Pandemonium deck

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Card Effects

Author

Author
Author

Rank/Suits Two (moons, knots)

Influence Effect You can read, speak and understand any language, as if under the influence of a tongues spell. You also may cast command as a spell-like ability.

Major Effect From this point on, whenever you roll initiative, you roll twice and selects whichever result you prefers; however, an opponent of the GM's choice may use your discarded result.

Notoriety

Bard

Bard
Bard

Rank/Suits Crown (suns)

Influence Effect You gain a +4 luck bonus to charisma.

Major Effect You physically become a member of the opposite gender.

Notoriety

Battle

Author
Author

Rank/Suits Four (wyrms, knots)

Influence Effect You may cleave as if you had the feat. If you already have cleave, you may great cleave as if you had the feat. If you have that feat as well, you no longer take the -2 AC penalty when you use it.

Major Effect The deck divides. While in combat, you are always considered to be flanked. Attackers gain a +2 flanking bonus on attacks made against you and may sneak attack you at will.

Notoriety

Betrayal

Betrayal
Betrayal

Rank/Suits Eight (wyrms, knots)

Influence Effect You may cast confess at will as a spell-like ability. If cast on an ally, add 4 to the save DC.

Major Effect Your animal companion, familiar, cohort, or other NPC ally is alienated and forever after hostile. If you have no such allies, the enmity of some powerful personage, community, or religious order can be substituted. This hatred remains a secret until such a time that it might be most dramatically and perilously revealed. Upon drawing this card, you know that someone or something will turn against you, but nothing more.

Notoriety

Borderland

Borderland
Borderland

Rank/Suits Pawn (waves, leaves, wyrms)

Influence Effect You flicker back and forth between the Material Plane and the Ethereal Plane, as if under the effects of a blink spell.

Major Effect This card grants you the one-time ability to travel to any location on the same plane instantly, bringing with you up to 10 allies and 2,000 pounds of goods. You must know exactly where you wishes to travel, such as a place you have been or a location on a map, but not a vague or hidden location, like the "richest dungeon in the world" or the Lost City of Ird. This transportation ignores all barriers against teleportation or other magical effects. You may use this card's effect whenever you wish, but only once.

Notoriety

Calamity

Calamity
Calamity

Rank/Suits Crown (wyrms)

Influence Effect You gain a +4 luck bonus to strength.

Major Effect You cannot gain another level in whichever class you currently have the most levels. This effect can be circumvented if you are killed and returned to life, but the next time your are restored to life you are affected as if by the spell reincarnate, regardless of what spell was cast.

Notoriety

Castle

Castle
Castle

Rank/Suits Seven (suns, knots)

Influence Effect You gain a +5 luck bonus to AC, but cannot voluntarily move from your current square.

Major Effect You gain a personal demiplane, as per a permanent create demiplane spell.

Notoriety

Cave

Cave
Cave

Rank/Suits Seven (waves, wyrms)

Influence Effect You become isolated from the rest of the combat. Targeting you with an attack or spell requires a successful Will save (DC 18). Likewise, you must make a similar save to target an opponent with an attack or spell. Untargeted effects are not affected.

Major Effect You permanently lose one of your senses—sight, hearing, or speech—becoming blind, deaf, or mute (player's choice). This affliction cannot be cured by any effect short of a miracle or wish spell.

Notoriety

Chance Meeting

Chance Meeting
Chance Meeting

Rank/Suits Seven (moons, leaves)

Influence Effect You may always make an attack of opportunity when the chance presents itself, regardless of how many other opportunity attacks you have made already in the round.

Major Effect This card grants you the one-time ability to scry on any target anywhere for 1 minute. The target, however, is immediately aware that it is being scryed upon by you. You may use this card's effect whenever you wish, but only once.

Notoriety

Consul

Consul
Consul

Rank/Suits Court (moons, waves, knots)

Influence Effect You may spend a standard action to heal all ability damage to your Wisdom, Dexterity and Intelligence. You may spend a standard action to heal all ability drain to either your Wisdom, Dexterity or Intelligence.

Major Effect Your Wisdom score becomes your new Dexterity score. Your old Dexterity score becomes your new Intelligence score. Your old Intelligence score becomes your new Wisdom score. You then add +2 to two of these ability scores.

Notoriety

Darkness

Darkness
Darkness

Rank/Suits Nine (waves, wyrms)

Influence Effect You gain darkvision to 60'. If she already has darkvision, its range extends by 60'.

