The Modern Dispatch 095 The Deck of Many Actions


The Modern Dispatch
The Deck of Many Actions
By Charles Rice and Chris Davis
Welcome to The Deck of Many Actions.
Method 2: Adventure Use
What is The Deck of Many Actions? They
The players choose 3 cards (or more if the
are cards drawn at the beginning (or during)
GM wants more cinematic action) prior to
an adventure to spice things up and give the
starting an adventure. At any point during
PCs a chance to perform a special actions.
#95
the adventure, a player may spend an Action
Point to use the card. At the end of the
adventure, the cards are returned to the deck.
How to use The Deck of Many
Content Manager:
Actions
Charles Rice, Chris Davis
The Deck of Many Actions can be used
Layout:
two ways, depending on how you want to
Chris Davis
integrate them into your game:
Method 1: Campaign Use
At any point during an adventure (or prior
to starting), the player may choose to spend
an Action Point to draw a card from the
deck. The character keeps the card and may
use it immediately or any time in the future
Requires the use of the d20 Modern
(including a future adventure). A player
Roleplaying Game, published by
may only draw or use one card per round
Wizards of the Coast, Inc.
(just like spending an Action Point) and may
not have more than 3 cards at any time (the
d20 Modern and Wizards of the Coast
GM could adjust the maximum number of
are trademarks of Wizards of the Coast,
cards to make the game more cinematic).
Inc. in the United States and other
Once used, the card is shuffled back into the
countries and are used with permission.
deck.
 d20 System and the  d20 System logo
are trademarks of Wizards of the Coast,
The Deck of Many Actions
Page 1
The Modern Dispatch
Queen of Hearts: Heartbreaker: A member 7 of Hearts: Old Flame: You run into an
Spending Action Point Cards on behalf of
of the opposite sex, who also works for one old girlfriend or boyfriend who is willing
other Players.
of your opponents is smitten with you and to help you in minor ways (loaning you a
Sometimes a card cannot help the player that
helps you at a crucial time in a non-combat car or perhaps some money- aiding you in a
draws it. For example, a player my draw
way, either with information or helping you Wealth check).
the 6 of Clubs and already posses the Cleave
escape.
feat. This player may choose to use a card
6 of Hearts: Bonds of friendship: You and
and apply the benefits to another player, but
Jack of Hearts: Reinforcements! Ally one ally gain the benefits of the Teamwork
he or she must still spend the Action Point.
arrives feat (+2 bonus on attack and skill checks)
for 1-6 rounds + your Charisma modifier
Action Point Cards
10 of Hearts: Human Shield: Take one
successful attack against an ally within 30 5 of Hearts: Distraction: Some random
Hearts (Love,
feet of you weirdness distracts your opponent, allowing
Friendship, Allies)
you to make a Bluff check as a free action
9 of Hearts: Rolodexterity: An old friend to attempt to feint (either for combat or to
Ace of Hearts: Remember
shows up with a skill you lack, but need (1 hide).
the Maine! Play when
rank of skill per character level) at just the
a comrade or ally has
right time 4 of Hearts: Informant: +4 bonus on all
fallen (unconscious,
Gather Information skill checks for 1-6
incapacitated, dying or
8 of Hearts: Hometown: For whatever hours + a number of hours equal to your
dead). All remaining allies
reason the adventure takes place in a locale Charisma modifier
gain a +2 morale bonus to ranged and melee
where you grew up or spent a lot of time
attack rolls, melee damage rolls and saving
as a youth. You gain a +2 circumstance 3 of Hearts: Smooth: +4 bonus on all
throws for 1-6 round + your Charisma
bonus on all Bluff, Diplomacy and Gather Diplomacy skill checks for 1-6 hours + a
modifier
Information skill checks for the next 24 number of hours equal to your Charisma
hours + a number of hours equal to your modifier
King of Hearts: Nick of time: You arrive
Charisma modifier
just in time to help a comrade or NPC, even
2 of Hearts: Liar, Liar: +4 bonus on all
if you being there is totally implausible or
Bluff skill checks for 1-6 hours + a number
impossible.
of hours equal to your Charisma modifier
The Deck of Many Actions
Page 2
The Modern Dispatch
7 of Diamonds: Left for dead: Appear dead
Diamonds (resilience, Spades (movement,
to all opponents or survive an attack that no
resistance) insight)
one assumes you could survive (such as a
massive explosion).
