Deck of Perilous Fortunes - Cypher System
GM-Info!
Work in progress!
Slightly NSFW!
FEATURED
The Deck of Perilous Fortunes consists of 99 cards, tightly bound within a snug leather sleeve. Some believe the deck was crafted by the gods themselves, designed to tempt mortals with its promises of power and fortune. Others propose that it was created by a benevolent enchantress who, driven by madness, imbued the cards with unpredictable magic. Any attempt to destroy it or permanently remove its cards proves futile. When such efforts are made, the deck simply vanishes, only to materialize elsewhere in the world. Similarly, any cards separated from the deck will mysteriously find their way back, reappearing randomly within the leather sleeve.
Knowledge about the Deck of Perilous Fortunes is fragmented and scarce. Only a handful of cards and their effects have been documented, and this information is scattered across the world. To gather comprehensive knowledge, one would need to embark on a global journey, piecing together lore from various sources. The majority of cards and their consequences remain shrouded in mystery. As such, it falls to the Game Master to decide what information, if any, a character receives upon drawing a card, particularly if the effect isn't immediately apparent.
Drawing Cards
When the deck is complete, only one card can be drawn at a time. Attempting to draw more results in the leather sleeve becoming inexplicably tight, preventing any additional cards from being extracted until the next day. The deck resets at midnight. A clever individual could exploit this by drawing a card just before midnight, quickly returning it to the sleeve, and then drawing another card immediately after the clock strikes midnight. A card must be drawn willingly to make its effect work. The moment a card is pulled, its effect is set in motion, though the consequences may not be immediately apparent. These magical outcomes are inescapable; no amount of luck or skill can circumvent them. Eg. forcing multiple luck rolls on minor things to prevent bad outcomes on important luck rolls later proves futile against the deck's powerful enchantments. Optional Rule: If a card is drawn upside down, the effect is reversed, provided such a reversal is feasible. If the reversal is not applicable, the Game Master determines the outcome, ensuring that the upside-down draw still has a meaningful impact on the game. This optional rule requires two rolls from the player: first, a d99 to determine which card is drawn, and second, a coin flip (or d2 roll) to establish the card's orientation. On a coin flip of tails (or a d2 roll of 2), the card is considered drawn upside down You can find the WFRP 4e version here: Deck of Perilous Fortunes# | Card Name | Effect |
---|---|---|
1 | The Alchemist's Apprentice | For the next 1d10 days, any recovery tasks you perform using potions or salves are eased by two steps. |
2 | The Alchemist | You instantly craft a single-use “potion” cypher. When drunk within the next hour, it grants a beneficial effect determined by the GM (e.g., easing a particular task, restoring points, etc.). |
3 | The Amnesia | For 1d10 hours, all tasks for which you are trained or specialized become hindered by two steps (you effectively can’t apply that training). |
4 | The Assassin | For 24 hours, all tasks related to stealth and sleight of hand are eased by two steps. |
5 | The Bard | For up to 1 hour, your performance so enthralls onlookers that all social interactions with them are eased by two steps. |
6 | The Beastman | For 1d10 hours, tasks relying on Intellect or knowledge are hindered by one step. |
7 | The Berserker | For 1d10 rounds, tasks relying on Might are eased by one step, but tasks relying on Intellect are hindered by one step (you are in a savage frenzy). |
8 | The Burden | For 24 hours, carrying heavy loads is more difficult: tasks to lug or haul gear are hindered by two steps (effectively halving your capacity). |
9 | The Changeling | For 24 hours, you can alter your appearance (including face, build, voice) at will. Observers must succeed on an Intellect task (GM sets difficulty) to see through the disguise. |
10 | The Chaos Creature | You transform into a random monstrous form for 1d10 minutes (GM intrusion likely). When time is up, you revert to normal. |