Major Effect You become cursed, loosing any darkvision she might have had and constantly surrounded by darkness, as if the center of a deeper darkness spell. As with all major effects, only powerful magic such wish or miracle can lift this curse; remove curse and break enchantment have no effect.

Notoriety

Desert

Desert
Desert

Rank/Suits Two (suns, wyrms)

Influence Effect You gain a +3 luck bonus to Will saves.

Major Effect You begin to dehydrate, even if you do not normally require water. No amount of drinking can counter this effect. If you reach zero hit points, you immediately gain the dread mummy template and the dehydration effect stops.

Notoriety

Diplomat

Diplomat
Diplomat

Rank/Suits Eight (moons, suns)

Influence Effect You gain the ability to cast charm person at will, adding a +4 bonus to the save DC.

Major Effect The deck scatters. You gain the one-time ability to issue a single command to any creature in the multiverse and have the order obeyed. The target is affected as if by the spell dominate monster, and even orders for the target to kill itself are followed. Any creature targeted by this effect knows that it is acting against its will, and knows the identity and location of you. Immortal creatures cannot effectively kill themselves, and the act only causes them considerable but fleeting pain. Additionally, creatures with the ability to grant such boons typically also possess the power to revoke them, and do so as soon as the command releases them. The GM ultimately decides what this command can accomplish. You may use this card's effect whenever you wish, but may only use it once.

Notoriety

Discovery

Discovery
Discovery

Rank/Suits Five (suns, waves)

Influence Effect You know the exact identity and location of all cards from the pandemonium deck within 300', even if contained within extra-dimensional spaces or protected from divination.

Major Effect This card grants you the one-time ability to call upon an omniscient spirit to fully answer any question or solve any single puzzle. Whether the information revealed can be effectively acted upon is another question entirely. You may use this card's effect whenever you wish, but only once.

Notoriety

End

End
End

Rank/Suits Crown (leaves)

Influence Effect You gain a +4 luck bonus to constitution.

Major Effect Your body disintegrates. All that remains are your items and a glowing gem containing your soul. This gem is worth an amount of gp equal to 2,500 × your level. A resurrection or stronger spell is required to restore you, and doing so destroys the gem.

Notoriety

Excuse

Excuse
Excuse

Rank/Suits None (none)

Influence Effect Immediately after you make any die roll and the result is revealed, you may "accidentally" jostle the die and use that as an excuse make the roll over again. The rerolled result must be accepted, even if it is worse than the original.

Major Effect The deck scatters if this card is drawn as part of the ritual, even if a different card is selected to take effect. The selected card does function, but the deck still scatters. If the Excuse is selected to take effect, it grants you the one-time ability to undo one past choice or regrettable action (but not the drawing of the Excuse). The fabric of reality is unraveled and respun, potentially restoring creatures to life or altering the course of history, depending on how you acted and how you wish he would have acted. The player chooses what situation he would have acted differently in and the GM determines how reality changes to reflect that act. The change primarily affects you, affecting others as little as possible. You may use this card's effect whenever you wish, but only once.

Notoriety

Forest

Forest
Forest

Rank/Suits Five (moons, leaves)

Influence Effect

Major Effect You receive two visions and the knowledge that one vision is true and the other false, though you do 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.

Notoriety

Harvest

Harvest
Harvest

Rank/Suits Pawn (moons, suns, leaves)

Influence Effect You can sift through the surface thoughts of those around you, as if under the effects of a seek thoughts spell.

Major Effect You gain the one-time ability to steal permanent hit points from any targets you can see. When activated, you gain a number of permanent hit points sufficient to set your hit point total as if you had rolled the maximum value on every hit dice. One or more targets you can see permanently lose this many hit points, distributed as you choose, so long as any given target does not drop below their minimum possible hit points (as if rolling the minimum value on all hit dice). This transfer has as little impact on the target's temporary hit point total as possible (meaning that "spent" hit points—damage points taken—are transferred first).

Notoriety

Huntress

Huntress
Huntress

Rank/Suits Crown (moons)

Influence Effect You gain a +4 luck bonus to wisdom.

Major Effect All attacks you make that threaten a critical hit are automatically confirmed. Likewise, all attacks made against you that threaten a critical hit are also automatically confirmed.