Ace of Diamonds: Just Ace of Spades: Iron
a flesh wound: The next mind: +4 bonus on all Will
6 of Diamonds: Nothing to fear: You are
successful attack inflicts saving throws for the next
immune to fear and intimidation for the next
minimum damage 1-6 rounds + a number
1-6 rounds + your Constitution bonus
of rounds equal to your
King of Diamonds: Lucky Wisdom modifier
5 of Diamonds: But fear itself: +4 bonus on
break: Reroll a failed saving throw.
all Intimidate skill checks for 1-6 hours +
King of Spades: On your game: +4 to skill
your Constitution modifier
Queen of Diamonds: Like a rock: Gain a checks based on a random ability score
+4 bonus on all rolls to resist being tripped, for the next 1-6 hours + a number of hours
4 of Diamonds: Snake doctor: You are
disarmed or grappled for the next 1-6 rounds equal to your Wisdom modifier
immune to poison for the next 1-6 rounds +
+ your Constitution modifier
your Constitution bonus
Queen of Spades: Sting like a bee: You may
Jack of Diamonds: Just warming up: make one additional attack at your highest
3 of Diamonds: Mind over body: You do
Second wind (as the talent) base attack bonus. This attack as well as all
not suffer any ill effects from hunger, thirst
other attacks this round take a -2 penalty to
or environmental damage for the next 24
10 of Diamonds: Who needs sleep? Remove hit.
hours + a number of rounds equal to your
the fatigue or exhausted condition
Constitution modifier
Jack of Spades: Like the wind: +10 bonus
9 of Diamonds: Guardian Angel: +2 divine to movement for 1-6 rounds + Dexterity
2 of Diamonds: Resilient: +4 bonus on all
bonus on saving throws for 1-6 rounds + modifier
Concentration skill checks for 1-6 hours + a
Wisdom modifier
number of hours equal to your Constitution
10 of Spades: Float like a butterfly: +2
modifier
8 of Diamonds: Don t go into the light! Dodge bonus to Defense for 1-6 rounds +
Automatically stabilize at negative hit Dexterity modifier
points.
The Deck of Many Actions
Page 3
The Modern Dispatch
9 of Spades: Duck and Cover: You gain the 8 of Clubs: Revenge: You gain the Enemy
Clubs (combat,
benefits of the Evasion talent on your next feat (+2 to attack rolls and skill checks
morale)
Reflex saving throw. against one opponent) for 1-6 rounds + your
Strength modifier
Ace of Clubs: Bang! You
8 of Spades: Flash of Inspiration: +8
gain the benefits of the
Insight bonus to one skill check 7 of Clubs: The hammer: You gain a +2
Double Tap feat on your
morale bonus to unarmed attack and damage
next successful firearms
7 of Spades: Muse: +2 bonus to one skill rolls and provoke no attacks of opportunity
attack roll, provided
check for the next 24 hours + a number of for unarmed attacks for 1-6 rounds +
the weapon meets the
hours equal to your Wisdom modifier Strength your modifier
requirements for that feat.
6 of Spades: Land on your feet: You suffer 6 of Clubs: You want some of this? You gain
King of Clubs: Pop! You inflict maximum
minimum damage from a single fall the benefits of the Cleave feat for 1-6 rounds
damage on your next successful attack.
+ your Strength modifier
5 of Spades: The sentinel: +2 bonus on all
Queen of Clubs: Lucky Shot: A critical
Spot and Listen skill checks for 1-6 hours + 5 of Clubs: Bulldozer: You gain a +2 morale
threat is automatically confirmed
your Wisdom modifier bonus to charge attacks for 1-6 rounds +
Strength your modifier
Jack of Clubs: Come get some: +2 morale
4 of Spades: The shadow: +2 bonus on all
bonus to all attack rolls for 1-6 rounds +
Hide and Move Silently skill checks for 1-6 4 of Clubs: Heat of battle: You gain the
your Strength modifier
hours + your Dexterity modifier benefit of the Power Attack feat on one
melee attack roll
10 of Clubs: Let s get busy: +1 morale
3 of Spades: Niagara Falls: +4 bonus on
bonus to melee attack and damage rolls for
all Balance skill checks for 1-6 hours + your 3 of Clubs: Like a fish: +4 bonus on all
1-6 rounds + Strength your modifier
Dexterity modifier Swim skill checks for 1-6 hours + your
Strength modifier
9 of Clubs: Ferocious attack: All Massive
2 of Spades: Like a cat: +4 bonus on all
Damage Saves triggered by your melee
Tumble skill checks for 1-6 hours + your 2 of Clubs: Mountain man: +4 bonus on
attacks are increased by +5 for the next 1-6
Dexterity modifier all Climb skill checks for 1-6 hours + your
rounds + your Strength modifier
Strength modifier
The Deck of Many Actions
Page 4
The Modern Dispatch
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expressly licensed in another, independent Agreement with the the Coast, Inc.; Authors Bill Slavicsek, Jeff Grubb, Rich Redman,
depictions, likenesses, formats, poses, concepts, themes and
owner of each element of that Product Identity. You agree not to Charles Ryan, based on material by Jonathan Tweet, Monte Cook,
graphic, photographic and other visual or audio representations;
indicate compatibility or co-adaptability with any Trademark or Skip Williams, Richard Baker, Peter Adkison, Bruce R. Cordell,
names and descriptions of characters, spells, enchantments,
Registered Trademark in conjunction with a work containing Open John Tynes, Andy Collins, and JD Wiker.
personalities, teams, personas, likenesses and special abilities;
Game Content except as expressly licensed in another, independent
places, locations, environments, creatures, equipment, magical or
Agreement with the owner of such Trademark or Registered Modern Dispatch #95 2004, RPGObjects; Author Charles Rice
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The Deck of Many Actions
Page 5


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