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Audeo has a card system called Aura that is resolved by a set of rules called Destiny.
Aura is a celestial energy that surrounds each person in the world(s) of Audeo. It should be noted that the term celestial used in this game has little to do with the concepts of heaven or spirits. It literally is taken here to mean the hidden force that drives all, and is considered by most to be the glory of the sun exclusively.
The Aura around adventurers is defined as a set of one to five cards. Each must have one to five at all times, or they are enter one of two special conditions:
Both of these moments have meaning for the story of your adventurer, though you are free to interpret them as you wish for them. The exact details of the vision or moment of destiny will come from the GM based on the values of your current aura cards (or a random set in the case of vision). These two events stop play for a second and get resolved before you continue on.
Destiny is far more common than vision. This is because most mechanics cause you to draw Aura, and few take them away.
Each aura card has not only a type (Protean ◈, Shadow ◆, and Brilliance ◇), but a number value (3, 4, 5) and a suit (♣, ♠, ♥, ♦). This means there is a set of 3 types X 3 values X 4 suits = 36 cards. You will need two of these for three players, and three of them for four or more players.
You can construct a deck of these cards using plastic protective sleeves, this print out: (coming soon), and three decks of normal playing cards trimmed to contain only 3, 4, and 5 from each suit. You could also just print out these makeshift cards: (coming soon) and that will prevent you from needing to secure six decks of cards to play.
The suit of the card is the theme. Each suit has implications about the events resolved by destiny or vision, and a given suit dominates any one event. Here is what each suit means in the game.
Destiny are moments where something important befalls the adventurer. Its not that they can't have other important moments, its that these are random events that showcase who the adventurer is and what they may yet become. The narrator will craft the event based on the aura cards and how they add up. In the end the adventurer will face a choice. Its up to you then, as the player of the adventurer, to make that choice for them and then deal with any consequences that result.