Notoriety

Island

Island
Island

Rank/Suits Court (suns, waves, wyrms)

Influence Effect You may spend a standard action to heal all ability damage to your Charisma, Dexterity and Strength. You may spend a standard action to heal all ability drain to either your Charisma, Dexterity or Strength.

Major Effect Your Charisma score becomes your new Dexterity score. Your old Dexterity score becomes your new Strength score. Your old Strength score becomes your new Charisma score. You then add +2 to two of these ability scores.

Notoriety

Journey

Journey
Journey

Rank/Suits Three (moons, waves)

Influence Effect

Major Effect Your favorite item—preferably a magic weapon—becomes intelligent. Use the rules for intelligent items to randomly generate the item's abilities. If you have no items, an intelligent item soon falls into your possession.

Notoriety

Knot

Knot
Knot

Rank/Suits Ace (knots)

Influence Effect You receive a +6 luck bonus on all skill checks.

Major Effect The deck divides. You are taken captive as if by an imprisonment spell with no saving throw. You retain all possessions on your person, except the pandemonium deck. All beings in the world become magically aware that a) you are imprisoned and b) anyone who frees you will be able to place a geas on you and be granted a limited wish.

Notoriety

Leaves

Leaves
Leaves

Rank/Suits Ace (leaves)

Influence Effect You gain immunity to bleed, paralysis, poison and sleep effects.

Major Effect You are granted a single miracle by either a deity you favor or a god of luck or fortune. This miracle functions similarly to the spell miracle 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 miracle can and cannot accomplish, as well as how much of an interest the deity takes in you afterward.

Notoriety

Light Keeper

Light Keeper
Light Keeper

Rank/Suits Pawn (suns, waves, knots)

Influence Effect You can see magical auras, as if under the effects of arcane sight.

Major Effect You gain a reputation as a prophet. At least once a day, when your conversation can be overheard in public, at least one eavesdropper will be filled with the conviction that one of your comments, however innocuous, is the key to some great life-changing truth. If you engage in any sort of public oratory, 1d10 people in the crowd will be similarly affected. Unfortunately, you have no control over which statements will be latched onto by the listeners. Affected listeners will largely rearrange their life in order to pursue this truth. Some will try to follow you anywhere you goes. Others will openly worship you and do anything you ask (other than stop following you). As the number of followers increases, debates will likely arise among the faithful, as most of them will be reacting to different, possibly contradictory, statements made by you, which may even give rise to violence and schisms. Religious and political leaders may also react to a growing cult in their midst.

Notoriety

Lunatic

Lunatic
Lunatic

Rank/Suits Six (moons, waves)

Influence Effect You become enraged, as if under the effects of a rage spell.

Major Effect You gain the lycanthrope template, using a dire animal as the template's base animal. As with all major effects, typical remedies, such as remove disease or heal in this case, have no affect on this affliction.

Notoriety

Market

Market
Market

Rank/Suits Six (leaves, knots)

Influence Effect You may increase one combat score at the expense of another, as if you had the power attack, combat expertise or deadly aim feats. If you make use of a feat you already have, you may calculate the penalty and bonus provided by the feat (but not the attack roll itself) as if your base attack bonus was eight points higher.

Major Effect Any time you dream, you may choose to enter the Dream Market, a place where all non-unique magic items are bought and sold at a 10% discount. You may access all of your real world wealth and possessions to buy and sell in the Dream Market and any transactions made translate into the real world once you wake. Any time you enters the market, ten random sleeping people within 50 miles of the you have vivid dreams where they see and hear everything you do in the market. These people will remember the dreams, and may seek out you because of them.

Notoriety

Merchant

Merchant
Merchant

Rank/Suits Nine (leaves, knots)

Influence Effect You may throw a gem at a target as a ranged touch attack. If the gem hits, it disappears in a flash of light. For every 50gp of value the gem had, you may adjust the rolled initiative score of the target up or down by one.

Major Effect A mysterious entity known as the Generation Merchant appears, offering you any treasure you wish in return for years of your life. You have up to four choices:

  • You accept. You choose to age a number of age categories, taking all the ability score penalties for the new age, but gaining none of the benefits. For each age category you advance, however, you gains 20,000gp worth of credit with the Generation Merchant, which can be spent on any non-unique magic items. Any credit you do not spend is lost. Years taken by the merchant cannot be restored by any means. Characters who are immortal or cannot die of old age are not offered this choice.
  • You transfer the offer to someone you knows (either out of good will or as the result of some side bargain). The recipient must then make one of the four choices himself.
  • You counteroffer magic items in exchange for life. You chooses to regress a number of age categories, taking all the ability score benefits for the new age, but gaining none of the penalties. For each age category you retrogrades, however, you must pay 30,000 gp worth of magic items to the Generation Merchant (who keeps any excess value). Characters who are immortal or cannot die of old age are not offered this choice.
  • You decline. The Generation Merchant berates you for wasting his time, steals a year of your life and disappears in a puff of acrid yellow smoke.

