Once per long rest, you draw a card that is used to manipulate fate. However, altering probability results in an equal and opposite reaction that acts to restore fate’s equilibrium.
After a long rest, roll a 1d10, 1d6 and 1d4. The results determine the foretelling effect and potency.
You can replace any attack roll, saving throw, or ability check made by you or a creature you can see with this value. Example: Rolling 3, 2, 1. Results in the Three of Spades. A creature rolls an 18 (A) on a saving throw; you displace it, so their save became a 3 (P), and the next potency has become 18 (A) or a King.
Note: The P and values altered by the cards cannot go below a one or above a twenty.
|
Dice 3 (d4) |
Card Suite |
Foretelling Effect |
|
1 |
Spade |
“Displace” change target value A to P, but the next P will be A (rounded to nearest card type). |
|
2 |
Club |
“Reduce” subtract target value A by P, and your next value B is added by P. |
|
3 |
Heart |
“Increase” add target value A by P, and your next value B is subtracted by P. |
|
4 |
Diamond |
“Exchange” changes target value A to P, but your next value B becomes A. |
|
Dice 1 (d10) |
Dice 2 (d6) |
Card Type |
Foretelling Potency (FP) |
|
1-2 |
1-3 |
Joker |
1 |
|
1-2 |
4-6 |
Two |
2 |
|
3-4 |
1-2 |
Three |
3 |
|
3-4 |
3-4 |
Four |
4 |
|
3-4 |
5-6 |
Five |
5 |
|
5-6 |
1-2 |
Six |
6 |
|
5-6 |
3-4 |
Seven |
7 |
|
5-6 |
5-6 |
Eight |
8 |
|
7-8 |
1-2 |
Nine |
9 |
|
7-8 |
3-4 |
Ten |
10 |
|
7-8 |
5-6 |
Queen |
10+1d6 (16) |
|
9-10 |
1-3 |
King |
10+1d8 (18) |
|
9-10 |
4-6 |
Ace |
10+1d10 (20) |
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