PDA

View Full Version : D&D 3.x Other [PEACH] The Deck of Fates



Durzan
2017-10-28, 12:45 PM
The Deck of Fates is a deck of cards that I designed to replace the Deck of Many Things in my Wheel of Time campaign world, but it wouldn't take much effort for you to transplant it into your own campaign. Note: I have stolen a few ideas from other's homebrew, as well as from the Harrow Deck of Many Things in Pathfinder. I give credit where credit is due, though I do not necessarily remember who came up with each idea.


The Deck of Fates

The Deck of Fates is a deck of cards with the both the ability to foretell the future and to warp reality around it, revealing or changing the drawer’s fate for good or for ill. Mechanically speaking, this deck functions similarly to the Deck of Many Things, but the effects of the Deck of Fates may be altered, delayed, or may take place immediately at the choice of the GM. The GM is encouraged to use these cards to influence or plan out future adventures, immediately screw with the players to one degree or another, or otherwise cause interesting things to happen. To use the deck of fates, you will need a complete deck of 54 playing cards, each card representing one of the entries listed below.

Spades: Spade cards represent evil, challenging, or unfortunate events to come in the drawer’s life. Spade cards generally have neutral effects at best, and bad effects at the worst. If a player draws a spade card… then you can bet that evil, death, or destruction is sure to follow. If the card happens to be overcome, a reward may be granted.


Two: Cerberus — You see a giant 3 headed dog on the card in front of you. You suffer a permanent -2 penalty on all attacks, checks, and saves made against Undead and Outsiders. This effect can only be dispelled by a Break Enchantment spell or a spell of similar or greater effect.
Three: The Shadow — A shadowy figure appears on the card before you. It animates itself and drains 1d4+1 points of a random physical ability score from you. Roll 1d3: 1 is strength, 2 is dexterity, 3 is constitution.
Four: The Scarecrow — A twisted scarecrow with glowing red eyes stares up at you. As you look at it you start to feel faint, as it drains 1d4+1 points from a random mental ability score. Roll 1d3: 1 is Intelligence, 2 is Wisdom, 3 is Charisma.
Five: The Black Hag — A twisted black hag appears on the card before you. She raises her hands and puts a random curse on you. Roll 1d6. 1-2: Bestow Curse is caston you. This effect cannot be dispelled except by a break enchantment or a spell of an equivalent or more powerful nature 3-4: You are given a random cursed item, which can only be removed by a break enchantment spell or a spell of an equivalent nature. 5-6: You become afflicted with incurable leprosy (or another disease of the GM’s choice). While the disease cannot be cured by any effect short of a miracle or wish spell, the effects of the affliction can be negated through the use of spells like restoration.
Six: The Green Hag — A twisted green hag appears on the card before you. She raises her hands and permanently steals one of your senses. You become blind, deaf, or mute (player’s choice). The effect cannot be dispelled except by a limited wish, limited miracle, or an equivalent or more powerful spell. If you draw this card again, the effect is removed.
Seven: Madness — You see a card that has a picture of something so abominable that you contract some form of insanity. Take one negative level and gain a random form of madness.
Eight: Ghost — You see the figure of a close friend, family member, mentor, or loved one as though they are now a ghost. Said person is now fated to die a tragic death.
Nine: The Raven — You see a black raven looking up at you. For 1d4 days after you draw the card, you and your companions are treated as though you have the Evil Omen curse. (Evil Omen -- A character with the Evil Omen curse at best appears to attract trouble and at worse appears to be the Universe's butt monkey. The threat range for random events and encounters is doubled as long as a character with this curse is in the party.)
Ten: The Devil — You see a picture of a devil on the card before you. GM’s Choice, but this effect should be bad.
Jack: Medusa — You see a medusa staring at you from the card and become immediately petrified.
Queen: The Black Queen — You see an imposing queen dressed all in black, staring at you from the card. This card signifies imprisonment— either by the imprisonment spell or by some powerful being. All gear and spells are stripped from the victim in any case. Draw no more cards.
King: The Skull & Comet — You see a Skull with glowing red eyes on the card before you, with a comet in the background. This signifies that you will be faced with a deadly challenge. Example: You must fight a difficult monster (CR +1 or higher) alone. If you defeat this monster, you gain exactly enough XP to gain a level or a powerful artifact. If you are defeated, then you suffer True Death, an effect that overcomes immunity to Death Effects and can only be overcome by a True Resurrection effect.
Ace: The Void — You see a black mist on the card before you, spelling instant disaster. The Drawer’s body continues to function, as though comatose, but her psyche is trapped in a prison somewhere—in an object on a far plane or planet, possibly in the possession of an outsider. A wish or a miracle does not bring the character back, instead merely revealing the plane of entrapment. Draw no more cards.


Diamonds: These cards deal with wealth, treasure, and equipment. These cards can be either beneficial or detrimental to the drawer.