Notoriety

Mill

Mill
Mill

Rank/Suits Eight (waves, leaves)

Influence Effect

Major Effect You gain one-time ability to open any one door, lock, set of bindings, or other locked barrier. This includes magical gates or portals that have specific requirements to activate, no matter how epic. You may use this card's effect whenever you wish, but only once.

Notoriety

Moon

Moon
Moon

Rank/Suits Ace (moons)

Influence Effect If you cast a spell of up to 4th level, it does not consume one of your spells per day.

Major Effect You are 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.

Notoriety

Mountain

Mountain
Mountain

Rank/Suits Four (moons, suns)

Influence Effect You gain a +3 luck bonus to Fortitude saves.

Major Effect The next time you are reduced to –10 hit points, you are instantly restored to full hit points. If your are killed by an effect that slays you without dealing hit point damage (such as by disintegrate), the effect fails to kill you and you are restored to full hit points. If you are killed by a hostile environment (such as a lava flow or when teleporting to a dangerous plane), you are transported to your last safe location and restored to full hit points. This card does not save you from effects that would permanently disable you, like petrification.

Notoriety

Origin

Origin
Origin

Rank/Suits Two (waves, leaves)

Influence Effect You gain a +3 luck bonus to Reflex saves.

Major Effect The GM chooses one of your enemies. This enemy has a complete change of heart and now favors you.

Notoriety

Pact

Pact
Pact

Rank/Suits Nine (moons, suns)

Influence Effect Any spells you cast gain a +1 enhancement bonus to the DC of any saving throws against the spell, and can be cast as if a particular metamagic feat was applied to it (without increasing the spell level or casting time). The metamagic available changes randomly each time the icon moves, but is one of: Enlarge Spell, Extend Spell, Intensified Spell, Piercing Spell, Silent Spell or Still Spell.

Major Effect You gain the ability to summon an outsider of your alignment once per day. This outsider must be of a CR equal to or less than your level and serves for a number of rounds equal to your level.

Notoriety

Painter

Painter
Painter

Rank/Suits Three (suns, knots)

Influence Effect

Major Effect You become immune to one energy type of your choice, but gains vulnerability to another energy type of the GM's choice.

Notoriety

Penitent

Penitent
Penitent

Rank/Suits Six (suns, wyrms)

Influence Effect

Major Effect Your most powerful, most valuable, or favorite magic item (GM's choice) manifests a curse. Roll on Table: Common Item Curses to generate this effect, rerolling results for specific items.

Notoriety

Rite

Rite
Rite

Rank/Suits Court (moons, leaves, wyrms)

Influence Effect You may spend a standard action to heal all ability damage to your Wisdom, Constitution and Strength. You may spend a standard action to heal all ability drain to either your Wisdom, Constitution or Strength.

Major Effect Your Wisdom score becomes your new Constitution score. Your old Constitution score becomes your new Strength score. Your old Strength score becomes your new Wisdom score. You then add +2 to two of these ability scores.

Notoriety

Sailor

Sailor
Sailor

Rank/Suits Four (waves, leaves)

Influence Effect

Major Effect You become a voyager on the inner and outer planes, gaining the following spell-like abilities, usable at will: ethereal jaunt, astral projection, plane shift. When using the plane shift ability to reach a location outside the Prime Material Plane you have seen before, she may make a Knowledge (Planes) skill check (DC 25) to arrive 0-300 feet of the desired spot.

Notoriety

Savage

Savage
Savage

Rank/Suits Three (leaves, wyrms)

Influence Effect

Major Effect A powerful evil outsider takes notice of you and sets plans in motion to destroy you. Hot anger, jealousy, and envy are but a few of the possible motivational forces for the enmity. The enmity of the outsider can't be ended until one of the parties has been slain. Determine the outsider randomly, and assume that it attacks you (or plagues your life in some way).

Notoriety

Sea

Sea
Sea

Rank/Suits Crown (waves)

Influence Effect You gain a +4 luck bonus to dexterity.

