The Figures

This is a deck of one hundred (100) Figures (or cards). Each card represents an illustration and below it, a number. Each one possesses a power that can alter the very nature of reality. A special Figure is the number 100, and it represents the Spirit of the Deck. Because of its powerful nature, only a few know of its existence. The origins of the Deck are not known.

A legendary artefact

Properties: Figures, as deck cards, are indestructible and unalterable. The effects of Figures are cumulative. The deck itself cannot be destroyed, nor can it be damaged in any way. If the Deck is lost, it magically reappears in the hands of its Bearer, likewise if he tries to sell or get rid of it.

All powers and spells are handled by the Deck itself, or rather, by the special 'Spirit' Figure who represents the Spirit of the Deck: in a sense she is the Deck. This Figure, even if it rarely intervenes, manages the Deck's owner at will and has decision-making powers with respect to the extraction of Figures (one, none, or several Figures at once), and with respect to all the effects they contain (duration of the spell, retroactive effects, target locations, number of items, etc.).

Figure effects are to be considered as having no saving grace mechanics: it is therefore not possible to evade the effects of Figures, unless Spirit wishes to do so, but always with a reason, be it explicit or hidden.

The Figure of the Spirit when (and if) it appears, can perform any action at will, even if not foreseen by the other Figures.

The drawing of the Figures is random (using a 100-sided dice) and in no way can the Player decide to draw any card he wishes, unless the Figure itself (or the Spirit) says so. Once drawn, the Player may look at the Figure and decide whether or not to activate it, without consequence. Once activated, the Figure magically returns to the deck without having to be put away. This effect serves (also) to prevent the Deck from being incomplete with all 100 Figures.

Each Figure represents an image or scene that may prove to be misleadingly predictive of its contents. The Deck (The Spirit) may decide at any time to change Bearer at its discretion. Some Figures bear inscriptions in an unknown language. It is probably the native language of the deck or it is also possible that the deck uses it when it wants to hide something.

The effects are both positive and negative: there are Figures in it that cause events that can greatly affect the life of a Player, his allies, the place where he is, and sometimes even the entire game world. For this reason, the deck is one of the most sought-after, powerful and dangerous objects in existence.

Note: The GM is advised to read the effects of the Figure before revealing them to the Player, because some Figure effects should NOT be revealed. Effects sometimes include mechanics regarding 'saving throws', characteristic values and more: they are designed for use with the D&D© game system, but can be adapted to any regulatory system, it is up to the GM to decide how to handle them.

01

01 - Spirit (Black)

Figure 01 represents the Spirit of the Figures, coloured in black, in the act of pointing at the Player.

Effects

The Spirit appears and places the whole Deck of Figures in front of the Player. It draws a card and activates it as if the Player himself had activated it. The choice of the Figure may then be random (draw by the GM) or may be chosen by the GM.

02

02 - Key

Figure 02 represents a Key with ornaments of an unknown magical nature engraved on it.

Effects

A Player who knows 5 (five) or more languages may make a test on each one to see if they belong to his sphere of knowledge in an attempt to decipher the symbols engraved on the Key in the Figure. If he passes the test, he will find that they belong to a forgotten ancient language: in each case one of the possible meanings could be: "The Gate shows the Way" or "the Gate and Gates are with the Key Bearer". The Player acquires a key identical to the one in the Figure. The key is to be considered a minor artefact capable of opening any lock in any world, whether material or non-material and on any Plane of Existence. Its use is unique: the key disintegrates after use.

03

03 - Helm

Figure 03 represents a finely worked helmet on a wooden pedestal. The material from which it is forged appears to contain some very rare and valuable mineral or alloy, tending towards silver.

Effects

The Player gains a helmet with the power to reveal invisible entities.

04

04 - Torch

Figure 04 depicts a man in a sorcerer's robe in the midst of ruins holding a torch in his right hand and pointing to a distant spot with his left hand.

Effects

The Player gains a score of +10 to Arcane Knowledge and is allowed to choose 1 2nd level Wizard or Sorcerer spell. The player is also granted the ability to use the Discover the Path spell for the entire day following the moment the card is drawn and activated.

05

05 - Sword

Figure 05 represents a long Sword with a red blade and a black handle. The blade is covered with black runes.

Effects

The player gains a Longsword with the power to inflict fire damage. The sword is capable of inflicting fire damage even on creatures immune to fire.

06

06 - Arrow

Figure 06 represents a set of arrows stuck in a meadow. The soaring is precise and the workmanship is perfect. The body appears to be made of red wood.

Effects

The Player gains the ability to use throwing weapons including bows, crossbows, as well as a magic throwing weapon appropriate to his class, at the Spirit's discretion. Should the player, due to class or race prohibitions, be unable to use throwing weapons, he is granted a once-a-day power that can shoot a cloud of arrows with properties at the discretion of the GM.

07

07 - Water

Figure 07 represents a man pouring water from a jug into a river. The man is dressed in a white tunic and has an expression of peace on his face.

Effects

The Player gains the ability to breathe underwater as if under the permanent effect of the relevant spell.

