewish mysticism based partially on numbers) have been using Tarot and other
similar numerical devices for centuries. It appears that church warnings against the
symbolism of playing cards date back to the 1300s, around the same time that those cardsfirst appeared.
Like a traditional deck of cards, the Tarot deck is divided into four suits. Traditionally,these suits are called Swords, Wands or Staves, Cups, and Pentacles or Coins. The exact
names of the suits may vary from deck to deck. Each suit contains a 1-10 (the Ace
typically being the 1 card), and four face cards: the Page, the Knight, the Queen, andthe King. Taken together, the cards in the four suits are called the minor arcana, where
arcana refers to mysteries or hidden knowledge.
Where Tarot decks differ most from regular decks is the other twenty-two cards included,or the major arcana. In the Tarot game, these cards are used as trump; they are also the
cards most important to divination, and the ones often seen in pop culture representations
of the Tarot. They include cards like Death, The Devil, The Magician, and The Emperor.They are numbered 0-21, with the 0 card being The Fool and 21 being The World. In the
Tarot game, The World is the most powerful (and most valuable, in terms of points) card.
But the major arcana also represent something else, something more important to the
purposes of storytelling and role-playing. Taken as a series of panels, they tell the storyof the Fools journey to adulthood (or, if you prefer something more esoteric,
Enlightenment or Inspiration). The other twenty-one cards are things the Fool encounters
on his trip, or lessons the fool learns along his journey.
Tarot Symbolism In Crescent CityCrescent City follows much of the traditional Tarot symbolism in terms of both the
major and minor arcana. An outline of the four minor arcana suits and theircorresponding symbols is below. You might want to consider copying this chart onto the
sheet of paper containing your character information, as you will likely refer to it often in
the course of play.
Suit Sex Element AttributeSwords Male Air PhysicalWands Male Fire Mental
Cups Female Water Emotional/Creative
Pentacles Female Earth Social
Swords
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Swords represent all things physical, from running a race to fighting a barroom brawl.
The sword itself is a weapon, intended to draw blood and cause physical harm. In and ofitself, though, a sword is merely a tool, and can be used in self-defense or to protect the
weak and innocent as easily as it can be used to oppress and control others. A sword is
born of a combination of earth (the elements used to create it) and fire (the force
necessary to fashion it), and is itself the very air it slices.
Wands
Wands represent the mental aspects of life: a dedication to philosophical and scientific
study that brings great knowledge. The wand is a symbol of the means by which magical
energies are concentrated, representing the passage of knowledge and study into thephysical world and the power of that concentrated knowledge. A wand is a fiery thing,
because while knowledge can create comfort and warmth, risking too much can offend
the gods and result in catastrophic and unforeseen consequences for the overzealous.
Wands are one of the two suits used in the exploration and control of magical energies.
Cups
Perhaps the most female of the four suits, cups are tools designed to capture and hold
liquids often water or a beverage, but sometimes not. Liquid itself is ever-changing, andthe capturing and holding of this chaotic force is the key to the mastery of emotion. Cups
are the suit of creativity, the ability to craft a story and captivate an audience or the power
to pen a song that pierces the soul.
Cups are one of the two suits used in the exploration and control of magical energies.
Pentacles
Also called coins, pentacles are physical symbols of abstract concepts, a way to reduce
something into an easily-recognizable form so that someone can instantly recognize it.
The social suit, pentacles represent a mastery over language and discourse that allows
people to chose the correct things to say in any social situation, a way to pass informationsecretly, or even the skill to read unfamiliar symbols and generalize their meaning.
Chapter 3: Creating A Character
Before play begins, each player will have to create a character. Gamemasters will also
want to be familiar with this process, because major non-player-run characters (NPCs)will also need to go through this process, and minor NPCs may need the bare-bones
treatment as well.
The character creation process is designed not only to guide you though the nuts and
bolts of creating your character, but to offer a means by which you can get to know your
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character in a relatively short amount of time. Realize though that were painting in
broad strokes: the details will be yours to fill in later.
Step One: Select a Strength
Each character will have one particular area of strength, represented by the Attributecorresponding to a suit. For example, an athletic character would choose Swords (the
Physical) as her area of strength. A scholar, doctor, or voodoo priestess would choose
Wands (Mental); a diplomat or trader would choose Pentacles (Social), while a poet or afemme fatale would select Cups (Emotional/Creative).
Step Two: Select a Weakness
In addition to a strength, each character will have a weakness: an Attribute sacrificed to
build their strength. A scholar might not have many social graces, while an empatheticcon artist could very well lack physical strength. A characters strength and weakness
must be drawn from two different suits.
Note that characters who wish to manipulate magical energies cannot select Wands orCups as their Weakness.
[Examples]
Chad is playing in a Crescent City game where the party is a group of Secret Service
agents sent to investigate a counterfeiting ring in New Orleans. He decides that hischaracters strengths ability with a gun, physical fitness and prowess, and skill at
brawling are best represented by Swords. Conversely, because of the rigorous trainingat the FBI academy and the military-like discipline that the agency fosters in its members,
he decides that his characters weakness is Cups.
