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Difference between pages "Pandemonium deck" and "Ptolus Dungeon World"

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''This is a magic item for [[system::Pathfinder]] based on P.D. Magnus' [http://www.decktet.com/ Decktet]. Though inspired by the ''[[pfsrd:magic-items/artifacts/minor-artifacts/deck-of-many-things-harrow|harrow deck of many things]]'' (in turn inspired by the ''[[pfsrd:magic-items/artifacts/minor-artifacts/deck-of-many-things|deck of many things]]''), it alters the whole concept of the deck (roughly) following the model used by ''[http://www.amazon.com/gp/product/0786958723/ref=as_li_ss_tl?ie=UTF8&camp=1789&creative=390957&creativeASIN=0786958723&linkCode=as2&tag=div05a-20 Madness at Gardmore Abbey]'' to make the deck a less destabilizing force, at least at first.''
{{tocright|limit=3}}
This page details how we converted some of the basics from the 3.5-based ''Ptolus'' to the ''[[system::Dungeon World]]'' system. It is colored by having done this to support an existing campaign, switching to ''Dungeon World'' after the characters had already reached the upper-mid levels. At these levels, 3.5 tends to be about "you saved the city!", whereas ''Dungeon World'' is designed more towards a "you might starve while hiding from the rat men" sort of aesthetic. ''Ptolus'' is a bit more high energy and optimistic than the default of ''Dungeon World''. Still, ''Dungeon World'' works very nicely in a big urban setting with lots of factions and obligation, but where dungeon crawling is still the focus of play.


'''Aura''' strong (all schools); '''CL''' 20th; '''Slot''' none; '''Weight''' —
== Characters ==


This worn fortune-teller's (and gambler's) deck bears an evocative image upon each of its forty-five cards. The deck contains six suits (in order: moons, suns, waves, leaves, wyrms and knots) with a complex structure. For each suit, there is an Ace and a Crown. Ranked between them are other cards numbered 2 through 9, each with two suits. Four Courts each have three suits and are ranked beneath Crowns. Four Pawns each have three suits as well, ranked below Courts. The Excuse has no suit or rank. Suit combinations do not occur with equal frequency. All cards also have a theme or meaning, written on the face of the card (one third represent people, one third represent places and one third represent events). Some cards appear the same when upside down, some do not.
We opted to use the alternative character creation system spelled out in ''Class Warfare'', as this allowed creation of characters that more readily matched the PCs from our existing campaign. But, even had we started with new first level characters, we still would have done this. The playbooks in ''Dungeon World'' were built with an "old school" feel, and that feel isn't a great match to the more cosmopolitan Ptolus. For characters we converted, we adapted them from 3.5's 20-level system to ''Dungeon World'''s 10-level system by cutting their 3.5 levels in half.


== Individual Cards ==
Some characters required custom moves or even custom specialties (in ''Class Warfare'' terms), some of which are detailed below. Most received one or two faction moves (see below), though most starting characters probably would not.


Cards of this deck are almost never found assembled, as the deck has the ability to scatter itself under certain circumstances. Most who come across cards find them singly. Individual cards are no more or less durable than mundane cards; however, should a card be destroyed, it disappears and reforms itself whole at some other random location in the world.  
Ptolus contains many races beyond those in ''Dungeon World''. We just built custom race moves that sounded good, tailored to the characters.


Individual cards make their presence known whenever combat begins. Whenever an initiative check is made, the GM randomly selects one of the cards possessed by the participants in the combat. This card then exerts an influence on the battle. A spectral icon representing the card appears on the ground in a random square adjacent to the character who owns the selected card. Anyone standing in the square containing the icon gains the influence effect listed for that card, so long as they remain in the same square as the icon. If the character moves out of the square (or the icon moves out from under the character) the influence effect ends immediately.
== Special Moves ==


Any spell-like abilities granted by cards function with a caster level equal to your level. When an influence that grants a spell-like ability leaves a character, the character can no longer use the spell-like ability, but any instances of the spell cast while the character was under the influence remain running as per their normal duration. (In contrast, characters under an influence that gives them an ability "as if" under the effects of a spell lose that ability immediately when the influence leaves them.)
The basic moves remain as is, as do most of the special moves from the book. While in Ptolus, some additional special moves are available.


At the start of each round, the icon moves 1d4-1 squares in a random direction (roll 1d8, with 1 indicating north and the other numbers indicating compass going clockwise). If the icon would move into an obstacle (e.g. wall, the edge of a cliff, etc.), it instead just stops. Any creatures standing final destination of the icon immediately gain the influence effect of the card.
==== Outstanding Warrants ====


Characters who own cards may spend a standard action attempting to force a card they own to become the influencing card. Success on a Use Magic Item check (DC 18) causes any existing influence to vanish, and a new influence icon to appear at a random square adjacent to the card owner. Any character in that square immediately gains the influence effect of the new card.
The trigger for this special move changes to "when you return to a neighborhood or establishment in which you have caused trouble before".


The character who owns the influencing card may spend a move action attempting to move its icon. Success on a Use Magic Item check (DC 20) allows the character to move the icon up to 15'. Any creatures standing in the destination square immediately gain the influence effect of the card.
==== Talk to the Press ====


== Cumulative Effects ==
When '''you conduct an interview with the press''', say what you are trying to accomplish with the interview and roll+CHA. '''On a 12+''', the resulting article conveys what you intended to convey. '''On a 10+''', the article mostly matches what you wanted, but choose one. '''On a 7-9''', the article is close to what you wanted, but you choose one and the GM chooses one.
* The story slants heavily toward the paper's bias.
* You are significantly misquoted.
* The author embellishes details far beyond reality.
* You are also made to appear to be supporting or opposing something not actually covered in the interview.


