As the Deck of Fate travels in the time god's hands, it transforms into a deck that is eternally bound to him. The one, true, immortal god. No celestial can be granted power by this deck. It may alter the world, it may alter others, it may never alter the gods.
Once a card is drawn, its effects take place immediately, if a time paradox is caused or encountered, it is "sorted" within the deck, and erased by its power.
Playing Card | Card |
---|---|
Joker | 0 - The Fool |
Two of Diamonds | I - The Magician |
Queen of Diamonds | II - The High Priestess |
Queen of Hearts | III - The Empress |
Jack of Diamonds | IV - The Emperor |
Jack of Hearts | V - The Hierophant |
Two of Hearts | VI - The Lovers |
Seven of Spades | VII - The Chariot |
Seven of Diamonds | VIII - Strength |
Two of Clubs | IX - The Hermit |
Seven of Clubs | X - Wheel of Fortune |
King of Clubs | XI - Justice |
Jack of Clubs | XII - The Hanged Man |
King of Spades | XIII - Death |
Two of Spades | XIV - Temperance |
Jack of Spades | XV - The Devil |
Queen of Spades | XVI - The Tower |
Seven of Hearts | XVII - The Star |
Queen of Clubs | XVIII - The Moon |
King of Hearts | XIX - The Sun |
King of Diamonds | XX - Judgement |
Ace of Spades | XXI - The World |
The Fool. You must draw a number of cards from the deck equal to the number of people you can see. You must bestow each card to one of those people. If you can see more than 20 people, then you select 20 people, and hand out one of each card in this deck, except for the fool and the world cards.
The Magician. Your proficiency bonus is permanently increased by 1.
The High Priestess. At any time you choose within one year of drawing this card, you can ask a question in meditation and mentally receive a truthful answer to that question. Besides information, the answer helps you solve a puzzling problem or other dilemma. In other words, the knowledge comes with wisdom on how to apply it.
The Empress. Upon drawing this card, you must declare either "Acquaintance" or "Enemy." If you declare "Acquaintance," one acquaintance of yours of the DM's choosing will begin to regard you more favorably, and will see you as a friend and possibly ally. If you declare "Enemy," one enemy of yours of the DM's choosing will no longer feel amnesty towards you. That enemy does not necessarily become your friend, but will see you neutrally until further interaction.
The Emperor. Within the next 3 months, you will gain the service of a merchant, warrior, steward, or wizard (your choice). When you choose, roll a d10. That is the total level of the person whose service you've gained. The DM decides who this person is, and how you meet them.
The Hierophant. For the next 3 times you make a request of a deity, that deity must answer directly and is more favourable to you than usual.
The Lovers. An NPC you choose falls hopelessly in love with you, to the point of obsession. Others will notice this drastic change in attitude.
The Chariot. A nonplayer character of the GM's choice is sent forward or backward in time as they choose. They can only use the power from the deck to travel once; if the same card is used on the same person again, they have to choose the opposite of what they chose. (Aka if they chose forwards, they must go backwards, if they went backwards, they must go forwards.)
Strength. You receive a very rare, rare, uncommon, or common magic item of your DM's choice and become attuned to it, even if you normally would not normally be able to attune to it. You are also considered proficient with the magic item if it is a magic weapon, even if you are not normally proficient with that weapon type. Your name also becomes associated with courage among young adventurers, who speak tales of your exploits with the given weapon.
The Hermit. One enemy of the GM's choosing is banished to pragotry, trapped between timelines and dimensions.
Wheel of Fortune. You gain extraordinary god luck. You suffer a +2 penalty to all d20 rolls you make, including death saving throws.
Justice. The next person to strike you by any means causes time to be reversed, so that effect is undone. The person who gained the benefit then gets a free attack as a reaction.
The Hanged Man. You must choose between two options:
- Allow luck to fall upon 10 people you do not know, each of them is granted one wish, you will not know of the effects.
- Allow luck to fall upon a single friend (or acquaintance, if you have no friends) of yours who is not a player character. This person is granted one wish, you will not know the effect.
Death. The person you love most is granted the ability to travel through time at will. As long as they pray to the god of time.
Temperance. The next time you spend the night a town with a tavern (or if you are already in a town with a tavern), in your resting hours you are overcome by an overwhelming desire to gamble, get wasted, and party. Your DM rolls twice on the Low-Class, Middle-Class, and Upper-Class Carousing Complications tables, and applies the appropriate effects to you. You will often learn things during this bender, whether those things will be helpful or not is uncertain.
The Devil. A powerful devil becomes your ally. The devil seeks your ruin and plagues the lives of others that seek to harm you, savoring their suffering before attempting to slay them. This enmity lasts until either you or the devil dies.
The Tower. You are sent 1d12 hours into the past, and are allowed to change the future as you please.
The Star. You must use this effect within the next year or it is lost. Until then, you may wait to use it at your discretion as a free action. You may regain something that has been lost to you - recently or long along. You must carefully declare what you want to regain, and upon doing so, it appears somewhere within 10 feet of you. This card cannot, however, return the lost life of someone slain by the Death Card.
The Moon. The Moon Card summons an angle of the moon, to follow around the person who drew the card and guide them. The fairy guides them to achieve their true inner desires.
The Sun. The Sun Card summons an angle of the sun, to follow around the person who drew the card and guide them. The fairy guides the person to do what is right.
Judgement. You gain a +3 to your Insight skill, and you always know if a creature is lying unless they have a feature that prevents others from knowing if they are telling the truth through magical means.
The World. Flip a coin.
- If the result is heads, The World Card transforms into Judgement, The Sun, The Star, Strength, The Lovers, The Hierophant, The Emperor, The Empress, The High Priestess, or The Magician (your choice).
- If the result is tails, The World Card transforms into The Moon, The Tower, The Devil, Temperance, Death, The Hanged Man, Justice, Wheel of Fortune, The Hermit, or The Chariot (DM's choice).
Comments