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  1. Mysterious Tarot Deck (Mk X Trinket)- An ancient avian tarot deck. Some say a person’s fate is tied to these cards.
  2. Positive
  3. A. There are good cards in the deck.
  4. B. When lost (Either stolen or misplaced) the deck returns to the user within 24 IG hours.
  5. C. TGS can be used to redraw a card without negative effect.
  6. Negative
  7. A. There are bad cards in the deck…
  8. B. The deck cannot be sold to The Black or to NPC merchants.
  9. C. The deck cannot be given away unless someone else willingly accepts the deck.
  10. D. One a week, the holder of the deck must roll a DC 30 Discipline(Mental Resistance) or Discipline(Concentration) or be feel compelled to shuffle the deck and draw a card. The holder of the deck must do this once every real life week. If they attempt to draw a card, they roll a 1D22 and match their value with the following cards.
  11. E. TDGS can be used to redraw a good card for a bad one.
  12. Spoiler: The Cards
  13. 1. The Doom
  14. (Depicts an avian skull on a black background, the empty sockets staring at the viewer with baleful hate) The PC for 1 real life week has death on their door constantly. All damage dealt has an additional 1d4, whatever the source. They also take a -2 to second wind rolls to resist death.
  15. 2. The Fate
  16. (Depicts an image of a star being worshipped by avians. In the background, lush growth intermingles with destruction) Put this card back. Draw two cards from the deck, but return the Fate card if you draw it again.
  17. 3. The Riches
  18. (Depicts a chest overflowing with gold, precious jewelry, and other valuable artifacts) Whatever the reason, either due to inheritance, business deals, etc, the PC comes into the possession of extra credits. The PC rolls a 1d20. They take that value and multiply it by 100. The number is then converted into credits and added to their account.
  19. 4. The Fool
  20. (Depicts an avian throwing his arms up, imitating a chicken while dressed in a colorful rags. The avian looks foolish and dimwitted, tongue lolled and dark eyes crossed) The PC rolls a 1d6. The value is then used a circumstantial penalty to all INT based skill rolls for 1 real life week.
  21. 5. The Ruins
  22. (Depicts a once ancient, thriving city reduced to crumbling buildings and vacant streets) The most valuable mk item in the PC’s inventory is removed forever. The events that cause this could be anywhere from a thief, a simple act of misplacement, or other event, so long as the item in question is impossible to retrieve. If there is more than 1 valuable item (Such as multiple mk 5 items), line up the items by their order in their character sheet and form a dice value from that. Roll the dice, and connect the value to the item it represents and remove that item. If the PC does not have a mk item to lose, remove 2,000 credits instead. If the PC has a Comfort Object, then that is the item to be removed first before all others.
  23. 6. The Servant
  24. (Depicts a group of ancient, rabbit-like beings wearing simple linen clothing as they do various tasks around an opulent palace) Whatever the IC reason, you gain the service of a free hireling automatically for the PC.
  25. 7. The Fertility Goddess
  26. (Depicts an ancient, pagan, avian goddess. She wears scant clothing of flowing garments, revealing her swollen abdomen and breasts. She smiles coyly, surrounded by a group of pining, male avian lovers as she tends to an egg laden nest) The PC, if they are organic, suddenly receives amorous major for their significant other if they don’t already have it (Or for the appropriate sex able to give them children). The PC will feel a longing for children and eroticism, and will receive a +5 circumstantial bonus to fertility rolls for 1 real life week. If the Fertility Goddess card is not applicable to the PC, either due to gender preference or biology (or lack there of) they draw for a different card instead.
  27. 8. The Blessing
  28. (Depicts a glittering, full moon) The PC receives a circumstantial +1 to all non crafting skill rolls for 1 real life week.
  29. 9. The Doom
  30. (Depicts a moon, fully eclipsed) The PC receives a circumstantial -2 to all non crafting skill rolls for 1 real life week.
  31. 10. The Thief
  32. (Depicts an avian garbed in brown/black robes, coveting over a pile of treasure) The PC, whether due to Cortext account theft, bad insurance, etc, they lose half of their credit value rounded up. If they are in debt, the current debt value is doubled instead.
  33. 11. The Plague
  34. (Depicts an avian covered in boils and pestilence, his once healthy, proud form emaciated and sickly looking) The PC, 1 real life day after drawing this card, is struck by a vicious sickness. On its own, the sickness is not deadly, but it severely weakens the body with chills, fever, tremors, and other nasty symptoms. Additionally, all their physical stats count as if they one step lower (-2 Attribute), capping at 2. The disease lasts 1 real life week, is not contagious, cannot be treated with standard medical rolls, and vanishes on its own after the allotted time is over with.