As more of the cards come together, the deck gains potency. If a single character holds multiple cards, they bestow additional effects, depending on the number of cards and their suit combinations. All applicable effects from the following table apply if you owns cards that qualify. All spell-like abilities granted by the ''deck'' function with a caster level equal to your level.
==== Cast From a Wand ====


{| class="wikitable"
When '''you release a spell from a wand''', roll+DEX. Take -2 if you lack spell casting ability. Take +1 if the spell is from your schools, spheres or repertoire, or you are otherwise familiar with casting it. Take -1 if the level of the spell equals your level. Take -2 if the level of the spell exceeds your level. '''On a 10+''', the spell is cast. '''On a 7-9''', the spell is cast, but choose one:
|-
* The wand cannot be used again for a day.
! card combination
* The spell generates feedback. You take 1d6 damage.
! effect
* You draw unwelcome attention or put yourself in a spot. The GM will tell you how.
|-
'''On a miss''', the wand likely loses its magic, becoming a glorified stick.
| any 6 cards
| You emit an aura of chaos as if you were a cleric of a chaotic deity.
|-
| any 12 cards
| You are constantly ''[[pfsrd-spell:p/protection-from-law|protected from law]]''.
|-
| any 18 cards
| Your alignment shifts one step toward chaotic. You may cast ''[[pfsrd-spell:p/magic-circle-of-protection-from-law|magic circle of protection from law]]'' 3 times/day as a spell-like ability.
|-
| any 24 cards
| You may cast ''[[pfsrd-spell:d/dispel-law|dispel law]]'' once per day as a spell-like ability.
|-
| any 30 cards
| You may cast ''[[pfsrd-spell:d/discern location|discern location]]'' once per day as a spell-like ability, but only to locate other cards from the ''deck''; however, see the Notoriety section, below.
|-
| any 36 cards
| Your alignment shifts one step toward chaotic. You may cast ''[[pfsrd-spell:w/word-of-chaos|word of chaos]]'' once per day as a spell-like ability.
|-
| any 42 cards
| You may cast ''[[pfsrd-spell:c/cloak-of-chaos|cloak of chaos]]'' once per day as a spell-like ability.
|-
| three moons + three suns
| You may cast ''[[pfsrd:feats/metamagic-feats/quicken-spell-metamagic---final|quickened]]'' ''[[pfsrd-spell:f/flare-burst|flare burst]]'' at will as a spell-like ability.
|-
| three waves + three leaves
| You may cast ''[[pfsrd-spell:e/endure-elements|endure elements]]'' at will as a spell-like ability, which ''[[pfsrd:feats/metamagic-feats/reach-spell-metamagic|reaches]]'' to medium range.
|-
| three wyrms + three knots
| You may ''[[pfsrd:feats/metamagic-feats/quicken-spell-metamagic---final quickened]'' ''[[pfsrd-spell:d/detect-chaos|detect chaos]]'' at will as a spell-like ability.
|-
| three moons + three wyrms
| You may cast ''[[pfsrd:feats/metamagic-feats/quicken-spell-metamagic---final|quickened]]'' ''[[pfsrd-spell:d/deathwatch|deathwatch]]'' at will as a spell-like ability.
|-
| three suns + three leaves
| You may cast ''[[pfsrd-spell:d/defoliate|defoliate]]'' at will as a spell-like ability.
|-
| three waves + three knots
| You may ''[[pfsrd:feats/metamagic-feats/quicken-spell-metamagic---final|quickened]]'' ''[[pfsrd-spell:d/detect-law|detect law]]'' at will as a spell-like ability.
|-
| four pawns
| You may cast ''[[pfsrd-spell:s/suggestion|suggestion]]'' at will as a spell-like ability.
|-
| four courts
| You may cast ''[[pfsrd-spell:p/prayer|prayer]]'' at will as a spell-like ability.
|-
| six aces
| You may cast ''[[pfsrd-spell:t/true-seeing|true seeing]]'' on yourself at will as a spell-like ability.
|-
| six crowns
| You may cast ''[[pfsrd-spell:s/scrying|scrying]]'' at will as a spell-like ability.
|-
| one card of each rank + the excuse
| Once per day, you may broadcast a ''[[pfsrd-spell:s/sending|sending]]'' which is heard by any creature who owns six or more cards.
|-
| moons of each rank
| You may cast ''[[pfsrd-spell:b/beast-shape-iv|beast shape iv]]'' twice per day as a spell-like ability.
|-
| suns of each rank
| You may cast ''[[pfsrd-spell:s/sunbeam|sunbeam]]'' twice per day as a spell-like ability.
|-
| waves of each rank
| You may cast ''[[pfsrd-spell:s/seamantle|seamantle]]'' twice per day as a spell-like ability.
|-
| leaves of each rank
| You may cast ''[[pfsrd-spell:p/plant-shape-iii|plant shape iii]]'' twice per day as a spell-like ability.
|-
| wyrms of each rank
| You may cast ''[[pfsrd-spell:f/form-of-the-dragon-ii|form of the dragon ii]]'' twice per day as a spell-like ability.
|-
| knots of each rank
| You may cast ''[[pfsrd-spell:m/maze|maze]]'' once per day as a spell-like ability.
|}


== Completing the deck ==
==== Copy a Spell ====


Should one character assemble the complete deck, the true power of the deck reveals itself. The owner of the deck may perform an hour long ritual culminating in the owner (or someone she designates) drawing one or more cards from the deck. If the one drawing is lawful, they may draw only one card. If the one drawing is chaotic, they may draw up to three cards. Otherwise the one drawing may draw up to two cards. Regardless of who draws, the owner of the deck chooses one of the drawn cards, and the major effect listed for that card activates (targeting the one who drew it). Major effects are permanent and cannot be eliminated without powerful magic, such as a ''wish'' or ''miracle''.
When '''you copy a spell in a school you know from one spellbook into your own''', roll+INT. '''On a 10+''', the spell is copied perfectly. '''On a 7-9''', the spell is copied, but the GM chooses one:
* You stumble over a booby-trap in the original. You gain a random debility.
* You introduce a flaw into your copy, which you will not notice until you first cast the spell (at which point, you can correct the book). Take -3 forward to casting this spell.
* You run out of room in your spellbook, and must carry an additional book to hold this spell.
* The spell vanishes from the original spellbook.
* The act of copying the spell causes it to go off, affecting a random target.
'''On a miss''', the original spellbook suffers some kind of calamity, ruining its contents.