Two: Ruin — You see a ruined keep on the card before you. All non-magical possessions of the drawer are lost.
Three: Auditor — You see a wicked looking man in black with a briefcase on the card before you. You will fall into severe debt at some point in the near future.
Four: The Crow — You see a black crow sitting on the card before you. It signifies that all magical items owned or possessed by you will be irrevocably lost or stolen.
Five: Gold Coin — You see a single silver coin sitting on the card before you. A heavy amount of money worth 1d6 x 1000 GP is promptly dumped on your head… take 2d6 points of damage.
Six: The Cup — You see a picture of a golden cup on the card in front of you. The drawer gains a fitted bandoleer, complete with 1d4+1 consumables, either Potions, Oils, or various Alchemical goods.
Seven: The Bow — You see a plain bow on the card in front of you. The drawer gains a well crafted quiver, or similar device, fashioned with 50 rounds of an ammunition of their choosing with a random magical enhancement.
Eight: The Scroll — You see a plain scroll on the card in front of you. The drawer gains a fine scroll-case, complete with 1d4 scrolls.
Nine: The Wizard Hat — You see an elegantly made wizards hat on card in front of you. The drawer may choose one of the following: a quality holster equipped with 1d3 random wands or 1d4 Random Wondrous Items.
Ten: Swords & Shield — You see a shield with two swords crossed behind it on the card in front of you. The drawer may choose one of the following: 1 random magical weapon, 1 random magical shield, or 1 random Magical Armor.
Jack: The Throne —You see an empty throne on the card before you. The drawer inherits a position of nobility, is granted ownership of a keep, and given access to a treasury filled with 1d4 x 5000 GP.
Queen: The Queen of Knowledge — You see a queen dressed in white staring at you from the card in front of you. The drawer gains a powerful artifact known as a Scroll of Truth. This artifact may be read as an immediate action, granting the character a true answer to any question that may be posed to it. This insight is unquestionably valid, and is usually not terribly cryptic. Once it is read, the Scroll of Truth is consumed.
King: The Crown — You see an elegant crown on the card in front of you. The effect of this card is the DM’s choice, but should be a relatively good effect that deals with treasure or equipment.
Ace: The Ring — You see a diamond ring on the card before you. You are given an enchanted ring that can grant the wearer 3 Wishes.


Hearts: These cards deal with relationships. These cards can be either beneficial or detrimental to the drawer, but generally favor toward being slightly beneficial.


Two: Star-Crossed Lovers — You see two lovers kissing under a pair of stars on the card before you. You are guaranteed to have an epic romance with an NPC of your preferred gender.
Three: Betrayal — You see a picture of a thief with a wicked grin on the card before you. When this card is drawn, one of the character’s NPC friends (preferably a cohort) is totally alienated and forever after hostile. If the character has no cohorts, the enmity of some powerful personage (or community, or religious order) can be substituted. The hatred is secret until the time is ripe for it to be revealed with devastating effect.
Four: Pumpkin — You see a giant pumpkin on the card before you. A card from the deck is given at random to the three nearest characters to the drawer. Each character draws their own card, in effect. There is no other effect to the character who drew the Pumpkin.
Five: The Joke — You see two humans pointing and laughing at you. Upon drawing this card, the drawer selects one of his allies. Three new cards are then drawn by the GM and made visible (the GM may choose whether or not to explain the cards’ effects). The character’s ally must choose one of these cards and immediately gains the effects. The character then selects one of the remaining two cards and gains that card’s effects. The final card is discarded.
Six: The Puppet — You see a marionette sitting on the card in front of you. The Drawer gains a +5 competence bonus to bluff checks, but anytime the character lies with the true intent to deceive, he must make a will save of DC 20 or else is turned into a random animal for 1 hour. Lying with the intent to trigger this effect never works.
Seven: The Publican — You see a tax collector with a repentant face on the card in front of you. The GM chooses one of the character’s enemies. This enemy has a complete change of heart and now favors the character.
Eight: The Wedding — You see a picture of a wedding on the card before you. A comely genie of the character’s preferred gender appears and proposes marriage. Should the character accept, he must organize a lavish wedding ceremony by the end of the week and ever after be committed to this exotic outsider. If the character declines or breaks his wedding vow, the genie is heartbroken and returns to his or her home plane, provoking the ire of the associated elemental court. The genie’s type, personality, actions, and possible retribution are determined by the GM.
Nine: The Doppleganger — You see a person who looks eerily like yourself on the card before you. Roll 1d6. 1-3: You change gender. 3-6: 1d6 exact duplicates of the character appear within a 20-mile radius. These duplicates have the alignment opposite to that of the original character and oppose his goals.
Ten: The Servant — You see a servant on the card before you. Upon drawing this card, roll 1d6. 1-4: 3d6 unruly, accident-prone, 1st-level commoners appear to serve the character. If these followers are killed, the character takes the usual penalties on attracting further followers. Knowledge of these commoners’ mistreatment or death spreads far, with the GM determining any repercussions. 5-6: You gain the service of a loyal cohort up to 2 levels lower than you.
Jack: The Teamster — You see a coach with a coachman and a horse on the the card before you. When the character draws this card, a powerful being appears before the character and tasks him to undertake a dangerous quest. If the character proves resistant to undertaking the task, he is afflicted by geas/quest until the quest is completed. When the character completes the quest, the powerful being reappears, granting the character a lavish reward. The specifics of the quest, the powerful being’s identity, and the character’s reward are determined by the GM.
Queen: The Red Queen — A short little queen dressed in red is staring angrily at you from the card. Suddenly, she stamps her foot and screams “Off with your head!” A +1 Dancing Vorpal Longsword suddenly appears and attacks you. If you manage to survive 4 rounds without the sword killing you and without any aid from others, then you get to keep it.
King: The Great Wheel — You see a giant wheel with symbols that represent the Planes of Existence. Roll 1d6: 1-3: A powerful evil outsider secretly notices you and sets plans in motion to destroy you. 4-6: You gain the services of a random powerful outsider, but at a price for which the outsider may be negotiated with over.
Ace: The Harem King — You see a picture of a man with a bunch of women around him. You are guaranteed to get a harem of your preferred gender. In addition, all NPCs of your preferred gender are treated as one step higher than normal with their attitude towards you.