11 | The Chaos Warrior | For 24 hours, you gain +2 to Armor (or two additional points of Armor). |
12 | The Chidaya | You can fly under your own power for a total of 1 hour within the next 24 hours. You can split this hour into smaller increments if desired. |
13 | The Comet | You gain 1 XP immediately (representing a stroke of cosmic fortune). |
14 | The Coward | For 1d10 hours, any Intellect defense task to resist fear or intimidation is hindered by three steps (it’s almost impossible for you to stand your ground). |
15 | The Curse | Randomly choose one of your Pools (Might, Speed, or Intellect). For 1d10 days, all tasks relying on that Pool are hindered by one step. |
16 | The Cursed Dream | You immediately fall into a deep, unnatural sleep for 1d10 hours, and nothing short of powerful magic or a GM intrusion can wake you sooner. |
17 | The Doomsayer | For 1d10 hours, whenever you loudly proclaim doom, nearby enemies must make a difficulty 4 Intellect defense roll or become fearful (tasks hindered by one step while in your presence). |
18 | The Doppelganger | A perfect copy of you appears and obeys your commands for 1 hour before vanishing. It has your current stats and abilities (GM moderates how it’s used). |
19 | The Doppelganger's Curse | An evil duplicate of you appears for 24 hours. It has your stats/abilities but aims to undermine you. When the time ends (or if destroyed), it vanishes. |
20 | The Dragon | Once in the next 24 hours, you can exhale a wave of fire as a level 5 attack in an area (short range cone). |
21 | The Drunkard | For 1d10 hours, all Speed and Intellect tasks are hindered by two steps, and your behavior is that of someone extremely intoxicated. |
22 | The Dwarf | For 1d10 hours, tasks that rely on Might or endurance are eased by one step (representing hardy constitution). |
23 | The Elf | For 1d10 hours, tasks that rely on Speed, agility, or grace are eased by one step. |
24 | The Emperor | You gain 1 additional XP immediately (symbolizing a lasting boon of sovereignty). |
25 | The Engineer | For 24 hours, all tasks to understand, build, or operate devices or mechanisms are eased by two steps. |
26 | The Exhaustion | You gain one free GM intrusion representing ongoing fatigue, and for the next 24 hours, all non-combat physical tasks are hindered by one step. |
27 | The Flagellant | For 24 hours, you feel no fear whatsoever; tasks to resist terror, intimidation, or horror are eased by three steps. |
28 | The Fool | Your next roll is treated as a GM intrusion if it fails, even if you have XP to negate intrusions. |
29 | The Forester | For 24 hours, all tasks related to tracking, hunting, or navigating wilderness terrain are eased by two steps. |
30 | The Ghoul | For 1d10 days, you can consume any organic matter as if it were normal food with no ill effects. |
31 | The Glutton | For 1d10 days, you must eat twice as much as usual or suffer a free GM intrusion every day you fail to do so. |
32 | The Grave Robber | The next time you examine a corpse, you find a random cypher or artifact the GM chooses. |
33 | The Haggler | For 24 hours, tasks related to bargaining or convincing merchants to lower prices are eased by two steps. |
34 | The Hallucination | For 1d10 hours, you suffer vivid illusions. All perception and defense tasks are hindered by one step. Enemies might require extra rolls to fool you or exploit your confusion (GM’s call). |
35 | The Hedge Knight | For 1d10 days, you gain access to a loyal (level 3) warhorse or mount. After the duration, it disappears or leaves. |
36 | The Hedge Wizard | You gain a minor magical ability (level 2 effect) permanently. The GM decides specifics (e.g., a cantrip-like trick, or an esoteric knack). |
37 | The Horseman-at-Arms | For 24 hours, tasks to resist cold and tasks involving riding mounts are eased by one step. |
38 | The Ice Witch | For 24 hours, you have +2 Armor against cold damage, and you can form simple objects made of ice (level 2 creations). |
39 | The Illiterate | For 24 hours, all tasks requiring reading or writing are impossible (or automatically fail). |
