orange cards
patented magic items

dance






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orange card strange attractors
private magic









power
    an orange card represents the ability make an item of certain power.
    in the cycle of dance, orange cards make items from chaos. in the cycle of dreams, orange cards made items from nothing: from the void, ex nihilum. in the cycle of history, orange cards made items from memories. it is not generally known how orange cards operate in previous cycles.

perfection
    an orange card represents the ability to make items which imperfectly serve an archtype or multiple archetypes. manifest orange card attractors are therefore among the lowest order of white cards.

consistency
    orange cards make white card items which have no guarantee of performance in all places or all timeframes. local conditions and the whims of dominators (i.e. "circumstances") may alter the manner in which a white card operates when that white card comes from an orange card.

multiplicity
    multiple white cards may be generated from one orange card.
    multiple orange cards may not exist representing one particular type of strange attractor.

dismissal
    an orange card wielder may dismiss white card attractors at the rate of one per round while crossing-in-the-mist occurs under the inspiration of a muse. this one-per-round limit occurs regardless of whether the orange card weilder is crossing-in-the-mist of worlorn, or without inspiration.
    when not crossing-in-the-mists of worlorn, an orange card wielder may dismiss ALL manifestations of the strange attractor controlled by that orange card.










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