Dionaea - System 1 - The Cards
I'll be using a Tarot deck for conflict resolution. The Major Arcana go in one pile, the remainder of the deck in another.
The four main avenues (or strategies) of conflict are Hate, Love, Fear, and Dream. (These names may change.) In this setting, each is equally valid for most conflicts (although trump suits may apply; I'll explore that later.)
Stolen from a Tarot site:
The Suit of Swords - Spades - Air - Intellect
The realm of astral - represents the action. The focused intent to bring forth manifestation. Often times the swords indicate struggles...
The Suit of Cups - Hearts - Water - Emotions
The realm of mental - this is the next step towards manifesting the idea. It is the link to the next step in the order of things. When we see the Cups in a reading, they point to desires and feelings...
The Suit of Pentacles - Diamonds - Earth
Realm of the physical or material, element of earth represents the actual outcome of the matter. It is true manifestation into the material plane, the product of ones labors.
The Suit of Wands - Clubs - Fire - Creative
The realm of spirit - represents ideas, they are the primary seed or original idea and the primary element of growth. When we see wands in a reading, they point to ideas, ambition and growth.
So Swords->Hate, Cups->Love, Pentacles->Fear, Wands->Dream.
Here's how they're applied:
Swords (Hate): Influencing others by force. Duels and other matters of physical violence, destruction, actions of your proxy military forces.
Cups (Love): Influencing others by emotion and family ties. Put politely, romance and affairs of the heart. Put bluntly, the Big Two F's: Family, and fucking.
Pentacles (Fear): Influencing others by politicking and intrigue. Pragmatism, bending others to your will, cunning plans, loyalty not driven by family or emotional ties.
Wands (Dream): Knowing and influencing what will be, rather than what is. Prophecy, specifically as it is brought about by botanically-induced visions.
I'm not sure how trump suits will work, although I like how Nine Worlds handles it. An alternate method would be rock-paper-scissors.
I'm usually very free with Director Stance powers in my games, so here I want to tighten it up. Those types of powers will be reserved as specific effects that players can bring into play using Wands. Drug-induced prophecies are objectively true -- they will come to pass -- so determining just what you see is vital. (Reference any number of time travel stories -- it's extremely dangerous to know too much of your future, lest you lose your free will.)
Role of the GM: I want to play with the traditional concepts of "The GM is God". While the GM carries out many traditional tasks, his primary role is King.
The King has scores, through which the GM influences play. (For instance, to some extent his Director stance powers are driven by his Dream score.) You see, the King (who needs a better name, of course) is objectively right (like the Pope), as determined by prophecy.

