Deck of many things
At a glance
Effect
About this item
The Deck of Many Things, typically found within a leather pouch or ancient box, is an assembly of cards or plaques usually crafted from ivory or vellum. These items are distinctively marked and engraved with glyphs, characters, and sigils. The moment one of these cards is drawn from the container, its potent magic is immediately bestowed upon the drawer, resulting in either a great boon or a terrible curse. The inherent risk and high reward system of the deck makes it perfectly suited for the heroic, yet heartfelt, adventure themes.
1. Balance – XI Justice – The GM defines a sacred or moral vow that your character must uphold. If the character breaks this vow or fails to act according to it in a critical situation, they gain a permanent Scar (cross out a Hope slot permanently).
2. Comet – Two of Swords – If you single-handedly defeat the next hostile adversary (must be a Bruiser, Leader, or Solo of your Tier or higher) you encounter, immediately advance one Proficiency slot permanently (increasing your damage dice by 1). Otherwise, there is no effect.
3. Donjon – Four of Swords – You disappear and are magically imprisoned (GM narrates where). All equipped weapons and armor are instantly unequipped and lost. Draw no more cards.
4. Euryale – Ten of Swords – You are cursed. Permanently reduce your Evasion by 1. Only the Fates card or a powerful GM move can remove this curse.
5. The Fates – Three of Cups – You can immediately reverse or erase one occurrence that has happened to you or a willing ally, as if it never occurred. This can only stop something from happening, not make something happen.
6. Flames – XV The Devil – A powerful adversary (Tier 3 or 4 Solo) becomes your permanent, dedicated enemy until slain. The GM immediately gains 4 Fear tokens.
7. Fool – 0 The Fool – Permanently gain one Scar (cross out one Hope slot). Discard this card and immediately draw another.
8. Gem – Seven of Cups – You gain 1 Chest of Gold and roll for a Rare item (roll 3d12 or 4d12 on the Loot table).
9. Idiot – Two of Pentacles – Permanently reduce your Knowledge trait by 1. You may immediately draw an additional card.
10. Jester – XII The Hanged Man – Gain 3 Hope and a permanent +1 bonus to two Experiences of your choice. You may immediately draw two additional cards.
11. Key – V The Hierophant – A Legendary weapon (Tier 4) appears in your hands. It must be one your character can wield.
12. Knight – Page of Swords – Gain the service of a loyal companion who fights as a Tier 2 Elite Soldier adversary. This NPC retainer serves loyally until death.
13. Moon – XVIII The Moon – You are granted 1d3 uses of the Level 10 Arcana spell Adjust Reality. Uses must be spent within the same scene or before your next long rest.
14. Rogue – Five of Swords – One NPC ally (GM’s choice) is alienated and becomes a secret, permanent hostile enemy. The hatred is secret until it is revealed at the worst moment.
15. Ruin – XVI The Tower – All non-magical possessions listed as Inventory and Gold (including Handfuls, Bags, and Chests) are immediately lost.
16. Skull – XIII Death – You summon an Avatar of Death (Tier 4 Solo). You must fight it alone. If you are defeated, your character is slain forever and cannot be restored by any means.
17. Star – XVII The Star – Permanently increase one unmarked character trait (Agility, Strength, Finesse, Instinct, Presence, or Knowledge) by +2. This counts as two advancements.
18. Sun – XIX The Sun – Gain 6 Hope and permanently add two Hit Point slots or two Stress slots (your choice). Additionally, roll for a Legendary item (roll 4d12 or 5d12).
19. Talons – Queen of Pentacles – Every equipped item (weapon or armor) and every held item listed as Loot or a Relic instantly and irrevocably disintegrates.
20. Throne – Four of Staves/Wands – Gain a permanent +1 bonus to your Presence trait and gain rightful ownership of a small keep.
21. Vizier – IX The Hermit – Within one year, you may ask the GM one question in meditation and receive a truthful answer about any problem or scenario.
22. The Void – Eight of Swords – Your psyche is trapped in a distant prison; your body becomes comatose. You may only be freed by Resurrection (Level 10 Splendour) or Plane Gate (Level 7 Codex) cast by an ally after succeeding on a Knowledge Roll (20) to locate your prison. Draw no more cards.