Lizs Gamemaster tells her that her character will be recruited by the Secret Service to
help infiltrate the counterfeiting ring. Lizs character is a young debutante, somewhat
nave in the ways of the world but well-versed in society and comfortable in a variety of
social situations. Her characters strength is Pentacles. Liz decides that her character hashad very little time to develop her education beyond the basics taught in school; although
she can navigate the stormy seas of a New Orleans ball, it is unlikely that she will ever be
comfortable reading a science book. Therefore, Lizs characters weakness is Wands.
Step Three: Assign Experience
The Major Arcana of the Tarot deck represent a metaphorical journey, and the experience
structure in Cresent City reflects this. In Crescent City, characters mark the extent of
their knowledge (their level, if you will) by using the symbolism of the Major Arcana,from 0 (The Fool) to 21 (The World). The average person, a person without any
exceptional talents or abilities (or a person who simply decides to ignore some of the
more mysterious or scientific forces in the world), has an experience of 0, representing
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that they have not yet begun the journey along the path. The highest experience a
character can achieve, 21, represents the limits of human knowledge and development. Itwould be safe to say that few human beings throughout history have reached the point
where they are familiar with The World; perhaps only a handful of people each
generation accomplish this, although in the mysterious world of New Orleans, anything is
possible.
Experience Card Example Character
0 The Fool An average person1 The Magician A character fresh out of college, or
new to his line of work.
2 The High Priestess A wolf or less-common horror from the swamp.4 The Emperor A mid-ranking Voodoo priestess.
6 The Lovers A newly-wakened vampire.
8 Strength A Loup-Garou (Louisiana Ghost-Dog or Werewolf)10 Wheel of Fortune A high-ranking mobster; an old college professor.
12 The Hanged Man The vengeful ghost of a lynched slave.14 Temperance A powerful voodoo practitioner.
16 The Tower A weak demonic force; the dean of the college.18 The Moon A famous author or athlete at the top of his game.
20 Judgement A powerful wizard; a strong demonic force.
21 The World The limits of human achievement; the strongestsupernatural forces; the most powerful kinds of
magic.
Typically, new characters start out at 1: The Magician. It is highly recommended that
characters all start at the same number and that they grow in experience at roughly thesame time. It is also far more rewarding to work up to the higher arcana rather than
starting there immediately, as challenges will scale according to the characters
experience.
Step Four: Fill In the Blanks
If youve been writing this down, youve probably got just a few words on a blank sheetof paper. Now its time to take out a pencil and get to work on the details. Whats your
characters name? Gender? Height and hair color? Hopes and dreams? Fears and
phobias? Family members? Old friends? Occupation? Odd habits? Nervous ticks?Overall worldview? Strange birthmarks or tattoos? Be creative, but dont feel you have to
create all of these things right now often, they come out in the course of role-playing,
where you really get to know your character.
Items
In Crescent City, as with other role-playing games, characters will acquire useful items
as they travel. Sometimes, characters will start with these items. While there is no defined
limit to the number of items a character can carry or use, it is up to the gamemaster to
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keep this reasonable. For example, a character might try to wield an axe, a sword, and an
Uzi all at once but it will be exceptionally difficult.
Chapter 4: Playing the Game
Although the crux of a role-playing game is the back-and-forth between the gamemasterand the players, the underlying system exists to provide a basic framework for how
certain things should work. Remember when you were a kid and played cowboys and
Indians, or Buck Rogers, or something similar. Bang bang, youre dead! Are not!Are to! No way, I had shields! Did not! Did so!
Without the underlying game structure, thats how a role-playing session would be. Thegames structure offers a means of conflict resolution that allow characters to overcome
obstacles and opponents, and accomplish certain tasks without degenerating into petty
arguments.
Challenges
Challenges are the primary means of conflict, and conflict resolution, in Crescent City.A challenge can include a physical battle, attempting to negotiate past a guard, coming up
with a creative response to a question, or translating an ancient text. When it is time for
the players to face a challenge, the gamemaster selects cards from his deck appropriate tothe situation and the difficulty of the challenge. The players will then select cards from
their deck to overcome the challenge, often playing to their strengths when possible.
Step One: Decide Who Participates
The gamemaster will first indicate which character or characters can participate in a
challenge. If the entire group is trying to break down a door, then all characters can help.
If one character is walking down a hallway looking for tripwires, only that character canparticipate.
[Example: Examining a Phone]
GM: Theres that strange noise again. Every time you hang up the phone, you hear this
odd clicking sound.
Chad: Ill bet someones bugged our phone. Im going to look at the receiver and see if I
can find anything.
GM: OK. Your character is now participating in a challenge.
Liz: My character isnt so good with the technical stuff. Im going to sit this one out.
GM: Sounds good. Get ready, Chad.
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Step Two: Choose Suits Appropriate To the Type of Challenge
Once indicated, the gamemaster chooses a suit or suits based on Attributes challenged (a
situation can challenge more than one or even all four of the Attributes), and chose
numbers from the suit or suits based on the difficulty (one for the most basic of
challenges, up to thirty or more for an especially taxing or overwhelming task).
Use Chart [XXX] as a rough guide for different kinds of basic challenges and their
corresponding difficulties, in terms of numbers.