08

08 - Mug

Figure 08 represents a beer mug, with a thick, white foam. The mug is made of wood and appears to have been carved by a very skilled craftsman.

Effects

The player gains the ability to drink any liquid, even poisonous ones, without suffering its effects. The liquid is transformed into water.

09

09 - Orcs

Figure 09 represents a group of orcs fighting against a group of humans. The orcs are clearly outnumbered and seem to have the upper hand.

Effects

The Player rolls a twenty-sided die: the result is the number of orcs that will appear in front of the Player at the moment he activates the Figure. Orcs are to be considered allies of the Player and are subject to the rules of followers and wingmen, like any other non-player character.

10

10 - Map

Figure 10 represents a map drawn on a sheet of parchment. The map is very detailed and appears to represent a very special place. The map is drawn in black and red ink.

Effects

The player receives a map. However, he does not know the place that is depicted on it. At the choice of the Spirit, it could be:

  • A place that does not exist
  • The lair of an ancient dragon
  • The location of a unique precious relic
  • A desolate place
  • A rich and unexplored underground dungeon
  • Part of an epic quest

and so on.

11

11 - Hourglass

Figure 11 represents a glass hourglass, with white sand running through it. The hourglass rests on a wooden pedestal.

Effects

The player rolls an eight-sided die. The effects last for one day and can be used once a day. Depending on the result, he obtains the ability to:

  • 1: Locate a creature's alignment.
  • 2: Locate Keys or Traps within 30 feet of himself.
  • 3: Climb walls as if under the effect of the spell.
  • 4: Detect good and evil within 30 feet of self.
  • 5: Fly as if under the effect of the spell.
  • 6: Breathe underwater as if under the effect of the spell.
  • 7: Locate magic item within 30 feet of self.
  • 8: Identify a magical object.

12

12 - Observatorium

Figure 12 represents an enormous unknown machine.

Effects

The Player and his allies within 30 feet of it are instantly transported to a Plane called the Observatorium. The description, appearance and functions of this Plane are at the discretion of the GM. In this Plane, only vaguely mentioned in some obscure forgotten tome, it is said to be possible to observe anything on any Plane of existence, in any place and at any time. The effect of the Figure lasts between 1 and 4 hours depending on the result of a D6 roll. At the end of this period, the Player and his allies are returned to the place they were before being transported.

13

13 - Food

Figure 13 depicts a rich table set with food and drink of all kinds. The table is set with gold plates and cutlery.

Effects

The Player who activates this Figure is subject to a curse: he must take two additional meals per day: otherwise, the effects to be applied are the same as in the case of fasting, with all the appropriate penalties. The curse is only removable with a high-level spell.

14

14 - Portal

Figure 14 depicts a puzzled mage in front of a newly created Portal on the wall of a dungeon. On the right side are skeletal remains, while on the left side is an explorer's backpack.

Effects

The player who activates this Figure will see a Portal open a short distance away, on an area that is at least four metres by two. The Portal is permanent and remains open for a time equal to 1d4 hours. The Portal is bi-directional and can be passed through by anyone. The Portal is red and black.

15

15 - Globe (Green)

Figure 15 represents a green globe, with a green aura around it. The globe is suspended in the air and appears to be able to move autonomously.

Effects

The Player who activates this Figure rolls a twenty-sided die.

  • 1-10: The Player's class changes to Druid or Ranger (at the GM's discretion) and assumes a level equal to half the character's level at the time the Figure is drawn (e.g., if the Player is level 10, the new class level will be 5).
  • 11-19: The player is shocked by a wave of magical power and must make a roll to resist it. If unsuccessful, the player is transformed into a random animal at the GM's discretion. The transformation lasts 1d4 hours.
  • 20: The player's class transforms to Druid or Ranger (at the GM's discretion).

16

16 - Female

Figure 16 represents the portrait of a noblewoman. The figure appears to follow the Player with her eyes.

Effects

The Player who activates this Figure changes sex to become a woman. If he is already female, this Figure has no effect.

17

17 - Boots

Figure 17 represents a pair of leather boots with gold buckles. The boots are black in colour and appear to be very durable.

Effects

The Player who activates this Figure gains the ability to walk on any surface, even if it is vertical or rocky. The Player can also walk on liquid surfaces, such as water or lava.

18

18 - Runes

Figure 18 represents a set of runes engraved on a stone. The runes are black and red in colour and appear to be engraved with magical skill.

Effects

The Player who activates this Figure gains the ability to read and write in an unknown language. The language is that of the runes in the Figure. Runes can also be used as spells, which, when read, can have effects at the discretion of the GM.

19

19 - Fatuous Fire

Figure 19 depicts a hand shrouded in thorns and brambles, which appears to be holding a fatuous fire.

Effects

The player who activates this figure gains the ability to create a fairy fire that follows him wherever he goes. The fairy fire is green in colour and can be used to light up an area of 9 metres.

20

20 - Spirit Sign

Figure 20 represents an 'X'-like symbol that appears to have been carved into the stone with a magical ability.