40 | The Innkeeper | Once in the next 24 hours, create a temporary extra-dimensional “inn room” (level 5) that can safely house you and your companions for up to 8 hours. |
41 | The Inquisitor | For 1d10 hours, you automatically know if someone is lying to you (they must succeed on a difficulty 6 Intellect roll to deceive you). |
42 | The Jailer | Once within 24 hours, create an invisible level 5 barrier in a 10-foot cube for up to 1 hour, trapping creatures inside unless they can break it (Might 6 to overcome). |
43 | The Jester | Draw two more cards/effects and apply both. If you draw The Jester again, reshuffle all drawn effects back into the deck. |
44 | The Jinx | Your next three task rolls automatically fail, no matter what (immediate GM intrusions). |
45 | The Kachhua | For 1d10 hours, your Speed tasks are hindered by two steps (your movement effectively slows). |
46 | The Kendric | For 1d10 hours, your body shrinks to half your normal height. All tasks relying on size or reach are hindered, but tasks requiring smallness or fitting into tight spaces are eased. |
47 | The Klutz | For 1d10 hours, all Agility- or Speed-based tasks are hindered by one step. |
48 | The Knight | You gain 1d10 temporary points (like bonus Pool points) that last for 24 hours. You can spend them on any defensive action or recovery roll. |
49 | The Liar | For 24 hours, no one believes anything you say unless they succeed on a difficulty 4 Intellect defense to see you’re telling the truth. |
50 | The Lichmaster | For 1d10 hours, you can speak freely with the dead (level 5 effect). They don’t have to be friendly, but they’ll at least understand and respond. |
51 | The Mercenary | For 24 hours, all weapon attacks are eased by one step (you temporarily master every weapon). |
52 | The Merchant | You find 1d100 shins (or an equivalent currency) in your pocket. The GM decides if there are any suspicious origins. |
53 | The Messenger | Once in the next 24 hours, send a short telepathic message (up to 25 words) to someone you know, regardless of distance. |
54 | The Miser | For 1d10 days, you cannot willingly spend currency or give away possessions without a GM intrusion forcing your hand. |
55 | The Mutant | You gain one random mutation (level 4 effect, beneficial or detrimental) that lasts for 1d10 days. |
56 | The Necromancer | Once in the next 24 hours, you can summon a level 3 skeleton minion to fight or serve you for up to 10 minutes. |
57 | The Nemesis | Your greatest known enemy instantly learns your exact location. The GM decides how (and when) they respond. |
58 | The Noble | For 24 hours, you are treated with great respect. Social interactions are eased by two steps unless someone has reason to distrust you. |
59 | The Oracle | You receive a vision of a future event (the GM determines details). Decoding the vision might require an Intellect roll. |
60 | The Outcast | For 24 hours, most NPCs regard you with suspicion or hostility; tasks to influence them are hindered by two steps. |
61 | The Paranoia | For 1d10 hours, you believe everyone is plotting against you. Cooperation tasks and social interactions are hindered by two steps. |
62 | The Pilgrim | For 1d10 days, travel-related tasks (navigation, supply gathering, dealing with hazards on the road) are eased by two steps. |
63 | The Pit Fighter | For 1d10 hours, tasks involving melee combat (especially unarmed or close-quarters) are eased by one step. |
64 | The Plague | You contract a disease (level 5). Make a Might defense roll each day (or hour, GM’s call) to avoid further damage. Success might shorten or cure it. |
65 | The Priest | Once, within the next 24 hours, you may invoke a divine intervention (level 6 effect). The GM decides the precise outcome but it favors you. |
66 | The Quack | Within the next 24 hours, you can convince someone of one blatantly false “medical fact” that they’ll believe fully unless shown proof otherwise. |
67 | The Quake | An immediate tremor knocks you prone and deals 1d10 points of damage (from falling debris, etc.). This is effectively a GM intrusion. |
68 | The Rat | For 1d10 days, you can converse with rodents, who may act as informants or minor helpers. |
69 | The Ratcatcher | For 1d10 days, you become immune to mundane diseases (level 3 or less). |
