Halivar
First Post
I hope this isn't OT. Didn't quite fit in "plots & places," since it's a random minor artifact, not a plot device.
Anybody got a copy of Ultima IX? It came with nine tarot-size cards with pretty good illustrations on them. Since the game was worthless, I kept the cards. Recently I got inspired to use them in y campaign as a Divine Deck of Virtues. Anyhow, here it is, with suggested alternate cards to use if you threw your copy of Ultima IX in the garbage (or were smart enough no to buy it):
SACRIFICE - Jack of Hearts
-- Immediately switch places with someone in danger of death.
-- You gain the favor of good outsider of same alignment, who gives player a magic weapon and proficiency with it (random roll, see DM's Guide) to face the great peril.
JUSTICE - King of Clubs
-- Alignment immediately become lawful good.
-- Next class level must be taken as a paladin.
-- Permenant +2 to wisdom.
HUMILITY - Queen of Spades
-- Can no longer initiate combat with sentient creatures, fails all intimidate checks.
-- Permenant +2 to charisma, additional +5 to diplomacy checks.
SPIRITUALITY (or FAITH) - Ace of Diamonds
-- Next class level taken must be as a cleric (paladins are exempted).
-- Permenant +2 to wisdom.
HONOR - Jack of Diamonds
-- That night in a dream, the player recieves a quest from someone in trouble and is geased (no saving throw) to complete it.
-- Player gains the leadership feat for free.
VALOR - Ace of Hearts
-- Next class level must be taken as a melee class (fighter's base attack bonus).
-- Permenant +2 to strength.
-- Immune to fear affects.
HONESTY - Two of Spades
-- No longer capable of telling a lie... to anyone.
-- Permenant +10 to Sense Motive checks.
COMPASSION - Queen of Hearts
-- Must sell all possessions and give money to needy people.
-- Becomes famous for charity. All good and neutral NPC's in area are friendly to the player who drew the card.
Other rules: Only good players may draw from this card. Neutral players attempting to draw take 2d6 damage, and evil characters take 4d6 damage (it should be marked of somehow as being "holy" or somehow discouraging to baddy types). Each character may only draw once from any given deck. The effects of each card are immediate and can only be dispelled by a wish or miracle.
Each card effect is tied to each other; if you wish away the requirement to become lawful and level as a paladin, you lose your +2 to wisdom, also. A DM may want to say that a player's character ought to be happy with their new profession and would not wish any such thing, but that's up to you.
Comments, suggestions?
Anybody got a copy of Ultima IX? It came with nine tarot-size cards with pretty good illustrations on them. Since the game was worthless, I kept the cards. Recently I got inspired to use them in y campaign as a Divine Deck of Virtues. Anyhow, here it is, with suggested alternate cards to use if you threw your copy of Ultima IX in the garbage (or were smart enough no to buy it):
SACRIFICE - Jack of Hearts
-- Immediately switch places with someone in danger of death.
-- You gain the favor of good outsider of same alignment, who gives player a magic weapon and proficiency with it (random roll, see DM's Guide) to face the great peril.
JUSTICE - King of Clubs
-- Alignment immediately become lawful good.
-- Next class level must be taken as a paladin.
-- Permenant +2 to wisdom.
HUMILITY - Queen of Spades
-- Can no longer initiate combat with sentient creatures, fails all intimidate checks.
-- Permenant +2 to charisma, additional +5 to diplomacy checks.
SPIRITUALITY (or FAITH) - Ace of Diamonds
-- Next class level taken must be as a cleric (paladins are exempted).
-- Permenant +2 to wisdom.
HONOR - Jack of Diamonds
-- That night in a dream, the player recieves a quest from someone in trouble and is geased (no saving throw) to complete it.
-- Player gains the leadership feat for free.
VALOR - Ace of Hearts
-- Next class level must be taken as a melee class (fighter's base attack bonus).
-- Permenant +2 to strength.
-- Immune to fear affects.
HONESTY - Two of Spades
-- No longer capable of telling a lie... to anyone.
-- Permenant +10 to Sense Motive checks.
COMPASSION - Queen of Hearts
-- Must sell all possessions and give money to needy people.
-- Becomes famous for charity. All good and neutral NPC's in area are friendly to the player who drew the card.
Other rules: Only good players may draw from this card. Neutral players attempting to draw take 2d6 damage, and evil characters take 4d6 damage (it should be marked of somehow as being "holy" or somehow discouraging to baddy types). Each character may only draw once from any given deck. The effects of each card are immediate and can only be dispelled by a wish or miracle.
Each card effect is tied to each other; if you wish away the requirement to become lawful and level as a paladin, you lose your +2 to wisdom, also. A DM may want to say that a player's character ought to be happy with their new profession and would not wish any such thing, but that's up to you.
Comments, suggestions?