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Decks

Usable by all classes. By default, all magical decks appear to be a standard set of the PrinceCon Deck. This is a set of cards common throughout the PrinceCon world, although great variation can be found in style and in the precise identities of the cards. It is generally impossible to ascertain the nature of a magical deck except by experiment. In campaigns that include a generally roguish or dishonest character class (such as thief), it is suggested that the Marked, the Stacked, and the Gamesman's Decks be limited to that class. Any such deck would be nonstandard at PrinceCon.

The PrinceCon Deck, for ease of use, resembles a "normal" deck of cards: four suits of thirteen cards each, and (possibly) two jokers. The four suits are clubs, diamonds, hearts, and spades. A GM can usually determine the results of a character's use of a magical deck, except for the Deck of Many Things, without actually having to use a deck of cards. Decks are commonly used for gambling, fortune-telling, and character divination. Any variation from the standard deck of cards, either in the number or the identities of the cards, must be fully described in the item list, along with its use; any variant of the Deck of Many Things must have each card and its effect defined.

Deck of Fortune

Level 2. Once per day, this deck can perform a successful character divination or fortune telling. Character divination performs 1D6 clerical Detect Type II prayers such as Detect Intent or Religion. Fortune telling tends to be vague and to require some interpretation, as per Augury. More powerful decks may act as the prayer Prophecy.

Intelligent Deck

Level 2. This deck must be in the possession of a new owner at least one day before it functions for him. The deck is an expert player (able to beat all but a handful of humans in the world) of one particular card game. (This is usually a popular gambling game that involves some skill, like Poker, Bridge, or Fibonacci.) The owner may allow the deck to make the decisions involved in playing the game. (It telepathically informs the player of what actions he should take. It does not base its play on its knowledge of cards hidden from its owner.) The deck can be in the possession of only one owner at a time.

Lucky Deck

Level 1. In any game of chance, character divination, or fortune telling, the owner receives extremely lucky cards from this deck. He wins any game (whether he wishes to or not), he appears to be of sterling character, or he receives a very positive fortune telling. Note that this may not be in accordance with reality.

Marked Deck

Level 1. This deck must be in the possession of a new owner at least one day before it functions for him. The owner is able to know the value of any card, merely by seeing any portion of its back. The deck can be in the possession of only one owner at a time.

Stacked Deck

Level 1. This deck must be in the possession of a new owner at least one day before it functions for him. The owner is able to deal any specific card from the undealt portion of the deck, regardless of the card's position in the deck. The owner can sense whether any specific card is in the undealt portion of the deck which remains in his hand. The deck can be in the possession of only one owner at a time.

Gamesman's Deck

Level 2. A Gamesman's Deck has the powers of both a Marked Deck and a Stacked Deck.

Deck of Many Things

Level 4. Burnout 10%. This deck is enchanted to have great effects when used. Whenever a card is picked from the deck, it has some effect upon the one who drew it. A "pick" occurs whenever any card is turned face up. (Turning the deck over so the bottom card is face up is equivalent to drawing the bottom card.) The card drawn is visible to the user for only a moment before it returns to the deck, which immediately shuffles itself. No more than one card from the deck can be seen at a time, so fanning the cards face up (or something similar) is impossible. Each pick is preceded by a burnout roll; when the deck burns out, it becomes a normal deck of playing cards. A user is aware of the effects of any card he draws.

A Deck of Many Things is generally more suitable for use in a campaign than at PrinceCon. Any GM who includes a Deck of Many Things in his item list is strongly discouraged from letting it leave his scenario. The cards' effects may be rewritten at the discretion of the GM, but any variant deck must have each card and its effect defined in the item list. Any card with a lasting effect on a character (such as a permanent alteration to any information that appears on his character sheet) must be approved in advance by the Convention Director. The description of a variant deck should be written for use without an actual deck present, unless the GM is prepared to give a deck of cards to any player who recovers the item. It must be given a burnout and leveled appropriately.