Afterwards, each card drawn disintegrates and reforms at a random location (as mentioned above). The owner of the deck immediately becomes aware of the location of the card that was activated (but not the other draw cards, if any). No longer in possession of a complete deck, the owner must track down the lost cards in order to complete the deck and draw again. Note that, since the new cards are not technically the same object as the cards that were drawn, the deck's owner has never handled the new cards, which prevents divination spells that require such handling from locating the new cards.
==== Activate Chaositech ====


Some major effects also cause additional cards from the deck to vanish and reappear elsewhere. This may happen in one of two ways. If the deck '''divides''', undrawn cards are distributed at random into four separate piles, as evenly as possible. One pile, chosen at random, remains where it is. The other piles teleport to random locations within 100 miles. If the deck '''scatters''', all undrawn cards teleport to random locations within 2,000 miles.
When '''you activate a chaositech device''', roll+nothing. '''On a 10+''', the device works and you take +2 forward using the device. '''On a 7-9''', the device works, but choose one. '''On a 3-6''', the device doesn't work, and the GM chooses one. '''On a 2-''', the device may seriously malfunction, you might gain a mutation, become vulnerable to the influence of chaos, or some other malady, the GM will tell you which.
* Afterwords, the device is drained of power.
* Roll 1d6. On a 1-2, the device overloads, melts down, or explodes, dealing 1d10 damage to you.
* Roll 1d6. On a 1-3, you gain a random debility.


== Consciousness ==
== Factions & Faction Moves ==


Created to spread chaos, the ''deck'' possesses a rudimentary consciousness which helps further that aim. This consciousness wants the cards to be found and used, so whenever cards transfer to new locations, they will never wind up anywhere too obscure or unaccessible (e.g. surrounded by solid rock, the bottom of unclimbable ravine, etc.). Instead, they tend to appear in places where they might get found eventually (e.g. the bottom of a chest in an attic, the pocket of a rarely used coat, tucked into a library book, a family crypt, etc.). The deck is most content when its presence sows discord or upsets the status quo, and favors getting cards into the hands of destabilizing forces (like your average group of PCs).
While Ptolus, as written, contains factions and politics and such, it still remains largely about dungeon-delving, with the factions probably influencing the hows and whys of such exploration. And, while you could set a game entirely about political intrigue in Ptolus, that game wouldn't be ''Dungeon World'', which is significantly more focused on dungeon-delving than politics. Even importing more political tech from other Powered-by-Apocalypse games (such as replacing Bonds with Strings from ''Monsterhearts'') strays too far. So, how to mine the rich factions and politics of the setting in a way that plays to ''Dungeon World'''s strengths? We went with adding "faction moves" to the game.


When adjudicating matters related to the ''deck'', keep the desires of this consciousness in mind. Take the Windfall card, for example, which makes a character an heir to a noble title. While this might result in a character taking up the reins of power peacefully, the ''deck'' would much prefer that a full on civil war broke out instead. Along the same lines, the ''deck'' wants people to fight over its cards when trying to unify the deck.
If you get involved with some faction within the city, the GM may decide to represent your membership in or associate with that faction with a '''faction move''' reflecting the advantages and costs of dealing with that faction. The term "faction" casts an intentionally wide net, and might represent a particular guild, noble house, political affiliation, neighborhood, organization, society, or even race. Generally, faction moves involve a roll that exchanges possible obligation or other cost for assistance, information, matériel, bonuses or some other advantage. Most such moves will be tailored to the character. Some might be available to any character willing to pay membership dues. Joining some factions may be so involved that doing so opens up a new specialization rather than supplying faction moves. Some example factions and associated moves:


== Notoriety ==
=== Delver's Guild ===


The ''deck'' uses a subtle ability (called the Notoriety) to spread information to further its own ends. This ability is under the control of the GM and works in four ways:
Anyone who willing to pay dues may join the Delver's Guild (''Ptolus'', pg. 108-110) as an Associate Guildsman or Guildsman. The latter gain the following move:


* Any time a card's major effect is activated, the GM should read and apply the listed Notoriety section for that card when planning the future of the campaign. The Notoriety will usually inform some third parties about what has happened, though perhaps not in a totally truthful manner. It may, occasionally, provide effects of its own. Generally, the parties gaining this information will be the most motivated to act on it, either threatened by the results of the major effect or sensing a new opportunity for themselves. GMs should carefully consider what those contacted by the Notoriety do with the information they receive and how their reactions will cross paths with the PCs.
==== Delver's Guildsman ====
* When a single character gains control of 15 or more cards (one third of the deck), everyone who sees that character will know, at least subconsciously, that the character owns a sizable portion of the ''pandemonium deck''. GMs should carefully consider how people react to this knowledge, taking their alignment and other motivations into a account. Some may want to steal it. Some may want it as far away as possible. Some may not care at all.
* Although it prefers to rely on luck and happenstance, the deck may rarely help expose a card that has been hidden for too long by placing an unconscious ''[[pfsrd-spell:s/suggestion|suggestion]]'' in the mind of someone nearby that might result in the card being found—something like "maybe I'll get around to cleaning the attic today" or "that jacket I haven't worn in years is back in style" or "ransacking the old man's wine cellar will be profitable".
* As mentioned above, anyone gathering two thirds of the deck can use ''[[pfsrd-spell:d/discern-location|discern location]]'' to find other cards. Any time this ability is used, the Notoriety informs anyone who owns six or more cards of the result. Other types of divination (including ''discern location'' spells from other sources) do not trigger the Notoriety in this way.


The Notoriety works in very subtle ways, creating rumors, dreams, gossip, speculation reported as fact, gut reactions or even minor shifts in memory. Often, creatures who gain information from the Notoriety wouldn't even be able to tell you how they came by the information. They just ''know''. Maybe they've always known. The Notoriety is the proverbial "they" when people start tall tales with "they say that…". No one confirms it, but people believe it anyway, at least enough to act on it.
When '''you research an expedition under the city in the Delver's Guild maproom''', roll+INT. '''On a 10+''', hold 3. '''On a 7-9''', hold 2, but other guildsmen get wind of your expedition. '''On a miss''', hold 1, but some of the information you find will turn out to be dangerously misleading (the GM will tell you when). Spend hold while on the expedition to choose one of the following:
* Take +1 to spout lore, discern realities or undertake a perilous journey.
* Recognize a landmark when lost.
* Find a guild waystation.


== Card Effects ==
=== Inverted Pyramid ===


=== Author ===
Membership in the inverted Pyramid is a path to personal arcane power. As such, it is more appropriately represented by a custom specialty/compendium class (see below). On the other hand, anyone who can gain access to the Inverted Pyramid's library may use this move:


[[Image:Decktet-author.png|left|Author]]
==== An Unparalleled Collection ====
'''Rank/Suits''' Two (moons, knots)


'''Influence Effect''' You can read, speak and understand any language, as if under the influence of a ''[[pfsrd-spell:t/tongues|tongues]]'' spell. You also may cast ''[[pfsrd-spell:c/command|command]]'' as a spell-like ability.
When '''you spout lore about the workings of arcane magic within the library in the Inverted Pyramid''', take +3. '''On a 12+''', the GM will ''also'' tell you something tangential but of use to an ally that you happen across.