Major Effect You gain the amphibious special quality. Twice per day, if you are totally submerged in salt water, you may transfer yourself and others to any other point in that same continuous body of water. This is a supernatural ability that behaves similar to a dimension door spell, but replacing the range and allowing you to bring the equivalent of one Medium creature per character level.

Notoriety

Soldier

Soldier
Soldier

Rank/Suits Five (wyrms, knots)

Influence Effect

Major Effect Upon drawing this card, 1d6 exact duplicates of you appear within a 20-mile radius. These duplicates have an alignment opposite to yours and oppose your goals.

Notoriety

Sun

Sun
Sun

Rank/Suits Ace (suns)

Influence Effect When you cast divine spells your effective caster level is increased by three.

Major Effect You gain exactly enough experience to advance to the next level, or 50,000xp, whichever is higher.

Notoriety

Watchman

Watchman
Watchman

Rank/Suits Pawn (moons, wyrms, knots)

Influence Effect You can see any objects or beings that are invisible within your range of vision, as if under the effects of see invisibility.

Major Effect The deck divides. You immediately gain the ghost template (with the Fatal Fate variation), becoming incorporeal and losing possession of all physical items (including the deck), tasked with defending and assisting the "card leader": whoever controls the most cards in the deck. If one individual gains more cards than anyone else, you immediately know the identity and location of that individual and must travel to them at best possible speed. Every day that passes without the card leader finding a new card inflicts one hit point of damage on you, which cannot be healed until the card leader finds a new card. This damage remains even if you are rejuvinated, but is healed automatically once a card is found. If all of your hit points are taken in this way, you are destroyed permanently. If the card leader controls the entire deck, no more hit points are lost.

If the card leader owns the Watchman card, any mind-affecting attacks you makes on the card leader gain a +4 bonus to their save DC.

Should the Watchman card be selected in the drawing ritual, you lose the ghost template become corporeal again, while the individual drawing the card becomes the new ghostly watchman.

GM's should be aware that the existence of this card makes it possible (but not guaranteed) that one ghostly watchman already exists before this card is ever drawn in play. Such a ghost can be used to introduce plot elements, or in other ways, during campaigns involving the deck.

Notoriety

Wave

Wave
Wave

Rank/Suits Ace (waves)

Influence Effect You gain improved evasion, as per the rogue talent or monk ability. If you already have this ability, you automatically succeed on Reflex saves against an attacks that normally deals half damage on a successful save.

Major Effect A wave of pure chaos engulfs both you and the deck. The deck is scattered. You and everything you carry are destroyed (artifacts excepted). Your mind and soul are grafted into the body of an elder kraken in the largest body of water on your world. All of your stats and abilities are replaced with the kraken's stat block, but you are in control of the kraken's body and actions. While you inhabit the kraken, you gain regeneration 20 (sonic) and the spell-like abilities to cast tsunami three times per day and transmute rock to mud at will.

Apart from somehow getting others to cast a wish or miracle to restore you, the only escape from inhabiting the kraken is to destroy. If you manage to make five coastal cities uninhabitable, the effect ends: the kraken dissolves, leaving your original form behind, naked, but otherwise the same as when the effect started.

Notoriety

Windfall

Windfall
Windfall

Rank/Suits Crown (knots)

Influence Effect You gain a +4 luck bonus to intelligence.

Major Effect You gain 20,000 gp worth of gems and jewelry. Within 1d8 weeks, evidence is made public proving you have the most legitimate claim to a specific noble title. The GM will determine the nature of the title, including who might currently hold it.

Notoriety

Window

Window
Window

Rank/Suits Court (suns, leaves, knots)

Influence Effect You may spend a standard action to heal all ability damage to your Charisma, Constitution and Intelligence. You may spend a standard action to heal all ability drain to either your Charisma, Constitution or Intelligence.

Major Effect Your Charisma score becomes your new Constitution score. Your old Constitution score becomes your new Intelligence score. Your old Intelligence score becomes your new Charisma score. You then add +2 to two of these ability scores.

Notoriety

Wyrm

Wyrm
Wyrm

Rank/Suits Ace (wyrms)

Influence Effect When you cast arcane spells your effective caster level is increased by three.

Major Effect You must choose between his most valuable item and a major ally of the GM's choice, knowing that whichever is not selected is destroyed or slain and cannot be restored by mortal means.

Notoriety