Deck of many things
The Deck of Many Things, typically found within a leather pouch or ancient box, is an assembly of cards or plaques usually crafted from ivory or vellum. These items are distinctively marked and engraved with glyphs, characters, and sigils. The moment one of these cards is drawn from the container, its potent magic is immediately bestowed upon the drawer, resulting in either a great boon or a terrible curse. The inherent risk and high reward system of the deck makes it perfectly suited for the heroic, yet heartfelt, adventure themes.
1. Balance – XI Justice – The GM defines a sacred or moral vow that your character must uphold. If the character breaks this vow or fails to act according to it in a critical situation, they gain a permanent Scar (cross out a Hope slot permanently).
2. Comet – Two of Swords – If you single-handedly defeat the next hostile adversary (must be a Bruiser, Leader, or Solo of your Tier or higher) you encounter, immediately advance one Proficiency slot permanently (increasing your damage dice by 1). Otherwise, there is no effect.
3. Donjon – Four of Swords – You disappear and are magically imprisoned (GM narrates where). All equipped weapons and armor are instantly unequipped and lost. Draw no more cards.
4. Euryale – Ten of Swords – You are cursed. Permanently reduce your Evasion by 1. Only the Fates card or a powerful GM move can remove this curse.
5. The Fates – Three of Cups – You can immediately reverse or erase one occurrence that has happened to you or a willing ally, as if it never occurred. This can only stop something from happening, not make something happen.
6. Flames – XV The Devil – A powerful adversary (Tier 3 or 4 Solo) becomes your permanent, dedicated enemy until slain. The GM immediately gains 4 Fear tokens.
7. Fool – 0 The Fool – Permanently gain one Scar (cross out one Hope slot). Discard this card and immediately draw another.
8. Gem – Seven of Cups – You gain 1 Chest of Gold and roll for a Rare item (roll 3d12 or 4d12 on the Loot table).
9. Idiot – Two of Pentacles – Permanently reduce your Knowledge trait by 1. You may immediately draw an additional card.
10. Jester – XII The Hanged Man – Gain 3 Hope and a permanent +1 bonus to two Experiences of your choice. You may immediately draw two additional cards.
11. Key – V The Hierophant – A Legendary weapon (Tier 4) appears in your hands. It must be one your character can wield.
12. Knight – Page of Swords – Gain the service of a loyal companion who fights as a Tier 2 Elite Soldier adversary. This NPC retainer serves loyally until death.
13. Moon – XVIII The Moon – You are granted 1d3 uses of the Level 10 Arcana spell Adjust Reality. Uses must be spent within the same scene or before your next long rest.
14. Rogue – Five of Swords – One NPC ally (GM’s choice) is alienated and becomes a secret, permanent hostile enemy. The hatred is secret until it is revealed at the worst moment.
15. Ruin – XVI The Tower – All non-magical possessions listed as Inventory and Gold (including Handfuls, Bags, and Chests) are immediately lost.
16. Skull – XIII Death – You summon an Avatar of Death (Tier 4 Solo). You must fight it alone. If you are defeated, your character is slain forever and cannot be restored by any means.
17. Star – XVII The Star – Permanently increase one unmarked character trait (Agility, Strength, Finesse, Instinct, Presence, or Knowledge) by +2. This counts as two advancements.
18. Sun – XIX The Sun – Gain 6 Hope and permanently add two Hit Point slots or two Stress slots (your choice). Additionally, roll for a Legendary item (roll 4d12 or 5d12).
19. Talons – Queen of Pentacles – Every equipped item (weapon or armor) and every held item listed as Loot or a Relic instantly and irrevocably disintegrates.
20. Throne – Four of Staves/Wands – Gain a permanent +1 bonus to your Presence trait and gain rightful ownership of a small keep.
21. Vizier – IX The Hermit – Within one year, you may ask the GM one question in meditation and receive a truthful answer about any problem or scenario.
22. The Void – Eight of Swords – Your psyche is trapped in a distant prison; your body becomes comatose. You may only be freed by Resurrection (Level 10 Splendour) or Plane Gate (Level 7 Codex) cast by an ally after succeeding on a Knowledge Roll (20) to locate your prison. Draw no more cards.
Domains
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Starting Evasion
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Starting Hit Points
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Class Items
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Deck of many things Subclasses
No subclasses available.
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Background Questions
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Connections
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