'''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.
=== Order of Iron Might ===


'''Notoriety'''
Members of this martial order who stand out from the ranks as particularly reliable, brave or otherwise notable may gain the following move:


=== Bard ===
==== Bonds of Iron Might ====


'''Rank/Suits''' Crown (suns)
When '''you recruit from the Order of the Iron Might''', you have a useful reputation and treat any miss as if you had rolled a 7-9 instead. Any recruits you gain have at least loyalty +1 and warrior +2. In addition, you take +2 loyalty forward.


'''Influence Effect''' You gain a +4 luck bonus to charisma.
=== Noble Houses ===


'''Major Effect''' You physically become a member of the opposite gender.
Faction moves for noble houses work better when tailored to the character and their relationship to their family. Some examples:


'''Notoriety'''
==== Adopted Black Sheep ====


=== Battle ===
When '''you manipulate a family member''', roll+INT. On a 10+, choose two. On a 7-9, you choose one and the GM chooses one:
* Your family gives you coin.
* You extract a favor from the family.
* You or one of your family is tarnished in the tabloids.
* The family extracts a favor from you.


'''Rank/Suits''' Four (wyrms, knots)
==== All in the Family ====


'''Influence Effect''' You may [[pfsrd:feats/combat-feats/cleave-combat|cleave]] as if you had the feat. If you already have cleave, you may [[pfsrd:feats/combat-feats/great-cleave-combat---final|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.
When '''you discern realities about House Erthuo or its members''', take +2 and add the following choices to the list of available questions:
* If the public knew about this, how would they react?
* If the press knew about this, how would it be reported?


'''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.
==== Contrarian ====


'''Notoriety'''
When '''you oppose your family's neutral political stance''', take +2 forward to parley with a family member.


=== Betrayal ===
== Districts ==


'''Rank/Suits''' Eight (wyrms, knots)
While it would be possible to create Ptolus as a steading, the city is so large that it would have nearly every tag. In addition, since nearly all play in a Ptolus game happens within the city, steading moves don't work as well if you are always inside one (moves often trigger upon ''entering'' a steading). Instead, treat each district of the city as it is own steading. When you do this, tags for defenses have to change meaning a little. While the city can easily call on 3,500+ soldiers for defense (not to mention the Commissar's guns), it is more likely to matter in a game what level of law enforcement can be expected. In the steadings that follow, consider the defense tag to measure the presence and effectiveness of the city watch against crime and unrest.


'''Influence Effect''' You may cast ''[[pfsrd-spell:c/confess|confess]]'' at will as a spell-like ability. If cast on an ally, add 4 to the save DC.
Similarly, the prosperity tag changes to reflect the standard of living and economic class of the residents, rather than the commerce-centric definitions given in the book. For example, the noble district is given the ''rich'' tag, even though almost no commerce or labor happens in that district. The ''Ptolus'' book should tell you everything you want to know about commerce within a given district.


'''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.
Lastly, you can pretty much assume the ''history'' and ''personage'' tags for all of these districts. They will not be listed. District tags are as follows:


'''Notoriety'''
* The Docks: ''poor, steady, guard, exotic (slaves)''
* Guildsman District: ''poor, shrinking, watch, guild (all varieties), craft (metalwork), resource (most raw materials), trade (North Market, South Market), religion (Iron God)''
* Midtown: ''middle, steady, guard, safe, exotic (magic items), resource (fish)''
* Necropolis: ''dirt, exodus, militia, lawless, power (death, infernal)''
* Noble's Quarter: ''rich, steady, garrison, safe, divine (Lothian), exotic (luxury goods), power (political), power (divine)''
* North Market: ''moderate, steady, guard, trade (outside farms), resource (food), market''
* Oldtown: ''weathly, steady, garrison, power (Imperial, arcane, celestial), safe, guild (martial), arcane''
* Rivergate District: ''moderate, growing, guard, safe, exotic (drugs)''
* South Market: ''moderate, growing, guard, safe, market, resource (commodities, craftwork), exotic (bloodsports, books, spices, perfume)''
* Tent CIty: ''low, growing, none, lawless''
* Temple District: ''moderate, growing, guard, religion (most)''
* Warrens: ''dirt, growing, none, lawless, power (organized crime)''


=== Borderland ===
=== Location Moves ===


'''Rank/Suits''' Pawn (waves, leaves, wyrms)
Purpose and flavor can be added to various locations by making moves available will in a specific location. Some examples:


'''Influence Effect''' You flicker back and forth between the Material Plane and the Ethereal Plane, as if under the effects of a ''[[pfsrd-spell:b/blink|blink]]'' spell.
==== Blessing of Engelan ====


'''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.
When '''you abandon concerns about the past and future at the Temple of Engelan''', gain 1 preparation. If you do not use that preparation by the end of the day, loose all preparation.  


'''Notoriety'''
==== Castle Shard ====


=== Calamity ===
==== Delver's Square ====


'''Rank/Suits''' Crown (wyrms)
==== Dockmaster's Tower ====


'''Influence Effect''' You gain a +4 luck bonus to strength.
When '''you pay a suitable bribe to the dockmaster''', roll+CHA. '''On a 10+''', the dockmaster cooperates fully, then forgets all about it. '''On a 7-9''', the dockmaster cooperates fully, but later sells information about your activity to interested parties.


'''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 ''[[pfsrd-spell:r/reincarnate|reincarnate]]'', regardless of what spell was cast.
==== Holy Palace ====


'''Notoriety'''
==== Observatory of the Watcher of the Skies ====


=== Castle ===
When '''you pay homage to the Watcher of the Skies on a clear day and peer through the temple's telescope''', you see the future of some person, place, object or institution written in the stars. Roll+WIS. '''On a 10+''', the GM will tell you three things from the list below. '''On a 7-9''', only two. '''On a miss''', the GM will tell you one anyway, but also something else that is not true (though you will have to discover which is which).


'''Rank/Suits''' Seven (suns, knots)
* The identity of the subject of the prophecy.
* The nature of a danger that threatens the subject or that the subject is part of.
* What may prevent this danger before it happens.
* What may avert this danger after it happens.
* One grim portent, related to the subject, that is yet to occur.
* One stakes question related to the subject.


