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93 Games
Studio
93 Games Studio is committed to bringing
the real world into the gaming world. Founded in
2001, 93 Games Studio started out as one man and the
guinea pigs that would playtest for him. In December
of 2003 our rst product, The Swing, was released in
both print and PDF formats. Since then 93 Games
Studio has released over 30 products (mostly small
PDF supplements). We have also hired additional
freelance writers, worked with other publishers to
help produce supplemental products for some of our
games and have work written for White Wolf, Ronin
Arts and Expeditious Retreat Press.
www.93gamesstudio,com
smokewolf@93gamesstudio
715 Williams Ave
Raceland, Kentucky 41169
Introduction
Game Mechanics
There really isnt much mechanics to using
any of these Decks. There are two methods of
drawing; dice roll and drawing of cards (included
in a separate le).
When using the dice roll method, use
percentiles (D100) and consult the Card Effects
section to determine what effect to apply to the
drawer.
Note: if using percentiles to determine effects, any
dice roll (except cocked dice), even if it rolls off
the table, or is an accidental roll, should count as
drawn cards.
When using the drawing of cards method,
use the included le to create your decks and then
draw cards. The included le of cards is designed
to print on perforated business card paper; however,
you can us regular paper and cut them out.
Note: if playing with an actual deck, cards that
accidentally separate themselves from the deck,
through shufing and such, should count as drawn
cards.
Variant Decks
There are several known decks oating
around but many more are thought to exist.
Deck of Greed
This deck contains only cards with benecial
effects. Use only cards 1-50 to create this deck. This
deck appeals to the greed within those who draw
from it. Whenever a card is drawn from this deck it
is replaced with a blank card, and the deck is shufed
after each drawing. If a blank card is drawn the entire
deck explodes triggering a Chain Lightening spell
(cast as if by a 20th level Mage). The drawer is not
allowed a saving throw, however, everyone else can
save as normal. These types of decks begin with 5
blank cards in the place of 5 normal cards. Strong
(all schools); CL 20th.
Deck of Sacrice
This deck contains any and all of the listed
cards. What makes this deck unique is that whenever
a character is rewarded or penalized by an effect,
a random member of their party is affected by the
opposite effect. If the drawer is not part of an active
party, then the effect goes to a random person. Strong
(all schools); CL 20th.
Example: Card drawn is Suffer -1 penalty to AC;
then another member of the party gains a +1 bonus
to AC.
Note: Feel free to ignore opposite effects that either
dont make sense or can not plausibly happen; such
as draw 4 more cards. What is the opposite of that?
Card Effects
This section list all available card effects and further
details exactly what happens when the card is
drawn.
Benecial Effects
Woeful Effects
51. Defeat next foe (single-handedly) or lose a
Level.
52. Defeat dread wraith or be forever destroyed.
A dread wraith appears. Treat this creature as an
unturnable undead. The character must ght it
aloneif others help, they get dread wraiths to
ght as well. If the character is slain, she is slain
forever and cannot be revived, even with a wish or a
miracle.
53. All Magical Items in your possession have 70%
chance each of being dispelled permanently.
54. Lose 5,000 XP and a random item you possess.
55. Random magical (+1 or better) item drops by -2
permanently. If the drawer does not have one, then
the next closest person has this effect happen to
them, if they do not have a +1 or better item then it
goes to the next closest and so on until it happens.
56. Fight an evil duplicate of yourself. It has
everything the character has (including spells / special
abilities). No one can help because combat takes
place in the mind of the character. If the character
loses combat, the evil character takes over the body
(take the person to another room to ght the battle),
the new character is totally evil and must be played
so. If characters alignment is ever changed again he
dies instantly.
57. Body functions, but soul is trapped else where.
The characters body continues to function, as
though comatose, but her psyche is trapped in a
prison somewherein an object on a far plane or
planet, possibly in the possession of an outsider. A
wish or a miracle does not bring the character back,
instead merely revealing the plane of entrapment.
The drawer can draw no more cards; however, the
party is free to continue drawing.
58. Lose 1d4 points of Intelligence and draw 1d4
more cards.
59. Suffer a -2 penalty to AC.
94. Lose your next level dependant feat (i.e.; the feat
you gain at 1st level, 3rd level, 5th level, etc.).
95. You are now under the inuence of a Doom
spell.
96. Vulnerability to critical hits. Every successful
attack upon you is treated as a threat. Determine if
the threat is a critical hit per normal rules.
97. You have awoken a Tarrasque. It is aware of who
has awakened it and where that person is. It will stop
at nothing to track that person down.
98. An opposite of you now exists somewhere in
the world. Both the opposite and you are completely
aware of each others existence but have no other
spiritual/mental/metaphysical connection. Whenever
you enter a town there is a 50% chance that your
opposite has already visited and will cause the town
to have a case of mistaken identity over you.
99. D4 Phantasmal Forces are generated around you
each week.
100. Change alignment instantly. The character
must change to a radically different alignment. If the
character fails to act according to the new alignment,
she gains a negative level.
Note: While we had originally though of including
options for these random effects, we felt in the long
run that it would be better for DMs to tailor these
effects for their individual campaigns and style of
running.
