TEXT: The Norns weave the fate, or wyrd, of a character’s 
  life the moment he is born. Some fates are good, oth-
  ers bad. As an optional step during character duration, a 
  hero may have part of his fate revealed, but if taken must 
  be done before picking skills, traits, or special abilities.
  A character wishing to tempt fate may draw a single 
  card from the action deck and consult the appropriate 
  table below. Shuffle the deck before each draw.
  Once the character has drawn a card he cannot re-
  nege—his life story is unalterable. As has been said be-
  fore, sometimes it is better not to know what the fates 
  have in store.
  Edges and Hindrances given by Fate do not count 
  against the characters’ starting allotment—they’re free 
  (even if the character doesn’t meet the requirements).
  Red Suit
  Card	
  Fate
  2–3 
  Will show some skill. One extra skill point.
  4 
  Will achieve greatness through perseverance. 
  One extra benny.
  5 
  Will show great skill. Two extra skill points.
  6 
  Will show no fear. Gain Courageous.
  7 
  Will act with his head, not his heart. Gain 
  Strong Willed.
  8 
  Will be a true warrior. Gain one Novice 
  Combat Edge of his choice.
  9 
  Will be protected by the gods. Gain Arcane 
  Resistance.
  10 
  Will achieve great wealth. Gain Rich.
  Jack 
  Will walk among heroes. Each time the hero 
  reaches a multiple of 10 Glory, the hero 
  gains one extra point of Glory.
  Queen 
  Will win hearts. Gain Charismatic.
  King 
  Will be a leader of men. Gain Command.
  Ace 
  Will be a gifted hero. Increase an attribute 
  of the player’s choice by one step, to a 
  maximum of d12+1. During play, Edges 
  can raise this to a maximum of 12+3.
  Black Suit
  Card	
  Fate
  2–3 
  Will show little skill. One less skill point.
  4 
  Will never fulfill his potential. One less 
  benny.
  5 
  Will always be inferior. Two less skill points.
  6 
  Will quake with fear at shadows. Gain Yel-
  low.
  7 
  Will strive for greatness at great cost. Gain 
  Overconfident.
  8 
  Will refuse advice to his downfall. Gain 
  Stubborn.
  9 
  Will be shunned by one on high. Gain God 
  Cursed.
  10 
  Will forever crave blood. Gain Bloodthirsty.
  Jack 
  Will never wield magic. Gain Magic Forbid-
  dance.
  Queen 
  Will never make friends. Gain Mean.
  King 
  Will bear grudges against kith and kin. Gain 
  Vengeful (Major).
  Ace 
  Will be a failure. One attribute of the player’s 
  choice  can start no higher than a d4 during 
  character generation. Furthermore, it can 
  be increased no higher than a d8 through 
  advances, except temporarily via magic.
  JokeR
  For good or ill, the hero has a strong wyrd. He may 
  change his mind at this point and know nothing of the 
  future, or learn of his destiny.
  If he carries on, the hero draws two more cards. If the 
  cards have the same value, the hero must discard one and 
  draw again. If he draws another Joker, he draws another 
  two cards, for a total of three boons and banes. Such a 
  character will have his deeds retold by skalds through 
  the ages to come.
  © 2009 Triple Ace Games
  Fate
  optional RuleS
  
SOURCE: textdata/thevault/Triple Ace Games/Hellfrost/Free Downloads/Fate.pdf