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


'''Major Effect''' You gain a personal demiplane, as per a permanent ''[[pfsrd-spell:c/create-demiplane|create demiplane]]'' spell.
==== The Spire ====


'''Notoriety'''
=== Other Situational Moves ===


=== Cave ===
Some other setting-specific moves can also be added when useful, such as:


'''Rank/Suits''' Seven (waves, wyrms)
==== Dragonscales ====


'''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.
==== Gambling ====


'''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 ''[[pfsrd-spell:m/miracle|miracle]]'' or ''[[pfsrd-spell:w/wish|wish]]'' spell.
== Specialties ==


'''Notoriety'''
The following are some additional specialties for use with the ''Class Warfare'' character creation concept. Most of these exist to better match some d20 or ''Pathfinder'' concepts.


=== Chance Meeting ===
=== Alchemist ===


'''Rank/Suits''' Seven (moons, leaves)
[[Alchemist Specialty|Alchemists]] mix strange reagents to alter their forms and blow stuff up. This specialty is a loose approximation of the parts of ''Pathfinder's'' alchemist class that ever saw play at our table.


'''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.
=== Chaositechnician ===


'''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.
=== Dragon Heir ===


'''Notoriety'''
The blood of a dragon courses through the veins of a [[Dragon Heir Specialty|dragon heir]], gifting the character with innate magical ability and some of the traits of their sire. We added this to handle ''Pathfinder's'' draconic sorcerer bloodline, but breaking it into a specialty makes more open ended than just for sorcerers.


=== Consul ===
=== Hierophant ===


'''Rank/Suits''' Court (moons, waves, knots)
A [[Hierophant Specialty|hierophant]] forms the basis of characters who can cast both arcane and divine magic. These are a type of Vancian caster that can use spheres of influence as well as schools of magic, though limited to casting spells below their own level.


'''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.
=== Inverted Magus ===


'''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.
Characters invited into the Inverted Pyramid and who successfully complete their rites of initiation gain access to the [[Inverted Magus Specialty]].


'''Notoriety'''
=== Knight of the Pale ===


=== Darkness ===
=== Spontaneous Caster ===


'''Rank/Suits''' Nine (waves, wyrms)
A [[Spontaneous Caster Specialty|spontaneous caster]] connects to magic on an intimate, personal level, naturally manifesting spell-casting ability. This specialty exists to match d20-style sorcerers and other spontaneous casters, casting a more limited selection of spells, more often.


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


'''Major Effect''' You become cursed, loosing any darkvision she might have had and constantly surrounded by darkness, as if the center of a ''[[pfsrd-spell:d/deeper-darkness|deeper darkness]]'' spell. As with all major effects, only powerful magic such ''[[pfsrd-spell:w/wish|wish]]'' or ''[[pfsrd-spell:m/miracle|miracle]]'' can lift this curse; ''[[pfsrd-spell:r/remove-curse|remove curse]]'' and ''[[pfsrd-spell:b/break-enchantment|break enchantment]]'' have no effect.
=== Ratmen ===
''horde, small, stealthy, cautious, intelligent, organized''<br/>
Sword (close, d6 damage), 3 HP, 1 Armor


'''Notoriety'''
The government offers a bounty on these degenerate, conniving, repulsive rats that walk upright and use tools. They eat almost anything organic but, though ferocious when cornered, are cowardly otherwise and avoid fights in which they lack a clear upper hand. Ratmen revere disease but fear light and dislike fire. Instinct: to scavenge
* Bum rush
* Disappear into the garbage
* Spread disease and filth


=== Desert ===
=== Albino Ratmen ===
''solitary, stealthy, cautious, intelligent, organized''<br/>
Pistol (near, d10 damage), 12 HP, 2 armor


'''Rank/Suits''' Two (suns, wyrms)
Albino ratmen always lead their groups (though not all ratmen leaders are albino), blessed with both greater intelligence and ambition. Favored among their own kind, they also carry the best gear. Instinct: to revel in the misery of others
* Stir the nest to fight
* Infect with a bite
* Use other ratmen as shields


'''Influence Effect'''  You gain a +3 luck bonus to Will saves.
=== Ratbrute ===
''solitary, large, intelligent, organized''<br/>
Greatsword (close, reach, d10+1 damage), 14 HP, 3 armor


'''Major Effect''' You begin to [[pfsrd:gamemastering/environment/environmental-rules#TOC-Starvation-and-Thirst|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 [[pfsrd:bestiary/monster-listings/templates/dread-mummy-template|dread mummy template]] and the dehydration effect stops.
Albino ratmen always lead their groups (though not all ratmen leaders are albino), blessed with both greater intelligence and ambition. Favored among their own kind, they also carry the best gear. Instinct: to ruin
* Rip something apart
* Infect with a bite
* Defend the nest


'''Notoriety'''
=== Rhodintor ===
''group, intelligent, magical''<br/>
Battleaxe (close, d8 damage), 12 HP, 3 armor


=== Diplomat ===
As creations of the Galchutt, rhodintor are not true demons, though they are every bit as devious and brutal. Instinct: to further the goals of chaos
 
* Electrocute
'''Rank/Suits''' Eight (moons, suns)
* Dispel magic
 
* Operate chaositech
'''Influence Effect''' You gain the ability to cast ''[[pfsrd-spell:c/charm-person|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 ''[[pfsrd-spell:d/dominate-monster|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 ===
 
'''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 ===
 
'''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 ''[[pfsrd-spell:r/resurrection|resurrection]]'' or stronger spell is required to restore you, and doing so destroys the gem.
 
'''Notoriety'''
 
=== 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 ===
 
'''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 ===
 
'''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 ''[[pfsrd-spell:s/seek-thoughts|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 ===
 
'''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 ===
 
'''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 ===
 
'''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 ===
 
'''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 ''[[pfsrd-spell:i/imprisonment|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 ''[[pfsrd-spell:g/geas|geas]]'' on you and be granted a ''[[pfsrd-spell:l/limited-wish|limited wish]]''.
 