70 | The Reckless | For 24 hours, if there is a dangerous path or choice, you feel compelled to take it. If you resist, it triggers a GM intrusion. |
71 | The Roadwarden | For 1d10 days, you always know the direction to the nearest settlement or safe waypoint. |
72 | The Scholar | For 1d10 hours, tasks involving knowledge, research, or puzzle-solving are eased by one step. |
73 | The Seer | You can pose one question about past events to the GM and get a truthful answer. The GM decides how specific or cryptic the response is. |
74 | The Shadow | For 1d10 hours, any task to remain unseen or move silently is eased by two steps, provided you remain in areas of dim light or darkness. |
75 | The Shrinking | For 1d10 hours, your size category is reduced by one step. Tasks requiring physical presence or strength are hindered, but stealth tasks might be eased. |
76 | The Silence | You lose the ability to speak for 24 hours. Verbal communication tasks are impossible; other tasks relying on speech are hindered by two steps. |
77 | The Smuggler | For 24 hours, you can hide one item (up to roughly your size) on your person in an extradimensional space. Normal searches won’t find it. |
78 | The Storm | A sudden localized storm reduces visibility to 10 feet for 1 hour. All ranged attacks beyond immediate range are hindered by two steps. |
79 | The Tainted | For 24 hours, you emit a foul aura. Social tasks are hindered by two steps as everyone recoils from you. |
80 | The Thief | One random item on your person disappears - either stolen or inexplicably lost. This is effectively a GM intrusion. |
81 | The Timekeeper | For 1d10 rounds, you perceive everything in slow motion. You gain one additional action each round during that time. |
82 | The Treasure Map | You discover a cryptic map to hidden riches. Decoding it requires a successful Intellect task (difficulty 5) or another creative approach. |
83 | The Troll | For 1 hour, your size category increases by one step (becoming Large). You gain +2 to Might for damaging objects/creatures but also draw more attention. |
84 | The Troll Slayer | For 1d10 hours, tasks that rely on raw physical power (especially melee fighting) are eased by one step. |
85 | The Unicorn | For 1d10 days, you can purify any food or water by touch, removing toxins or disease (level 5 effect). |
86 | The Unlucky | Your next three rolls are automatically treated as GM intrusions if they fail (no XP can negate them). |
87 | The Vampire | For 1d10 days, you gain darkvision (can see in total darkness) but are dazed in direct sunlight, causing all tasks in bright light to be hindered by one step. |
88 | The Vishaal | For 1d10 days, you gain a strong tolerance for cold climates and cold damage (treat cold-based attacks as one step lower in difficulty). |
89 | The Void | For 1 hour, one Pool (Might, Speed, or Intellect) drops to 0. You cannot use that Pool until time is up or you recover normally. |
90 | The Warrior | For 24 hours, all tasks related to attacking or defending with weapons are eased by one step. |
91 | The Watcher | Once in the next 24 hours, you can see through solid objects (up to 1 foot thick) for 1 hour. |
92 | The Weakness | For 1d10 hours, any damage you deal (whether melee, ranged, or spells) is halved (round down). |
93 | The Wibbit | For 1d10 hours, your movement tasks are eased by two steps (you effectively move at double speed). |
94 | The Witch Hunter | For 24 hours, tasks to detect or resist corruption, evil magic, or demonic influence are eased by two steps. |
95 | The Wizard | You may cast one free spell-like ability (level 5 effect) without cost or penalty. Once used, it disappears. |
96 | The Wrath | You rage for 1d10 rounds, attacking the nearest target (ally or foe) unless you succeed on a Might or Intellect defense (GM sets difficulty). |
97 | The Xenophobe | For 24 hours, tasks to oppose or fight creatures not of your species are eased by one step, but tasks to socialize with them are hindered by two steps. |
98 | The Yeoman | For 1d10 days, tasks involving outdoor survival or managing farmland are eased by two steps. |
99 | The Zealot | For 24 hours, you gain fanatical devotion to a random deity. Tasks that align with that deity’s ideals are eased by two steps; opposing tasks are hindered by two steps. |
Comments