Clubs: These cards deal directly with fate, chance, and supernatural phenomenon. Fate cards are powerful but are generally more unpredictable in nature.


Two: Dice Cup — You see a set of dice on the card before you. Shuffle this card and all others drawn (including Jokers) back into the deck, then roll 1d6. You draw that many cards.
Three: The Vision— You see a picture of a man staring up into a bright cloud of light. The character receives two visions and the knowledge that one vision is true and the other false, though he does not know which is which. The GM determines the specifics of these visions. The visions may be views of the past, present, or future; cryptic omens; or total fantasies.
Four: The Fool — You see a picture of a Court Jester on the card before you. This indicates that uncertain times are ahead. Roll 1d6. 1-2: You lose 10,000 XP and you must draw again. 3-4: You suffer 1d4+1 points of Intelligence drain, you may choose to draw again. 5-6: Two random ability scores are swapped, and you may choose to draw again.
Five: The Two Faces — You see a man with two faces on the card in front of you. You gain a second personality of a radically different alignment.
Six: The Priest — You see a saintly old man on the card before you. Gain 1 negative level, but heal all ability damage or drain gained during the last 24 hours.
Seven: Treasured Foe — You see a picture of a terrible enemy holding an object you greatly desire. The enemy and the item vary from player to player in appearance. You will encounter an enemy that possesses a treasure that you greatly desire. Defeat the enemy to receive the treasure.
Eight: The Sandman — You see an old man holding an hourglass on the card in front of you. You are put into temporal stasis for the next 24 hours. During this time you may not act or react to outside stimuli, but you are protected from any effects that would affect you.
Nine: The Grimoire — You see an ancient tome on the card in front of you. You gain 10,000 XP and you must draw again.
Ten: Angel of Fate — You see a picture of an Angel surrounded by light on the card before you. GM’s Choice, but this effect should involve fate or chance.
Jack: The Prince of the Ravens — You see a man holding an Ashandilari with an eyepatch over his left eye. You have gained extra ordinary luck. Roll 1d6. 1-2: You gain The Dark One’s Own Luck as a bonus feat. On 3-4: Gain 2 points of Charisma. 5-6: You gain the Leadership Feat.
Queen: Queen of Leopards — You gain the unwanted attention of a powerful NPC of the opposite sex.
King: The Fates — You see two paths stretching off into the distance on the card before you. This card indicates that you will have a difficult choice ahead of you. This card also enables you to avoid any one situation you choose . . . even an instantaneous occurrence if so desired, for the fabric of reality is unraveled and respun. Note that it does not enable something to happen. It can only stop something from happening or reverse a past occurrence. The reversal is only for the character who drew the card; other party members may have to endure the situation.
Ace: The Dragon — You see a picture of a golden dragon on the card before you. The character is granted a single wish. This wish functions similarly to the spell wish when it comes to affecting rules and statistics, but can also change reality in ways outside the bounds of the spell’s effects—such as rerouting a river or ending a war. The GM decides what the wish can and cannot accomplish.


Jokers: The Jester — Jesters are the rarest and most powerful cards in the deck, able to mimic the effects of any other card in the deck… or go beyond the effects of the other cards. The effects of the Jesters are random, and as such, roll 1d6. 1-2: Draw another card and reshuffle the Jester back into the deck. 3 or 4: GM’s choice on what this card does. 5 or 6: Player chooses a card for the joker to mimic.

rferries
2017-10-29, 09:01 AM
I like 'em!

Durzan
2017-11-02, 12:55 PM
Thanks!

Any thoughts on balance?

Holya
2017-11-02, 08:16 PM
Seems balanced to me. I mean the Deck of many things is a giant **** you in most games because the majority of the cards are bad.. Its either Oh god why, Meh, or YES SUCK IT BITCHES! This has a better balance in both net gains and net loses. You still got a few of the oh **** me cards. But you also got cards that are Oh sweet. Then a few that are just absolutely delightful for plot hooks and story. So really I wouldn't change a damn thing since even the other decks from 3.5e and pathfinder all have their ups and downs.

rferries
2017-11-03, 08:01 AM
As an artifact, there's not much point in attempting to balance them. It's up to the individual DM to decide if the PC's can handle it or not.