[Note]
Remember that the Aces value is 1, the Pages value is 11, the Knights value is 12, the
Queens value is 13, and the Kings value is 14.
Physical Challenge (Swords) Difficulty
Opening a window 2Climbing two flights of stairs 4
Treading water 6A three-mile hike 8
A steady swim 10
Climbing a large hill 12Arm-wrestling a drunk 14
Swimming in the swamp 16
Holding a dogs jaws open 18A round of boxing 20
Swimming upstream 22Wrestling an alligator 24
Walking a tightrope 26
Pulling a car out of the mud 28Running a Marathon; swimming 30+
during a hurricane; fighting a
vampire one-on-one.
Mental Challenge (Wands) Difficulty
Read calligraphy 2
Change a cars oil 4Identify a simple magical ritual 6
Read a French menu 8
Safely clean a gun 10Translate a familiar language 12
Replace a part in an engine 14
Predict weather with 40% accuracy 16Create strategy in unfamiliar game 18
Translate an unfamiliar language 20
Identify a complex magic ritual 22
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Predict weather with 80% accuracy 24
Build a simple steam engine 26Rewire a telephone 28
Translate a forgotten language; 30+
fix a complex mechanical device;
identify an ancient, complexmagical ritual.
Emotional/Creative Challenge (Cups) Difficulty
Finger-paint 2
Write a limerick 4
Seduce a willing target 6Gain the confidence of a cat 8
Convince a friend to tell a secret 10
Write a new jazz tune 12Seduce a neutral target 14
Paint a picture to sell on the street 16Innovate a new mousetrap 18
Write a sonnet 20Gain the confidence of a neutral person 22
Calm an angry dog 24
Seduce an unwilling target 26Paint a picture to sell in an art gallery 28
Create a song of everlasting beauty; 30+
gain the confidence of a sworn enemy.
Social Challenge (Pentalcles) Difficulty
Use basic manners (please and thank-you) 2
Identify a white lie 4
Tell a white lie 6Get reservations at a nice restaurant 8
Mingle with a crowd one social station 10
higher / lower than you.
Remember a dignitary 12Get reservations at a full restaurant 14
Identify a standard lie 16
Tell a standard lie 18Talk your way into a ball for which you 20
have no reservations.
Mingle with a crowd two or three social 22stations higher / lower than you.
Remember the names of a dignitarys 24
childrenIdentify a convincing whopper 26
Tell a convincing whopper 28
Talk your way into a death row prison; 30+
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mingle with a crowd several social stations
higher / lower than you.
[Example]
In the previous example, the players decided which of them would examine the phone fora bug. The Gamemaster knows that the phone is, in fact, bugged, and that it was bugged
by experts in covert operations. Therefore, it will be especially difficult for the characters
to locate the bug. The Gamemaster selects the Nine of Wands and the Eight of Wands torepresent the challenge of locating the bug.
Step Three: Attempt to Overcome the Challenge
In order to overcome the challenge, the characters need to select and play cards ofgreater
value than those the gamemaster has revealed, within the same suit(s). If they can (orchoose to do so), they have overcome the challenge. If they cannot (or choose not to do
so), they have failed the challenge. The players can play as many cards as necessary toovercome the challenge; often, this will mean using cards of high and low value together.
Once the players have selected the cards they will use to attempt to overcome the
challenge, those cards are discarded and the players cannot use them again until the deck
cycles. For more information on when the deck cycles, see Cycling the Deckon page[XXX]
[Example]
The Gamemaster reveals the Nine and Eight of Wands.
Liz: Wed better figure out if theyve been eavesdropping on us. We should find if theres
a bug.
Chad: Weve got our work cut out for us. Ive got a Nine of Wands. And, a Page of
Wands. That makes twenty.
GM: Twenty will overcome my seventeen. As youre examining the phone, you see a
wire that shouldnt be there. You would never have seen it if you werent specifically
looking for it.
Liz: Damn them! Lets try to get this thing off of here.
Chad: Wait a second. We might be able to use this to our advantage. If we know they are
listening, then we can feed them some false leads and throw them off our tails for a night
or two.
Liz: Great idea!
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Chads characters efforts represented by the Nine of Wands and the Page of Wands
were enough to locate the bug on the phone. Now, they want to try to feed the people onthe other end of the tap a little false information. Time for another challenge. But first,
lets finish resolving the initial challenge.
Step Four: Overcoming a Challenge
When the players have overcome a challenge, the cards they used are put into a discard
pile. They no longer have access to those cards for the duration of the cycle, and cannotuse them again to overcome future challenges. The gamemaster places his cards back in a
discard pile as well, but when the gamemaster runs out of cards in his deck, his discard
pile becomes a new deck. The gamemaster effectively never runs out of cards.
Strengths and Weaknesses
Remember too that characters chose attributes in which they are particularly strong, and
attributes in which they are particularly weak. When a challenge involves the charactersstrong Attribute, that character can use cards ofany suitto overcome that part of the
challenge.
Conversely, when a challenge involves the characters Weak attribute, the character treats
the cards in that suit as if their value were halftheir face value (round down) forovercoming that part of the challenge. For example, if a characters weakness is the
Physical attribute, and the challenge required overcoming a six of Swords, the character
would need to play Swords worth thirteen or more (to make up for the lessened value ofthe cards) to overcome that part of the challenge.