Roll
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
Summary of Effect
Haste
Message
Endure Elements
Identify
Hypnotism
Disguise Self
Cause Fear
Expeditious Retreat
Jump
Detect Thoughts
Blur
Hypnotic Pattern
Darkvision
Consecrate
Cure Light Wounds
Magic Weapon
Silence
Resistance
Water Breathing
Player Choose (with DM approval)
Summary of Effect
Random Armor or Shield
Random Weapon
Random Potion
Random Ring
Random Rod
Random Staff
Random Wand
Random Wondrous Item
Lions Shield
Dwarven Thrower
Holy Avenger
Assassins Dagger
Rod of Negation
Staff of Illumination
Wand of Magic Missiles
Quiver of Ehlanna
Vest of Escape
Ring of Jumping
Ring of Regeneration
Player Choose (with DM approval)
Random Feat
Roll
Summary of Effect
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
Run
Combat Expertise
Improved Initiative
Point Blank Shot
Alertness
Combat Reexes
Track
Dodge
Leadership
Great Fortitude
Improved Critical
Blind Fight
Negotiator
Endurance
Iron Will
Persuasion
Combat Casting
Acrobatic
Toughness
Deceitful
Random Polymorph
Summary of Effect
Wyrmling Dragon
Worg
Pseudodragon
Displacer Beast
Winter Wolf
Griffon
Krenshar
Rust Monster
Blink Dog
Shocker Lizard
Pegasus
Unicorn
Triceratops
Dire Bear
Giriallon
Wyvern
Yeth Hound
Cockatrice
Will O Wisp
Gargoyle
Roll
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
Summary of Effect
Uncanny Dodge
Summon Familiar
Inspire Competence
Unarmed Strike
All simple and martial weapon prociencies
Sneak Attack +1D6
Animal Companion
Woodland Stride
Lay on Hands
Flurry of Blows
All armor and shield prociencies
Turn Undead
Wild Shape
Still Mind
Evasion
Inspire Courage
Detect Evil
Trackless Step
Favored Enemy
Rage
Summary of Effect
Male Elf
Female Elf
Male Dwarf
Female Dwarf
Male Human
Female Human
Male Haling
Female Haling
Male Orc
Female Orc
Male Ogre
Female Ogre
Male Gnome
Female Gnome
Male Gnoll
Female Gnoll
Male Bug Bear
Female Bug Bear
Male Half Dragon
Female Half Dragon
Jester
Summary of Effect
Change alignment instantly.
Defeat the next monster you meet to
gain one level.
Donjon
You are imprisoned.
Euryale
1 penalty on all saving throws
henceforth.
The Fates Avoid any situation you choose . . .
once.
Flames
Enmity between you and an outsider.
Fool
Lose 10,000 experience points and
you must draw again.
Gem
Gain your choice of twenty-ve pieces
of jewelry or fty gems.
Idiot
Lose Intelligence (permanent drain).
You may draw again.
10
Key
Knight
Moon
Rogue
Ruin
Skull
Star
Sun
Talons
Throne
Vizier
The Void
11
10
11
12
10
11
12
14
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16
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14
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20
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24
20
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30
25
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34
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35
36
31
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40
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42
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41
39
42
43
46
45
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45
47
49
50
51
53
54
49
50
51
53
54
Random magical (+1 or better) item drops by -2 permanently. If the drawer does
not have one, then the next
closest person has this effect
happen to them, if they do
not have a +1 or better item
then it goes to the next closest and so on until it
happens.
55
58
57
59
All hireling/followers
possessed turn on you. When
this card is drawn, one of
the characters NPC friends
(preferably a cohort) is
totally alienated and forever
after hostile. If the character
has no cohorts, the enmity of
some powerful personage (or
community, or religious order) can be substituted. The
hatred is secret until the time
is ripe for it to be revealed
with devastating effect.
60
Random magical (+1 or better) item drops by -2 permanently. If the drawer does
not have one, then the next
closest person has this effect
happen to them, if they do
not have a +1 or better item
then it goes to the next closest and so on until it
happens.
55
58
57
59
All hireling/followers
possessed turn on you. When
this card is drawn, one of
the characters NPC friends
(preferably a cohort) is
totally alienated and forever
after hostile. If the character
has no cohorts, the enmity of
some powerful personage (or
community, or religious order) can be substituted. The
hatred is secret until the time
is ripe for it to be revealed
with devastating effect.
60
61
64
63
65
66
61
64
63
65
66
68
67
70
69
71
68
67
70
69
71
73
74
75
Curse of Anti-Magic: An
invisible barrier totally
impervious to all magic and
magical spell effects surrounds the character
permanently. The size of
the barrier is 5 /Level of the
character.
76
77
78
73
74
75
Curse of Anti-Magic: An
invisible barrier totally
impervious to all magic and
magical spell effects
surrounds the character
permanently. The size of
the barrier is 5 /Level of the
character.
76
77
78
Curse of Miss-Guided Attack: When combat goes on within 50ft of the cursed person,
do combat the following way:
a. Determine how many people are within
50ft radius of the cursed PC (not just people
ghting, but everyone that is within a 50ft
radius; there could be 2 people ghting and
8 people watching for a total of 10 people).
b. Determine AC of target normally
c. Roll to hit.
d. If a hit is scored, roll randomly to see
who took the damage, including the cursed
PC (using the example from above, if one
of the cursed ghter takes a hit, roll a d10
to see which of the 10 people takes the
damage).
79
80
82
81
83
84
Curse of Miss-Guided Attack: When combat goes on within 50ft of the cursed person,
do combat the following way:
a. Determine how many people are within
50ft radius of the cursed PC (not just people
ghting, but everyone that is within a 50ft
radius; there could be 2 people ghting and
8 people watching for a total of 10 people).
b. Determine AC of target normally
c. Roll to hit.
d. If a hit is scored, roll randomly to see
who took the damage, including the cursed
PC (using the example from above, if one
of the cursed ghter takes a hit, roll a d10
to see which of the 10 people takes the
damage).
79
80
82
81
83
84
86
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90
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