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<blockquote data-quote="Mythlore" data-source="post: 4926284" data-attributes="member: 69463"><p>Don't forget that court cards count for 16 out of 78, as well -- you never know when you will encounter one of them.</p><p></p><p>Since all the minor arcana count as the 4 elements, you might want to create one effect based on each element -- perhaps Earth or Fire decreases your Armor rating by the rank of the card (and a court card is equal to 10, perhaps, as well); Water or Air might decrease your Will; Fire or Air might decrease your Reflex, and Earth or Fire might decrease your Fortitude. Choose whichever set works best for you -- if you like Earth reminding you of the Fortitude or Armor; if you like Water or Air reminding you of Will; if you like Fire or Air for Reflex...</p><p></p><p>The Court Cards might also provide a temporary penalty to your attack instead, equal to -10, or -5 per rank (a King would be -20!), or just -2 per rank -- until the end of your next turn.</p><p></p><p>The Major Arcana might have a different set of stunts, since when you draw one, classically, it suggests something -major- is the problem.</p><p></p><p>Fool - Drop weapon</p><p>Magician - Suffer energy backlash</p><p>High Priestess - Cannot use encounter powers</p><p>Empress - Deals minimum damage (bonuses still apply)</p><p>Emperor - Cannot use daily powers</p><p>Hierophant - Cannot use at-will, encounter, or daily powers</p><p>Lovers - All adjacent foes gain an opportunity attack on you (you provoke)</p><p>Chariot - Teleported 5 spaces into or away from battle (if away, into; if in battle, away)</p><p>Strength - Damage bonuses reduced to 0 (deal base damage plus magic item bonus only)</p><p>Hermit - You cannot be aided by another, healed, or targeted by any allies</p><p>Wheel of Fortune - Reroll / roll twice, take the lowest roll</p><p>Justice - You take damage equal to the damage you deal to your enemy</p><p>Hanged Man - Cannot attack or target enemies</p><p>Death - Lose 1 healing surge</p><p>Temperance - Must take your second wind on next action</p><p>Devil - Hit points reduced by half</p><p>Tower - Reduced to 1 hit point</p><p>Star - You take 10/tier radiant damage</p><p>Moon - You are stunned, then dazed as an aftereffect</p><p>Sun - You are blinded, then all foes have partial conceal as an aftereffect</p><p>Judgment - You deal maximum damage; you take the damage instead.</p><p>The World/Universe - Redraw 1d4 cards from the deck, just for kicks</p><p></p><p>All of these major arcana ideas might be clever enough to work either "until the end of your next turn" -- making you take the penalty for a critical fumble for up to a full turn afterwards -- or as a 'save ends' condition, which is a slightly heftier penalty. As for the direct and immediate effects, some of them may actually hit -- but they carry a penalty... I tried to scale up the devastation as you draw a higher and higher arcana.</p><p></p><p>What do you think?</p></blockquote><p></p>
[QUOTE="Mythlore, post: 4926284, member: 69463"] Don't forget that court cards count for 16 out of 78, as well -- you never know when you will encounter one of them. Since all the minor arcana count as the 4 elements, you might want to create one effect based on each element -- perhaps Earth or Fire decreases your Armor rating by the rank of the card (and a court card is equal to 10, perhaps, as well); Water or Air might decrease your Will; Fire or Air might decrease your Reflex, and Earth or Fire might decrease your Fortitude. Choose whichever set works best for you -- if you like Earth reminding you of the Fortitude or Armor; if you like Water or Air reminding you of Will; if you like Fire or Air for Reflex... The Court Cards might also provide a temporary penalty to your attack instead, equal to -10, or -5 per rank (a King would be -20!), or just -2 per rank -- until the end of your next turn. The Major Arcana might have a different set of stunts, since when you draw one, classically, it suggests something -major- is the problem. Fool - Drop weapon Magician - Suffer energy backlash High Priestess - Cannot use encounter powers Empress - Deals minimum damage (bonuses still apply) Emperor - Cannot use daily powers Hierophant - Cannot use at-will, encounter, or daily powers Lovers - All adjacent foes gain an opportunity attack on you (you provoke) Chariot - Teleported 5 spaces into or away from battle (if away, into; if in battle, away) Strength - Damage bonuses reduced to 0 (deal base damage plus magic item bonus only) Hermit - You cannot be aided by another, healed, or targeted by any allies Wheel of Fortune - Reroll / roll twice, take the lowest roll Justice - You take damage equal to the damage you deal to your enemy Hanged Man - Cannot attack or target enemies Death - Lose 1 healing surge Temperance - Must take your second wind on next action Devil - Hit points reduced by half Tower - Reduced to 1 hit point Star - You take 10/tier radiant damage Moon - You are stunned, then dazed as an aftereffect Sun - You are blinded, then all foes have partial conceal as an aftereffect Judgment - You deal maximum damage; you take the damage instead. The World/Universe - Redraw 1d4 cards from the deck, just for kicks All of these major arcana ideas might be clever enough to work either "until the end of your next turn" -- making you take the penalty for a critical fumble for up to a full turn afterwards -- or as a 'save ends' condition, which is a slightly heftier penalty. As for the direct and immediate effects, some of them may actually hit -- but they carry a penalty... I tried to scale up the devastation as you draw a higher and higher arcana. What do you think? [/QUOTE]
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