'''Notoriety'''
 
=== 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 ''[[pfsrd-spell:m/miracle|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 ===
 
'''Rank/Suits''' Pawn (suns, waves, knots)
 
'''Influence Effect''' You can see magical auras, as if under the effects of ''[[pfsrd-spell:a/arcane-sight|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 ===
 
'''Rank/Suits''' Six (moons, waves)
 
'''Influence Effect''' You become enraged, as if under the effects of a ''[[pfsrd-spell:r/rage|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 ''[[pfsrd-spell:r/remove-disease|remove disease]]'' or ''[[pfsrd-spell:h/heal|heal]]'' in this case, have no affect on this affliction.
 
'''Notoriety'''
 
=== Market ===
 
'''Rank/Suits''' Six (leaves, knots)
 
'''Influence Effect''' You may increase one combat score at the expense of another, as if you had the [[pfsrd:feats/combat-feats/power-attack-combat---final|power attack]], [[pfsrd:feats/combat-feats/combat-expertise-combat|combat expertise]] or [[pfsrd:feats/combat-feats/deadly-aim-combat|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 ===
 
'''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 ===
 
'''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 ===
 
'''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 ''[[pfsrd-spell:w/wish|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 ===
 
'''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 ''[[pfsrd-spell:d/disintegrate|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 ===
 
'''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 ===
 
'''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 ===
 
'''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 ===
 
'''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 ===
 
'''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 ===
 
'''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: ''[[pfsrd-spell:e/ethereal-jaunt|ethereal jaunt]]'', ''[[pfsrd-spell:a/astral-projection|astral projection]]'', ''[[pfsrd-spell:p/plane-shift|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 ===
 
'''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 ===
 
'''Rank/Suits''' Crown (waves)
 
'''Influence Effect''' You gain a +4 luck bonus to dexterity.
 
'''Major Effect''' You gain the [[pfsrd:bestiary/rules-for-monsters/universal-monster-rules#TOC-Amphibious-Ex-|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 ''[[pfsrd-spell:d/dimension-door|dimension door]]'' spell, but replacing the range and allowing you to bring the equivalent of one Medium creature per character level.
 
'''Notoriety'''
 
=== 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 ===
 
'''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 ===
 
'''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 ''[[pfsrd-spell:s/see-invisibility|see invisibility]]''.
 
'''Major Effect''' The deck divides. You immediately gain the [[pfsrd:bestiary/monster-listings/templates/ghost|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 ===
 
'''Rank/Suits''' Ace (waves)
 
'''Influence Effect''' You gain [[pfsrd:classes/core-classes/rogue/rogue-talents/paizo---rogue-advanced-talents/improved-evasion-ex|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 [[pfsrd:bestiary/unique-monsters/cr-20/qwoshokk-unique-elder-kraken|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 [[pfsrd:bestiary/rules-for-monsters/universal-monster-rules#TOC-Regeneration-Ex-|regeneration]] 20 (sonic) and the spell-like abilities to cast ''[[pfsrd-spell:t/tsunami|tsunami]]'' three times per day and ''[[pfsrd-spell:t/transmute-rock-to-mud|transmute rock to mud]]'' at will.
 
Apart from somehow getting others to cast a ''[[pfsrd-spell:w/wish|wish]]'' or ''[[pfsrd-spell:m/miracle|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 ===
 
'''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 ===
 
'''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 ===
 
'''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'''
 
== Destruction ==
 
If the entire deck is assembled and then the cards ordered (first by rank, then by the first suit on the card), a ''[[pfsrd-spell:d/dispel-chaos|dispel chaos]]'' spell will cause the deck to disintegrate forever.
 
== Design Notes ==
 
The ''deck of many things'' has long been considered "campaign breaking", where drawing even one card might derail the whole campaign into a different direction. While many variations of the ''deck'' have tried to correct this by reducing the impact card effects, this design goes the other way. It ''encourages'' the major effects to change the whole direction of the campaign, but uses mechanics to pace the drawing of cards such that everyone will be ''expecting'' the campaign to change radically when a card is drawn. At the same time, by focussing on the individual cards as more minor magic items, it allows groups to "dabble" in using the deck without having to jump in the deep end. A GM might introduce a card or two into the game. If the players seem motivated to find other cards, then the ''deck'' can become a more major force in the campaign. If not, then the players have gained some interesting trinkets and life goes on. Should a campaign go full bore into assembling the deck, however, the point at which the ritual is completed and someone draws a card should be monumental, and an obvious turning point to all involved.
 
To support this, an attempt was made to have the mechanics help accelerate the search for the cards as cards are accumulated. At first, cards are likely to be found one at a time, but as the campaign becomes more serious about assembling the deck, the mechanics should help to foster clashes between groups trying to assemble the ''deck'', at which point the victor will gain all the cards of the loser.
 
The influence effects are not intended to be balanced with each other; some are clearly better than others. Cards with numeric ranks tend to be on par with second level spell effects. Pawns, Courts and Crowns tend to match third level spell effects. Aces are a bit stronger. Since these effects abandon you when the icon moves, their design choices tend to err on the side of being stronger. Unlike the major effects, influence effects are always constructed as a benefit; however, since the icon will move at random, this does not necessarily translate into a benefit for the card's owner or your allies.
 
In some cases, suits are linked to abilities (moons=wis, suns=cha, waves=dex, leaves=con, wyrms=str, knots=int).
 
Major effects were designed to have an even mix of "good", "bad" and "neutral" for you, 15 effects of each kind. This is somewhat subjective, however, so your mileage may vary. Wyrms are almost always bad. Cards with what the author of Decktet calls "sympathetic combinations" are almost always good. Generally, "neutral" effects mix things that are good and bad for you, but are almost always more good than bad. The "bad" in some effects (particularly the drawbacks of the neutral effects) involve reactions of others to the effect and/or providing knowledge about the effect to others. This is completely intentional. The main design idea is that life for you might get better or it might worse, but it will always get more ''complicated'', often by pointing the agendas of other people at you.
 
[[Category:Magic Item]]

Revision as of 22:54, 22 December 2014

This page details how we converted some of the basics from the 3.5-based Ptolus to the Dungeon World system. It is colored by having done this to support an existing campaign, switching to Dungeon World after the characters had already reached the upper-mid levels. At these levels, 3.5 tends to be about "you saved the city!", whereas Dungeon World is designed more towards a "you might starve while hiding from the rat men" sort of aesthetic. Ptolus is a bit more high energy and optimistic than the default of Dungeon World. Still, Dungeon World works very nicely in a big urban setting with lots of factions and obligation, but where dungeon crawling is still the focus of play.

