High Adventure in the Steam Age
A handy reference guide
A Conversion from Playing Card Suits to Tarot Card Suits
- Hearts becomes Cups (Emotional and Romantic Activities)
- Diamonds becomes Pentacles (Mental and Intellectual Activities)
- Spades becomes Swords (Social and Status-related Activities)
- Clubs becomes Wands (Physical Activities)
A Concise Ability List
- Animal Handling (Wands)
- Animal Speech (Cups)
- Athletics (Wands)
- Charisma (Cups)
- Comeliness (Cups)
- Connections (Swords)
- Courage (Cups)
- Craftsmanship (Pentacles)
- Creature Power (Swords)
- Education (Pentacles)
- Etherealness (Wands)
- Exchequer (Swords)
- Fencing (Wands)
- Fisticuffs (Wands)
- Gambling (Pentacles)
- Glamour (Cups)
- Helmsmanship (Pentacles)
- Invention (Pentacles)
- Kindred Powers (Pentacles)
- Leadership (Cups)
- Marksmanship (Wands)
- Mesmerism (Cups)
- Motoring (Wands)
- Natural Sciences (Pentacles)
- Outdoorsmanship (Pentacles)
- Perception (Pentacles)
- Performance (Cups)
- Physician (Pentacles)
- Physique (Wands)
- Poison (Wands)
- Riding (Wands)
- Shapeshifting (Wands)
- Social Graces (Swords)
- Sorcery (Pentacles)
- Stealth (Wands)
- Tinkering (Pentacles)