[Example]
GM: OK, how do you want to approach this?
Liz : Im going to try to mislead whoever might be listening into thinking that were
going to attend the Rue du Morgue Krewes Mardi Gras party tomorrow night.
GM (considers this challenge): Very well.
The Gamemaster knows that the G-men on the other end of the bug are trained to knowwhen theyve been discovered. Its going to take a lot of poise to pull this off. He selects
the Queen of Pentacles and the Ten of Pentacles, for a total of twenty-three.
Liz: Twenty-three, yikes! Im nearly out of Pentacles. Good thing I can use other suits.
Ive got an Eight of Pentacles left, and Ill go ahead and play this King of Cups and a
Two of Cups. Thats twenty-four total.
GM: Excellent. As far as you know, the people on the other end of the bug are fully
convinced that youre going to attend the Rue du Morgues party tomorrow night.
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Liz: That gives us an afternoon and an evening without being tailed. Lets head over tothe cemetery and follow that lead.
Complications
Often things are not as easy as they first seem. In Crescent City, the gamemaster can add
more cards to the challenge from her deck (perhaps the characters were surprised by an
attack from the rear while they attempted to pick the locked door). The players will thenneed to decide whether to commit more cards to the challenge, to fail the challenge, or to
withdraw from the challenge.
[Example]
Having thrown the G-men off the scent, Liz and Chads character are exploring the St.Louis #1 cemetery for clues. Chads character thinks hes found something in one of the
tombs, but its written in a strange language.
GM: The letters look familiar, but the language does not (Lays out a King of Wands). Itwont be too hard to translate, but youll have to work at it.
Chad: Fair enough. We need this information. Heres my own King of Wands, and anAce of Wands.
GM: Right about this time, you see another light in the cemetery and a gravelly old voicestarts yelling at you. If you kids are markin up another grave, Im gonna tan your
hides!
Liz: Oops, sounds like we woke up the caretaker. Wed better hurry up and get out of
here.
Chad: Ive almost got it, right?
GM: You dont have much time, so translating this will be a little harder. (Lays out aFive of Wands).
Failing a Challenge
If the players fail a challenge, any cards they used to attempt to overcome the challenge
are placed into the discard pile. They no longer have access to those cards for theduration of the cycle, and cannot use them again to overcome future challenges. In
addition, the character or characters who failed the challenge must select and discard one
Major Arcana card for failing the challenge. And, of course, if the players wereattempting to overcome some obstacle, discover an important piece of information, or try
to heal a fallen comrade, they will have failed in this task and the gamemaster must
decide its effects on the story.
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[Example]
From our previous example, the gamemaster has just complicated Chads characters
attempt to translate the strange language by adding an extra Five of Wands to it due to the
time constraints. Chad must now decide how important translating the text really is.
Chad: Forget it, Im halfway through my deck and almost out of Wands. Lets get out of
here.
GM: OK, you can flee no problem but the text will remain untranslated for now.
Withdrawing From A Challenge
In the Tarot game, the Fool represents an unwanted trump, as it has no numerical value.In Crescent City, the Fool works as an ace in the hole, a card players can use to
withdraw from a challenge when they didnt realize a situation might be beyond theirabilities. Playing the Fool means the character or characters have accepted a neutral
outcome to the challenge; they will not have to discard another Major Arcana for failure,and they may attempt to overcome their obstacle by another method, but they did not
succeed at the challenge. Typically, playing the Fool is used to back down from an
obviously slanted fight or to duck out of a social situation where the characters arehopelessly outclassed. After playing the Fool, the card is placed in the discard pile and
cannot be used until the next cycle, as are any other cards the character may have used.
[Example]
As they are fleeing the cemetery, things start to get worse.
GM: Somewhere, you hear the sound of barking dogs. Then, in the blink of an eye, amassive guard dog leaps on Lizs character and begins barking loudly!
Liz: Escape how?
GM: This is a Doberman, and this will not be easy. (Lays out a Queen of Swords, a
Knight of Swords, and a Ten of Cups).
Liz: Im not fighting this beast. (Plays the Fool).
GM: OK, you manage to roll out from underneath it and back away slowly but if youstart running, itll be after you again. And, its still barking!
Extraordinary Character Feats
When a child is trapped under a burning car, a mother may tap into a superhuman
strength to lift the vehicle and free her daughter. If youre the only one around and
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someone is about to jum p off a skyscraper, somehow you know just the right things to
say and do to convince the person not to leap. These are examples of extraordinarycharacter feats.
In Crescent City, if things are looking grim, characters can use their Major Arcana cards
to help them overcome a particularly difficult challenge. The value of the major arcanacan be applied to any aspect of the challenge in any way the character chooses; for
example, if the character plays The Lovers (with a value of six), she can divide that value
as needed among the various parts of the challenge.
Characters can use any major arcana less than or equal to their Experience in this manner
without penalty. Therefore, a character whose Experience is Five (The Hierophant) canuse cards one through five as normal. When using major arcana valued above a
characters Experience, those cards instead have a value of one. This penalty represents
that a character may not necessarily possess the skills, training, or experience necessaryto tap into his potential.