Characters

We opted to use the alternative character creation system spelled out in Class Warfare, as this allowed creation of characters that more readily matched the PCs from our existing campaign. But, even had we started with new first level characters, we still would have done this. The playbooks in Dungeon World were built with an "old school" feel, and that feel isn't a great match to the more cosmopolitan Ptolus. For characters we converted, we adapted them from 3.5's 20-level system to Dungeon World's 10-level system by cutting their 3.5 levels in half.

Some characters required custom moves or even custom specialties (in Class Warfare terms), some of which are detailed below. Most received one or two faction moves (see below), though most starting characters probably would not.

Ptolus contains many races beyond those in Dungeon World. We just built custom race moves that sounded good, tailored to the characters.

Special Moves

The basic moves remain as is, as do most of the special moves from the book. While in Ptolus, some additional special moves are available.

Outstanding Warrants

The trigger for this special move changes to "when you return to a neighborhood or establishment in which you have caused trouble before".

Talk to the Press

When you conduct an interview with the press, say what you are trying to accomplish with the interview and roll+CHA. On a 12+, the resulting article conveys what you intended to convey. On a 10+, the article mostly matches what you wanted, but choose one. On a 7-9, the article is close to what you wanted, but you choose one and the GM chooses one.

  • The story slants heavily toward the paper's bias.
  • You are significantly misquoted.
  • The author embellishes details far beyond reality.
  • You are also made to appear to be supporting or opposing something not actually covered in the interview.

Cast From a Wand

When you release a spell from a wand, roll+DEX. Take -2 if you lack spell casting ability. Take +1 if the spell is from your schools, spheres or repertoire, or you are otherwise familiar with casting it. Take -1 if the level of the spell equals your level. Take -2 if the level of the spell exceeds your level. On a 10+, the spell is cast. On a 7-9, the spell is cast, but choose one:

  • The wand cannot be used again for a day.
  • The spell generates feedback. You take 1d6 damage.
  • You draw unwelcome attention or put yourself in a spot. The GM will tell you how.

On a miss, the wand likely loses its magic, becoming a glorified stick.

Copy a Spell

When you copy a spell in a school you know from one spellbook into your own, roll+INT. On a 10+, the spell is copied perfectly. On a 7-9, the spell is copied, but the GM chooses one:

  • You stumble over a booby-trap in the original. You gain a random debility.
  • You introduce a flaw into your copy, which you will not notice until you first cast the spell (at which point, you can correct the book). Take -3 forward to casting this spell.
  • You run out of room in your spellbook, and must carry an additional book to hold this spell.
  • The spell vanishes from the original spellbook.
  • The act of copying the spell causes it to go off, affecting a random target.

On a miss, the original spellbook suffers some kind of calamity, ruining its contents.

Activate Chaositech

When you activate a chaositech device, roll+nothing. On a 10+, the device works and you take +2 forward using the device. On a 7-9, the device works, but choose one. On a 3-6, the device doesn't work, and the GM chooses one. On a 2-, the device may seriously malfunction, you might gain a mutation, become vulnerable to the influence of chaos, or some other malady, the GM will tell you which.

  • Afterwords, the device is drained of power.
  • Roll 1d6. On a 1-2, the device overloads, melts down, or explodes, dealing 1d10 damage to you.
  • Roll 1d6. On a 1-3, you gain a random debility.

Factions & Faction Moves

While Ptolus, as written, contains factions and politics and such, it still remains largely about dungeon-delving, with the factions probably influencing the hows and whys of such exploration. And, while you could set a game entirely about political intrigue in Ptolus, that game wouldn't be Dungeon World, which is significantly more focused on dungeon-delving than politics. Even importing more political tech from other Powered-by-Apocalypse games (such as replacing Bonds with Strings from Monsterhearts) strays too far. So, how to mine the rich factions and politics of the setting in a way that plays to Dungeon World's strengths? We went with adding "faction moves" to the game.

If you get involved with some faction within the city, the GM may decide to represent your membership in or associate with that faction with a faction move reflecting the advantages and costs of dealing with that faction. The term "faction" casts an intentionally wide net, and might represent a particular guild, noble house, political affiliation, neighborhood, organization, society, or even race. Generally, faction moves involve a roll that exchanges possible obligation or other cost for assistance, information, matériel, bonuses or some other advantage. Most such moves will be tailored to the character. Some might be available to any character willing to pay membership dues. Joining some factions may be so involved that doing so opens up a new specialization rather than supplying faction moves. Some example factions and associated moves:

Delver's Guild

Anyone who willing to pay dues may join the Delver's Guild (Ptolus, pg. 108-110) as an Associate Guildsman or Guildsman. The latter gain the following move:

Delver's Guildsman

When you research an expedition under the city in the Delver's Guild maproom, roll+INT. On a 10+, hold 3. On a 7-9, hold 2, but other guildsmen get wind of your expedition. On a miss, hold 1, but some of the information you find will turn out to be dangerously misleading (the GM will tell you when). Spend hold while on the expedition to choose one of the following:

  • Take +1 to spout lore, discern realities or undertake a perilous journey.
  • Recognize a landmark when lost.
  • Find a guild waystation.

Inverted Pyramid

Membership in the inverted Pyramid is a path to personal arcane power. As such, it is more appropriately represented by a custom specialty/compendium class (see below). On the other hand, anyone who can gain access to the Inverted Pyramid's library may use this move:

An Unparalleled Collection

When you spout lore about the workings of arcane magic within the library in the Inverted Pyramid, take +3. On a 12+, the GM will also tell you something tangential but of use to an ally that you happen across.

Order of Iron Might

Members of this martial order who stand out from the ranks as particularly reliable, brave or otherwise notable may gain the following move:

Bonds of Iron Might

When you recruit from the Order of the Iron Might, you have a useful reputation and treat any miss as if you had rolled a 7-9 instead. Any recruits you gain have at least loyalty +1 and warrior +2. In addition, you take +2 loyalty forward.

Noble Houses

Faction moves for noble houses work better when tailored to the character and their relationship to their family. Some examples:

Adopted Black Sheep

When you manipulate a family member, roll+INT. On a 10+, choose two. On a 7-9, you choose one and the GM chooses one:

  • Your family gives you coin.
  • You extract a favor from the family.
  • You or one of your family is tarnished in the tabloids.
  • The family extracts a favor from you.