The example given is the standard Deck of Many Things for PrinceCon. In the descriptions below, "user" refers to the one who draws the card from the deck. The cards are numbered so that picking can be simulated with dice if no deck is available. All effects are immediate unless otherwise specified. All spells and prayers count as level 18 for level-vs-level effects. A number of suggestions for humorous cards appear at the end of the list. A GM may, at his discretion, replace the standard effect of the jokers with any of these suggestions, or with any other amusing harmless effect.
Card Number    Effect
Ace of Clubs1User affected by Prot/Normal Weapons spell for 1 day.
King of Clubs2User affected by one dose of standard poison, with no initial saving throw.
Queen of Clubs3User paralyzed for one day, no saving throw.
Jack of Clubs4User blind for one day, no saving throw (-30% to hit or target in combat).
10 of Clubs5User restored to full hit points.
9 of Clubs6User permanently loses 1 point from a random nonprime requisite (minimum 3).
8 of Clubs7User gets +20% to all saving throws for 1 day.
7 of Clubs8User adds +2 to charisma permanently (max 18).
6 of Clubs9User can use prayer Assay Item next round, with casting restrictions as a cleric.
5 of Clubs10The least powerful noncursed magical item on the user, other than this deck, becomes nonmagical.
4 of Clubs11User receives effect of his choice of Cure Blindness, Cure Deafness, or Cure Disease prayer.
3 of Clubs12User affected by Sleep spell, no saving throw.
2 of Clubs13User affected by Range Loser spell for 1 day, no saving throw.
Ace of Diamonds14User transported to hemispherical pocket universe 12" in radius and attacked by a random monster from the Monster Summoning table of the user's level (max 9). The user returns whenever one of them is killed.
King of Diamonds15User affected by Teleport Attack spell, no saving throw.
Queen of Diamonds16User adds +1 permanently to requisite of his choice (max 18).
Jack of Diamonds17User gains a level 4 follower of his own class, race, religion, etc., for 1 day, as per a Figurine of Character. The follower disappears with all equipment if the user or follower dies.
10 of Diamonds18A random monster from the Monster Summoning level V table appears and attacks the user. It disappears after 6 rounds, as per the mage spell.
9 of Diamonds19User permanently adds +1 to a random nonprime requisite (max 18).
8 of Diamonds20User has choice of either infravision or +25% to Awareness rolls for 1 week.
7 of Diamonds21User permanently loses 2 points of charisma (min 3).
6 of Diamonds22User suffers -10% to all saving throws for 1 day.
5 of Diamonds23User gains a random level 1 magical item (if GM has such available).
4 of Diamonds24Burnout for all the user's items is 2 times the usual probability for 1 week.
3 of Diamonds25User needs no sleep for 1 week.
2 of Diamonds26User gains a map of the area 300' around him.
Ace of Hearts27If the user dies in the next 24 hours, he is immediately affected by a Raise Dead Fully prayer. This card can only function once per day for any user.
King of Hearts28User can use prayer Remove Curse next round, with casting restrictions as a cleric.
Queen of Hearts29User permanently loses 1 point from prime requisite (a fighter-mage loses 1 from both requisites).
Jack of Hearts30The most powerful noncursed magical item on the user, other than this deck, becomes nonmagical. If user has no other items, all his armor, weapons, and equipment disappear.
10 of Hearts31User reduced to 1 hit point, no saving throw.
9 of Hearts32User's spell or prayer points, if any, are fully restored.
8 of Hearts33User affected by Invisibility spell with 1 day duration.
7 of Hearts34Any nonmagical weapon the user wields in the next day acts as a Weapon -2.
6 of Hearts35User gets +10% to all saving throws for 1 day.
5 of Hearts36User affected by Weakness spell for 1 day, no saving throw.
4 of Hearts37User affected by Slow spell (Movement variety) for 1 day, no saving throw.
3 of Hearts38Any nonmagical weapon the user wields in the next day acts as a Weapon +1.
2 of Hearts39User gains a valuable nonmagical treasure (gem, jewelry, etc.)
Ace of Spades40User dies, no saving throw.
King of Spades41User can cast Mass Teleport once in the next day, with casting restrictions as a mage; spell acts as Teleport, but can include up to 100 willing individuals within 100' when used.
Queen of Spades42User affected by Second Sight spell for 1 day.
Jack of Spades43User unable to speak for 1 week.
10 of Spades44User affected by standard clerical Resist prayer of his choice for 1 day.
9 of Spades45User's spell or prayer points, if any, disappear.
8 of Spades46User suffers -20% to all saving throws for 1 day.
7 of Spades47Any nonmagical weapon the user wields in the next day acts as a Weapon +2.
6 of Spades48A random monster from the Monster Summoning level III table appears and attacks the user. It disappears after 6 rounds, as per the mage spell.
5 of Spades49User gains a level 1 follower of his own class, race, religion, etc., for 1 day, as per a Figurine of Character. The follower disappears with all equipment if the user or follower dies.
4 of Spades50Burnout for all the user's items is 1/2 the usual probability for 1 week.
3 of Spades51Any nonmagical weapon the user wields in the next day acts as a Weapon -1.
2 of Spades52All of the user's maps become blank.
JokersFor 1 day user makes noise whenever he moves (as if affected by a Cow Bell) and gets +1 to his dexterity. .sk
SuggestionUser gets an invitation to PrinceCon.
SuggestionAll coins on user when he picked now have his image on them.
SuggestionUser is color blind for one week.
SuggestionUser gets a set of 100 engraved calling cards.
SuggestionUser gets a deck of playing cards with the face cards having images of him and those around him when he picked.
SuggestionA bull's-eye centered on the user's heart appears on whatever he is wearing for the next week. It glows in the dark.
SuggestionWhenever user enters a room, ominous music plays.

Coercive Deck of Many Things

Level 2. This deck functions as a Deck of Many Things, except that the first pick forces the character to draw cards until the deck burns out. Each pick takes one melee round, and the character cannot explain what is going on as he picks. The deck remains with the character (like a Cursed item) until it burns out, regardless of any attempt to separate the character from it. The user can avoid drawing a new card only if he is physically prevented from doing so by death, paralysis, or a similar effect; if this occurs, the deck burns out immediately.

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Last Modified on September 25,1995.

ammulder@princeton.edu