Once the major arcana have been used to help a character overcome a challenge, they are
placed in the discard pile and cannot be used again.
[Example]
GM: The dog doesnt seem to be following you, but you hear the caretaker again and he
sounds angry. He cant be more than thirty yards away.
Liz: Can we make a break for it?
GM: Sure, you can try.
Chad: Yeah, were going to try to run to the gates as fast as we can.
GM: Side by side?
Chad: No, Ill go second to make sure she doesnt trip.
GM: Sure. As youre running, Chads character feels the dogs jaws close on his ankle.
Its got you in its grip.
Chad: Ive got to get free, or things could get a lot worse.
GM: Indeed. It shouldnt be too hard. (Lays out the Ten of Swords).
Chad: Oh, its hard Im almost out of Swords! Still, its going to be worse if I stayaround. OK, Ive got a Six of Swords left, and my characters Experience is five, so Im
going to play The Hierophant (Major Arcana 5) as well.
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GM: Youre not sure if it was sheer terror, adrenaline, or divine intervention, but you just
manage to wrestle your ankle out of the dogs jaws and kick its muzzle enough todiscourage it from taking another bite. Luckily, youre only scratched and you can keep
running.
Extraordinary Challenges
Sometimes, a challenge will be so overwhelming that it will require extraordinary
reserves of personal skill to overcome it. William Tell shooting the apple off of his sonshead, an athlete swimming for an Olympic gold despite a broken rib, or a pauper trying to
convince a prince he should not be executed are all examples of extraordinary challenges.
For these challenges, the gamemaster selects one (or more) of the major arcana, inaddition to whatever minor arcana are appropriate. In order to overcome an extraordinary
challenge, the players must play cards from their strong Attribute or from their Major
Arcana greater than the value on the GMs Major Arcana in addition to overcoming theother parts of the challenge. Remember that Major Arcana greater than the characters
Experience still only count as one during these challenges.
[Example]
GM: Youre nearing the cemetery gates, but it looks like the caretaker has closed and
locked them! What do you do?
Liz: How high is the fence?
GM: Looks like eight feet or so, and its topped with iron points.
Liz: Im going to try to scramble over it.
GM: OK, thats going to be a very difficult task. (Lays out the Knight of Swords and TheChariot, card seven of the Major Arcana.)
Liz: Well, my characters Experience is only Five, so this will be interesting. Ive got my
own Knight of Swords, so Ill lay that out first. Then, Ill lay out the Empress and theEmperor. Here I go!
GM: Outstanding, you cleared the fence! Well done!
Non-Player Characters
NPCs the characters face can participate in challenges as well, either to help the party or
hinder them. NPCs do this in exactly the same manner as player-controlled characters,
using cards from the gamemasters deck, except that the gamemaster does not discard thecards NPCs use when the challenge concludes. NPCs have strengths and weaknesses just
like characters, and this affects their ability to overcome certain kinds of challenges.
However, as a balancing factor, NPCs should not be given free reign to do as they please
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(otherwise, an NPC could simply cut through an army of enemies or the other
characters!) Gamemasters should temper an NPCs responses with common sense; mostNPCs have an Experience value of 0, so their ability to perform Extraordinary Character
Feats will be extremely limited. Otherwise, to keep things fair (especially in a combat
situation) it might be a good idea to resolve an entire combat with one large challenge so
the players and the NPCs are on relatively equal footing.
Choice and Sacrifice
Because players discard their cards after use, each action in the Crescent City system is
one of choice and sacrifice. Once a character has used all of his or her minor arcana, the
character can only perform Extraordinary Character Feats until the next cycle. Therefore,it is a good idea to weigh which challenges a character should face, when, and how many
resources a character should devote to overcoming certain challenges.
Life and Death
There is no hit point system in Crescent City. Rather, discarding cards to overcome
challenges represents a character tiring out and tapping further and further into personalreserves of skill and prowess. When a character has discarded or used all of his major
arcana cards, this represents that his character is becoming exhausted. When a character
has used or discarded the last card from his deck, the character dies (or at the very least isimmobilized, brain-dead, comatose, or mentally unfit to continue).
Cycling the Deck
The term cycle refers to two related things: the return of discarded cards back intocharacters decks, and the end of a certain part of the story. As a rule of thumb, at the end
of a story cycle, the deck cycles. A story cycle can best be described as a chapter, an
episode, or a natural stopping point. Often, this will coincide with the end of anafternoon, evening, or day of gaming, but not always. The GM should announce the end
of a cycle when the characters take a large amount of rest. This includes getting some
sleep, eating some food, performing basic hygienic tasks (if able), and taking time to
reflect on what has occurred. When the deck cycles, it represents a character fresheningup and rejuvenating himself for another day of adventuring.
Cycles can end at the end of a day, at a resting point in a long journey (a nap under a tree,for example), or in extreme circumstances when the characters are holed up in a
relatively safe place for a few hours.
As an option, the gamemaster can instruct characters to select either randomly or by
choice a certain number or type of cards to add back into their decks. Gamemasters
should use this option when characters get a few moments to rest, but not enough to end acycle perhaps the character slips into a speakeasy to knock back a drink and listen to
some music for a half-hour, or takes a catnap in the back of a swampboat on the way to
the old plantation.