All in the Family

When you discern realities about House Erthuo or its members, take +2 and add the following choices to the list of available questions:

  • If the public knew about this, how would they react?
  • If the press knew about this, how would it be reported?

Contrarian

When you oppose your family's neutral political stance, take +2 forward to parley with a family member.

Districts

While it would be possible to create Ptolus as a steading, the city is so large that it would have nearly every tag. In addition, since nearly all play in a Ptolus game happens within the city, steading moves don't work as well if you are always inside one (moves often trigger upon entering a steading). Instead, treat each district of the city as it is own steading. When you do this, tags for defenses have to change meaning a little. While the city can easily call on 3,500+ soldiers for defense (not to mention the Commissar's guns), it is more likely to matter in a game what level of law enforcement can be expected. In the steadings that follow, consider the defense tag to measure the presence and effectiveness of the city watch against crime and unrest.

Similarly, the prosperity tag changes to reflect the standard of living and economic class of the residents, rather than the commerce-centric definitions given in the book. For example, the noble district is given the rich tag, even though almost no commerce or labor happens in that district. The Ptolus book should tell you everything you want to know about commerce within a given district.

Lastly, you can pretty much assume the history and personage tags for all of these districts. They will not be listed. District tags are as follows:

  • The Docks: poor, steady, guard, exotic (slaves)
  • Guildsman District: poor, shrinking, watch, guild (all varieties), craft (metalwork), resource (most raw materials), trade (North Market, South Market), religion (Iron God)
  • Midtown: middle, steady, guard, safe, exotic (magic items), resource (fish)
  • Necropolis: dirt, exodus, militia, lawless, power (death, infernal)
  • Noble's Quarter: rich, steady, garrison, safe, divine (Lothian), exotic (luxury goods), power (political), power (divine)
  • North Market: moderate, steady, guard, trade (outside farms), resource (food), market
  • Oldtown: weathly, steady, garrison, power (Imperial, arcane, celestial), safe, guild (martial), arcane
  • Rivergate District: moderate, growing, guard, safe, exotic (drugs)
  • South Market: moderate, growing, guard, safe, market, resource (commodities, craftwork), exotic (bloodsports, books, spices, perfume)
  • Tent CIty: low, growing, none, lawless
  • Temple District: moderate, growing, guard, religion (most)
  • Warrens: dirt, growing, none, lawless, power (organized crime)

Location Moves

Purpose and flavor can be added to various locations by making moves available will in a specific location. Some examples:

Blessing of Engelan

When you abandon concerns about the past and future at the Temple of Engelan, gain 1 preparation. If you do not use that preparation by the end of the day, loose all preparation.

Castle Shard

Delver's Square

Dockmaster's Tower

When you pay a suitable bribe to the dockmaster, roll+CHA. On a 10+, the dockmaster cooperates fully, then forgets all about it. On a 7-9, the dockmaster cooperates fully, but later sells information about your activity to interested parties.

Holy Palace

Observatory of the Watcher of the Skies

When you pay homage to the Watcher of the Skies on a clear day and peer through the temple's telescope, you see the future of some person, place, object or institution written in the stars. Roll+WIS. On a 10+, the GM will tell you three things from the list below. On a 7-9, only two. On a miss, the GM will tell you one anyway, but also something else that is not true (though you will have to discover which is which).

  • The identity of the subject of the prophecy.
  • The nature of a danger that threatens the subject or that the subject is part of.
  • What may prevent this danger before it happens.
  • What may avert this danger after it happens.
  • One grim portent, related to the subject, that is yet to occur.
  • One stakes question related to the subject.

Shade Tower

The Spire

Other Situational Moves

Some other setting-specific moves can also be added when useful, such as:

Dragonscales

Gambling

Specialties

The following are some additional specialties for use with the Class Warfare character creation concept. Most of these exist to better match some d20 or Pathfinder concepts.

Alchemist

Alchemists mix strange reagents to alter their forms and blow stuff up. This specialty is a loose approximation of the parts of Pathfinder's alchemist class that ever saw play at our table.

Chaositechnician

Dragon Heir

The blood of a dragon courses through the veins of a dragon heir, gifting the character with innate magical ability and some of the traits of their sire. We added this to handle Pathfinder's draconic sorcerer bloodline, but breaking it into a specialty makes more open ended than just for sorcerers.

Hierophant

A hierophant forms the basis of characters who can cast both arcane and divine magic. These are a type of Vancian caster that can use spheres of influence as well as schools of magic, though limited to casting spells below their own level.

Inverted Magus

Characters invited into the Inverted Pyramid and who successfully complete their rites of initiation gain access to the Inverted Magus Specialty.

Knight of the Pale

Spontaneous Caster

A spontaneous caster connects to magic on an intimate, personal level, naturally manifesting spell-casting ability. This specialty exists to match d20-style sorcerers and other spontaneous casters, casting a more limited selection of spells, more often.

Monsters

Ratmen

horde, small, stealthy, cautious, intelligent, organized
Sword (close, d6 damage), 3 HP, 1 Armor

The government offers a bounty on these degenerate, conniving, repulsive rats that walk upright and use tools. They eat almost anything organic but, though ferocious when cornered, are cowardly otherwise and avoid fights in which they lack a clear upper hand. Ratmen revere disease but fear light and dislike fire. Instinct: to scavenge

  • Bum rush
  • Disappear into the garbage
  • Spread disease and filth

Albino Ratmen

solitary, stealthy, cautious, intelligent, organized
Pistol (near, d10 damage), 12 HP, 2 armor

Albino ratmen always lead their groups (though not all ratmen leaders are albino), blessed with both greater intelligence and ambition. Favored among their own kind, they also carry the best gear. Instinct: to revel in the misery of others

  • Stir the nest to fight
  • Infect with a bite
  • Use other ratmen as shields

Ratbrute

solitary, large, intelligent, organized
Greatsword (close, reach, d10+1 damage), 14 HP, 3 armor

Albino ratmen always lead their groups (though not all ratmen leaders are albino), blessed with both greater intelligence and ambition. Favored among their own kind, they also carry the best gear. Instinct: to ruin

  • Rip something apart
  • Infect with a bite
  • Defend the nest

Rhodintor

group, intelligent, magical
Battleaxe (close, d8 damage), 12 HP, 3 armor

As creations of the Galchutt, rhodintor are not true demons, though they are every bit as devious and brutal. Instinct: to further the goals of chaos

  • Electrocute
  • Dispel magic
  • Operate chaositech