  35. 12. The Strangers
  36. (Depicts a group of shady, threatening individuals in dark cloaks brandishing weapons towards the viewer) When drawn, the PC will become the target of a group of people who wish the PC harm, usually physical in nature. Roll 1d4+2. The value is the number of aggressors. Contact an RPE when this roll is done. If able, the RPE will craft an event where these aggressors attempt to kill or otherwise harm the PC. The majority of this group will be combat focused, though the RPE can design a few of the NPCs to fulfill other support roles if those skills help the more direct members of The Strangers to reach their target. The Strangers are determined in their attempt to harm the PC, and barring extreme resistance, will not retreat and may do daring methods of attack like appear in another event or invade a colony. They will turn their aggressions on any that attempt to interfere in their work or who are allies of the PC, but only if they are an immediate obstacle to their main target. At their base, every member of The Strangers is a greenhorn level npc, with no extra skills or stats, 4 rank points for assets and complications, 1 mk 0 weapon/tool, 1 mk 0 set of armor/clothing, 1 mk 1 trinket or buff item, 1000 credits worth of consumable items or bought equipment, and 1 Cortext store jabberwocky (used by the leader). They can be any race or gender, but are encouraged to be a past enemy or antagonist to the PC, whether known or not. The Strangers are willing to work with other NPCs or enemy PCs to the target’s detriment. If the PC has the Known Criminal or Branded complication, The Strangers are stronger and have more resources, being at least loosely affiliated with the enemy faction. At minor level, The Strangers are veteran level, with no extra skills or stats, 4 rank points for assets and complications, 1 mk 3 weapon/tool, 1 mk 3 set of armor/clothing, 1 mk 3 trinket or buff item, 2000 credits worth of consumable items or bought equipment, and 1 Cortext store jabberwocky (used by the leader). If major, The Strangers are BDH level, with no extra skills or stats, 4 rank points for assets and complications, 1 mk 5 weapon/tool, 1 mk 5 set of armor/clothing, 1 mk 5 trinket or buff item, 3000 credits worth of consumable items or bought equipment, and 1 Cortext store jabberwocky (used by the leader). The Strangers have 1 real life week to take down the PC unless that time limit is complete, they succeed in their mission, or if every member of the group is defeated or killed.
  37. 13. The Knight
  38. (Depicts an avian warrior kneeling on a spear up front, garbed in immaculate, ceremonial armor and a white cape, head bowed in solemn service) When drawn, a loyal warrior will approach the PC and offer their services for free. This can be due to a believed favor owed, support from the PC’s affiliated faction, or some other reason. The NPC in question is similar to a combat themed hireling, and takes up a hireling space. However, this NPC is veteran level, with no extra skills or stats, 4 rank points for assets and complications, 1 mk 3 weapon, 1 mk 3 set of armor/clothing, 1 mk 3 trinket or buff item, and 2000 credits worth of consumable items or bought equipment. The Knight is active for 1 real life week during the time the card was drawn and after their character sheet is written up by the player of the PC. Besides following the specifications above, the player is able to design The Knight however they see fit so long as the NPC is only primarily combat themed. The Knight is loyal to the PC, willing to die for them if necessary, but only in a body guarding capacity (They will not act as an agent or assassin for the PC), and will avoid death if another option is available that does not harm the PC and to a lesser extent, themselves. After the real life week of service is over or if the NPC dies, The Knight is no longer around. However, if the PC makes use of their Damsel in Distress asset, signal ring, or colonial faction’s SOS, The Knight can be among the rescuers. If still alive, the same NPC can make a reappearance if The Knight card is drawn again.
  39. 14. The Lord
  40. (Depicts an avian noble in fine garments seated upon a stone throne) The PC gets a +1-circumstantial bonus to all regular social rolls done in a position of authority outside of Influence (Leadership) and Discipline (Leadership). For Influence (Leadership) and Discipline (Leadership), the circumstantial bonus is +2 instead. This bonus lasts 1 real life week before the effect dissipates.
  41. 15. The Stagnant Pool
  42. (Depicts a bubbling, sweltering pool thick with algae and festering organisms) If this card is drawn, no effects from the deck will be present until the next drawing. If this card is drawn in addition to another card in the same drawing, all effects from that card are canceled and no effects will be present until the next drawing.
  43. 16. The Artifact
  44. (Depicts a jeweled, golden goblet polished to a glimmering hue) Whether due to inheritance, reward, or some other event, the PC comes into the possession of either a free mk 3 piece of equipment or a mk 3 artsy item of their choice.
  45. 17. The Crone
  46. (Depicts an aged, ugly, female avian garbed in the black garments of a widow) When drawn, the PC gains a +1d4 to all knowledge skill rolls for 1 real life week. If the PC has the Getting On In Years complication, they also get a circumstantial flat +3 and +6 bonus to the roll for minor and major respectively.
  47. 18. The Tragedy
  48. (Depicts a bleak, barren field of what was once lush farmland languished and decaying with a gray, sepia color palette) Disaster strikes the PC indirectly in the form of an unavoidable death. If the PC has an NPC friend or family member, they may perish in a very sudden, very shocking way. It could be a child, sibling, or more indirect, but still very much valued individual. If the PC has no relevant connections of this sort or does not wish to give up such an important rp NPC, a sentient hireling of their choice perishes instead. If there is no relevant hireling, the PC is instead treated as if they are under the effects of The Doom card.
  49. 19. The Merchant
  50. (Depicts a portly avian wearing jeweled rings upon his talons and dressed in fine, silk clothing) The PC finds their business endeavors going in their favor. When this card is drawn, the PC receives a +1d4 to Influence (Barter) and Artistry (Appraisal) until a real life week passes.
  51. 20. The Artisan
  52. (Depicts an avian carpenter as he painstakingly shapes beautiful furniture from simple wood) After drawing this card, The PC gains +1 to all crafting rolls for 1 real life week.
  53. 21. The Justice
  54. (Depicts an avian headsman, wielding a bloodied axe) For whatever reason, when the PC draws this card, they think they are going to receive justice or punishment for their previous actions, real or imagined. The PC gains the Twitchy (minor) Complication for 1 real life week. If the PC actually has a reason to fear retribution by having any level of the Dark Secret, Known Criminal, Or Branded complications, they receive the major version of Twitchy instead.
  55. 22. A Fake Card?!
  56. (What is this doing here? This is a cheap knock off in an otherwise perfect deck of ancient tarot cards!) By drawing this card, the PC can now freely remove the Deck of Many Things, either by selling it, discarding it, or giving it away. The PC will no longer feel compelled to draw any cards from the deck so long as they don’t willingly shuffle and draw from the deck again, restarting the process.
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