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Experience
As characters progress, they learn to hone their areas of strength, practice their skills, and
train themselves to excel. When they do this, their Experience increases. Note that
twenty-one is the maximum Experience value, corresponding to the final card in themajor arcana. There are two schools of thought on Experience: it might be a flash of
insight or a result of training in a characters area of strength, or it might be the sum total
of all the various challenges a character has overcome (or failed, and learned from) in astory. Regardless, the gamemaster should make the decision on how Experience will be
awarded before the campaign, and inform the players in advance.
When a characters Experience value increases is up to the gamemaster. It is highly
recommended that a group of characters be within one or two Experience values of each
other, otherwise what is easy for some characters will be beyond the reach of others.
Chapter 5: Magic and Conflict
There are two specialized kinds of challenges in Crescent City: the use of magic, andcombat.
Magic
As Arthur C. Clarke noted, a sufficiently advanced technology is indistinguishable from
magic, and many of the discoveries made during the ongoing scientific revolution arechanging lives in ways no one ever imagined.
Vaccines and antibiotics prevent and treat diseases previously thought incurable. The
railroad cut the time required to travel from coast to coast from months to weeks, and the
automobile cut it from weeks to days. Now, airlines have reduced a cross-country trip toa matter of hours. Telephones allow people to converse in real-time across enormous
distances, while radios bring entertainment and news into peoples living rooms every
night. In a few years, humans will do the unimaginable: split the atom and develop a
technology that could eliminate the entire species. Following on the heels of thatdiscovery is the recognition of DNA, the very building blocks of life that could someday
offer a means for people to live forever.
But there are some who merely smile and nod when confronted with the trappings of
progress. They may marvel at the speed of an airplane, or tune in to the sounds of Jazz
and vaudeville on the radio, but when the hour grows late and the electric lights turn off,they turn to older knowledge that is all but lost in the sterile halls of scientific
achievement.
Magic in Crescent City is treated in a very different manner than in many role-playing
games. Rather than casting a spell instantaneously that creates a certain effect, such as a
ball of fire of a means to heal a wounded companion, the use of magic is nothing more
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than the focusing of magical energies. Perhaps the energy is some kind of life-force that
flows through living material, or perhaps it is the key to understanding the very root ofmatter and the structure of the universe. Either way, science has no easy explanation for
magic, and often the empirical effects of magical manipulation are fleeting, if noticeable
at all.
Spells are not simply cast; instead, ancient rituals must be performed to begin
concentrating magical energies. There are many different ways in which that
concentration manifests in the real world: a voodoo doll, from which the practitionerreleases stored magical energy with pins, is but one method. Gris-gris bags are another.
These are only two of the most common methods of magical manipulation found in
Crescent City; ancient texts written in long-dead tongues detail other methods. Magicmay be stored in a piece of jewelry such as a ring or an amulet, or could even be
concentrated in the user himself. This energy can be stored for hours, days, or even years,
or activated immediately after the ritual has concluded.
Even so, magic will never have a whiz-bang direct effect on the world. A ritual to controlthe weather will not produce an instant thunderstorm, but it may bring more rain that
usual during an entire season. A foul spell designed to give life to dead flesh will notcause corpses to start lumbering out of the cemetery immediately, but as the energy
realigns around a dead body, it will slowly begin to reanimate.
Not everyone can manipulate magical energies. Those who have shunned the world of
learning and the development of their own creativity and connection to their surroundings
are simply unable to tap into this energy. Characters whose weak suits are Wands or Cupscan never successfully complete a magical ritual.
Manipulating Magic in Crescent City
In game terms, characters who cast spells are creating a battery of cards from whichthey can draw to help themselves overcome challenges. Once a character completes a
ritual, he will set aside a certain amount of cards for use when he sees fit during a cycle.
Once used, those cards are not discarded they instead go back in the players deck,
effectively allowing that character to live longer and overcome more difficult challengesthan someone not inclined towards magical manipulation.
These cards can be used to overcome any challenge the character faces, or challengesother characters face. The character who has cast the ritual may chose to focus the
energies on a friend or foe, to aid a companion or group in overcoming a challenge.
However, this ability comes at a price: time spent researching, and the possibility of
failure when dealing with powers beyond a characters control. Failure can be a very bad
thing.
The cards provided by a ritual need not be used all at once.
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If a cycle ends before the cards are used, those cards may still be stored and used during
the next cycle without having to perform the ritual again.
Step One: Identify the Type of Ritual
Its always important to know what kind of ritual youre about to perform. For example,if you want to encourage two people to fall in love, it wont do to cast a ritual that will
instead cause both of them to become deathly ill.
Identifying a ritual in an book or written on an ancient tablet may require completing a
challenge. Learning rituals from other practitioners is easier, but characters should only
learn magic from those they trust, as there are plenty of unscrupulous practitioners whowould think nothing of using a novice as a pawn in part of a larger ritual.
As a general rule, the cards a ritual provides will correspond with the effects of the ritual.For example, a spell to aid in the curing of disease will provide a character with Swords.
When the ritual is identified, the player will know which cards the ritual will provide for
use later in the game. Sometimes, rituals can be made weaker or more powerfuldepending on how many cards a character wants for example, a spell to enhance a
persons strength could utilize as few as two or three Swords, or as many as twenty or
thirty.
Additionally, rituals may provide Major Arcana cards with the usual experience
restrictions, but doing so requires the character to overcome a Cups challenge equal to theface value of the cards, even if that face value is greater than the characters experience.
For example, if a character with an Experience of Two wanted to perform a ritual thatprovided Major Arcana cards with a total value of Six, the character would still have to
overcome a Cups challenge equal to Six, even though any Major Arcana provided with a
face value greater than Two would only provide a value of One for that character, due tohis Experience.
Examples of Types of Spells and Cards Provided
Strength, healing, harming, speed, physical manipulation: Swords
Intelligence, learning, reading of unknown languages, understanding scientific devices:
Wands.Emotional connections, any method of dealing with supernatural forces or entities, love,
hate: Cups
Social skills, effectiveness of a speaker at convincing a crowd, money and wealth,reactions of others to a character: Pentacles
Step Two: Learn the Ritual
First, before starting a ritual, the character must first understand how to perform it. Often
this means studying an ancient text or learning from a current practitioner. The actual
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time spent learning the ritual is four times the time it takes to complete a ritual; therefore,
if a ritual takes eight hour to complete, it will take a character thirty-two hours to learn.That time need not be all at once; a character can learn a ritual over a period of days or
weeks, if necessary.
Once a character has learned a ritual, the character can perform it again without having torelearn it.
Step Three: Performing the Ritual
Performing magical rituals is a time-consuming task. Therefore, its typically better for a
character to perform rituals between cycles, although the Gamemaster can integrate themseamlessly into gameplay if he wishes.
The value of cards a ritual provides is the amount of time it takes, in hours, to perform theritual. Therefore, if a ritual provides cards with a total value of thirty, it will take thirty
hours for the character to perform the ritual.
If the ritual involves Major Arcana, the character will have to overcome a Cups challengeto complete the ritual. Failure to do so indicates that the character has allowed the ritual
to grow beyond his control. The results of this failure are unpredictable, but will almost
always have some negative and undesired effect relating to the desired result of the ritual.In the case of a love or a healing spell, typically the results will not be earth-shattering. If
the ritual was intended to summon a long-dead horror from the bayou, the results could
threaten all of human civilization.
A Word About Magic
When all is said and done, magic should be treated as a MacGuffin. It is a device to help
make the plot go, to affect the game itself, and can even be the centerpiece of a story, butin the end it is merely a means to an end in that it makes the story more interesting. If you
find that youre spending more time obsessing about the particulars of magic in CrescentCity, then youre missing the point entirely.
For more information on suggested uses of magic in a Crescent City game, see What IsMagical Realism? in Chapter Six.
Combat
In Crescent City, fighting is a dangerous even deadly business. Unlike other role-playing games where characters will often seek out vicious opponents to kill, a single
battle in Crescent City results in severely weakening a character in the best of
circumstances, and a multiple body count in the worst.
Most conflicts are solved with simple challenges. This includes non-deadly combat, like a
boxing match or a barroom brawl. When knives are pulled, guns are drawn, or hands start
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wrapping around throats in other words, when combat is a life-or-death situation a
character will need every ounce of strength to survive.
A combat challenge works just like a regular challenge, except that both sides continue to
complicate the challenge by adding more cards until one side or the other: runs out of
cards resulting in the death or incapacitation of that character; withdraws; or chooses toend the challenge. Both characters and the NPCs they are fighting can only complicate
the challenge a number of times equal to their Experience. Therefore, a character or an
NPC with an Experience of Five can complicate the challenge up to five times. After that,the challenge must resolve.
Running out of cards is as bad as it sounds; the character has been stabbed, shot,strangled, or otherwise hurt to the point of incapacitation and will die without immediate
medical attention.
Withdrawing from a combat challenge still results in the character losing the cards he
used when participating, but the character escaped without further harm.
Choosing to end the challenge while losing is an option only when facing an intelligentopponent who might accept a characters surrender. If a character does so, it will have a
negative impact on the story, but it will save the character from immediate death. Still,
some intelligent opponents will not accept surrender.
Because of the deadly nature of these kinds of challenges, and the structure ofCrescentCity, a character with a full deck at the beginning of the cycle will be able to defeat asingle opponent but will run out of cards in the process. Therefore, a group of four
characters at the beginning of the cycle will generally be able to overcome fouropponents.
The vast majority of the time, it is wiser to avoid direct combat situations.
The Gamemaster should not cycle his deck in the middle of a combat challenge.
Chapter 6: More About The Setting and System
Crescent City is based on two literary traditions: magical realism and the Southern
gothic. Any American city in the 1920s would provide a myriad of options for stories: theGreat War was over, the economy was booming for the time being, Prohibition gave rise
to organized crime, and government police forces were on the move. New Orleans adds
the mystery of the Old South, the freewheeling spirit of the Jazz age, and an admittedlyromanticized version of Voodoo and other, more sinister elements.
A Note About Voodoo and Magic In Crescent City
Voodoo in Crescent City, as with representations of the Vodun tradition in many role-
playing games, has very little to do with the actual practice of those traditions and more
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to do with the popular conception of them. Thats fine. Real Voodoo practitioners dont
carry around Voodoo dolls to attack their enemies. The vast majority of the time, it iswiser to avoid direct combat situations. Were not striving for historical and technical
accuracy as far as magic goes; rather, its another tool in a storytellers toolbox for making
a fun and compelling Crescent City adventure.
So too are there folks who make magical (or magickal) manipulation part of their
religious traditions. While Crescent City borrows slightly from the theory behind those
traditions, magic in this game is presented as a storytelling device rather than a faithfuladherence to those beliefs.
What is Magical Realism?
Art critic Franz Roh coined the term magical realism to describe art in the 1920s, but
the term is most often applied to a literary movement that began, more or less, with thepublication of Gabriel Garcia Marquezs One Hundred Years of Solitude in 1967.
Magical realism is a broad term that encompasses stories, novels, and films that usemagical elements in an otherwise realistic setting. The term is applied most often to
novelists like Marquez from Latin and South America, but in recent years has beenexpanded to a great many other authors and artists.
Rather than fantasy stories, where magic often plays a central role, in magical realistictales the fantastic elements are a small fraction of the overall story and often still obey
many of the rules of the real world. For example, in the film Field of Dreams, the main
character hears a strange voice telling him to build a baseball field. Although the voicecould be in his head, and the events that follow could be strange coincidence, there is
always enough doubt that they couldbe real the audience it never sure (until the end ofthe film).
Crescent City employs a similar system and setting of magic. In the days before sciencewould truly hold the world in its grip, after releasing the enormous amount of energy
contained in an atom at White Sands in the 1940s, there is still enough wonder and
mystery in the world that at least the suggestion of voodoo, magic, and supernatural
forces dont seem so unusual.
What is Southern Gothic?
Southern Gothic is a literary and film tradition where the social structures of the
American South, typically after the American Civil War, are used to frame social
commentaries about the whole of American society. William Faulkners stories andnovels are typically set in a Southern Gothic landscape.
More recently, the term has expanded to include the wealth of literary possibilitiescontained in the secretive Southern culture. Typically it includes sinister and supernatural
elements, and a sense of dread and decay. Traditionally, gothic stories - and their best-
known child, gothic horror - use many of these elements.
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While traditional stories, and traditional horror tales, use obvious character actions, plots,devices, or symbolism to communicate their points, gothic tales take a slower and more
subtle approach. An appropriate example is the two very different kinds of horror films.
Some of them rely on either "jumps" or massive amount of gore to create a feeling of
horror. The other kind, the gothic kind, rely on carefully constructed moods and a feelingof overwhelming dread - the despair that there is no survival, and that a character has
doomed himself - is the kind with which Crescent City concerns itself.
The particulars of such kinds of horror are detailed in many other places; if the
Gamemaster needs any suggestions on creating the appropriate atmosphere or writing the
appropriate plotlines, some excellent films, books, and video games are listed below.
Recommended Films
American Beauty (1999)
An American Werewolf in London (1981)Below (2002)
Big Fish (2003)Blue Velvet (1986)
Bubba Ho-Tep (2002)
Carnival of Souls (1962)The Changeling (1980)
Chocolat (2000)
The Crow (1994)Edward Scissorhands (1990)
Fargo (1995)Field of Dreams (1989)
Frailty (2001)
Freaks (1932)The Haunting (1963)
The Hole (2001)
Interview With The Vampire (1995)
Let's Scare Jessica To Death (1971)Lost Highway (1997)
Memento (2000)
Mulholland Dr. (2001)O! Brother Where Art Thou? (2000)
Nosferatu (1922)
The People Under The Stairs (1991)Pi (1997)
Rope (1948)
Session 9 (2001)The Stepford Wives (1975)
Twin Peaks (1990-1991)
Vertigo (1958)
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The Wicker Man (1973)
The Witches of Eastwick (1987)
Recommended Books
The Call of Cthulhu by H.P. LovecraftDanse Macabre by Stephen King
Frankenstein by Mary Shelley
The House Next Door by Anne SiddonsHouse of Leaves by Mark Z. Daneilewski
Interview With The Vampire by Anne Rice
Sanctuary by William FaulknerSupernatural Horror in Literature by H.P. Lovecraft
The Witching Hour by Anne Rice
Recommended Video Games
Eternal Darkness (2002)
Gabriel Knight (1994)Silent Hill (1999)
Silent Hill 2 (2001)
Voodoo Vince (2003)
Using the Crescent City System in Other Settings
While the Crescent City system works well in the magical-realist, gothic setting of the
1920s American South, the possibilities in the underlying mechanics are virtuallylimitless. It was designed to be as adaptable as possible, and need not be constrained by a
setting where magic exists. The use of the tarot deck lends itself well to a setting that
involves some mystical elements, but Gamemasters and players should be able to adaptthe system to any kind of game with minimal effort.
After Playing Crescent City
I want to hear what you think of the system and the setting! Email feedback, reports,
suggestions, comments, criticisms, rants, raves, hate mail and love letters to