Effects

The Player who activates this Figure is forever banned from using Figures. The Spirit will no longer recognise him as its Bearer and will no longer allow him to use the figures.

21

21 - Necklace

Figure 21 represents a pearl necklace. The necklace is white in colour and appears to be very precious, although its workmanship does not seem reminiscent of the craftsmanship of any known race.

Effects

The Player who activates this Figure obtains a necklace-like object called the Rosary of the Plains. The Rosary of Planes is a magical object that allows the Player to travel between Planes of existence. It consists of 10 grains that can be activated and each grain allows the player to travel to a different Plane of Existence. The Rosary of Planes can be used once per day.

22

22 - Moon (Red)

Figure 22 represents a red full moon.

Effects

The Player receives a large malus (at the GM's discretion) to all characteristic checks forever. This curse can only be removed with a high level spell.

23

23 - Castle

Figure 23 depicts a very magnificent castle, surrounded by a moat and with several watchtowers. The walkway also appears to lead towards an adjoining village in the background.

Effects

The Player who activates this Figure becomes owner of a castle (GM's choice of size, cost, servants and outbuildings) and ruler of a small village of one thousand people. He cannot give the castle away or sell it and is obliged to maintain it. The castle is located in a place of the GM's choosing. In the hamlet, strange rumours run about what the castle might be hiding within its halls: every castle owner dies under mysterious circumstances once he reaches 50 years of age...

24

24 - Stairway (Ascending)

Figure 24 represents an ornate flight of stairs that seem to ascend vertiginously upwards.

Effects

The Player activating this Figure rolls a twenty-sided die.

  • 1-4: The Player subtracts one level from his class
  • 5-19: The player adds one level to his class
  • 20: The Player adds two levels to his class.

25

25 - The Eye (High)

Figure 25 represents the symbol of an eye with rays converging upwards. The name of the figure is written in an unknown language.

Effects

The player must pass a roll at the GM's discretion or be permanently hit with an effect that makes him blind. The effect can only be removed with a high level spell. Should the player pass the test, he gains the ability to see in any direction, including through objects.

26

26 - Chest

Figure 26 represents a wooden chest with engravings of an unknown magical nature. The chest is closed by an iron lock.

Effects

The player who activates this Figure gains the ability to pick locks, even if his class does not allow him this skill. He then rolls a twenty-sided die.

  • 1-10: The Player is transported to a fifty-square-metre room with three chests inside, which are actually Mimics of half the Player's level. The Mimics attack the Player and his allies and are in possession of magical items.
  • 11-19: The Player is transported to a forty-square-foot room with 2 chests inside, which are actually Mimics of the Player's level. The Mimics attack the Player and his allies and are in possession of magical items.
  • 20: The Player is transported to a thirty-square meter room, with 1 chest filled with magical items inside.

27

27 - Coins

Figure 27 represents a set of black coins.

Effects

The player who activates this Figure loses all the coins he possesses. If he is without, he loses all the valuable objects he possesses. If he does not have any, he loses the first object in order of value (monetary) that he possesses. If he has no items or goods, the player gains a number of magic items at the Spirit's discretion, equal to his character level.

28

28 - Knight (Black)

Figure 28 represents a knight in black armour.

Effects

If the Player is of evil alignment, Xamorel, a winged nightmare, ridable only by the Player, appears. The steed obeys only the commands of the Player who drew the Figure and remains in the material plane for 1d4 days. If the Player is of good alignment, the Figure has no effect.

29

29 - Arrow of Fire

Figure 29 represents an archer shooting an arrow of fire. The archer is female.

Effects

The player who activates this figure gains an artefact known as the Quiver of Chaos. It contains an infinite number of fire arrows. A high-level spell can make the quiver disappear and return it to the planes of existence from which it came.

30

30 - Desert

Figure 30 represents a desert landscape traversed by four adventurers.

Effects

Roll a four-sided die.

  • 1: The player permanently loses one Intelligence point.
  • 2: Player permanently loses one point of Wisdom.
  • 3: Player permanently loses one point of Constitution.
  • 4: The player permanently gains one point of Intelligence, Wisdom and Constitution.

31

31 - Tower and Ruins

Figure 31 represents a peculiar and grim landscape formed by towers and ruins.

Effects

The Player who activates this Figure is transported into the recesses of a dungeon at a random location in the game world. All his equipment is taken to another location, chosen by the GM. The Player loses his memory and is unaware of why he is in that location. In reality, it was the Tower and Ruins Figure that led him to that location and created the conditions for him to be there. The motivation is the GM's choice: he may have been accused of a crime, or mistaken for someone else, it could be revenge from a character he met in a previous adventure, and more. When the 'mystery' is solved by the Player, the Tower and Ruins Figure returns the Player to the place where he was before being transported.

32

32 - Country

Figure 32 represents a village with wooden houses and a river running through it. The village is surrounded by a wooden palisade.

Effects

Roll a twenty-sided die.

  • 1-10: The player gains a dwelling in a town of the GM's choice.
  • 11-18: Player gains a large dwelling in a country of the GM's choice.
  • 19-20: Player gains a dwelling of his choice in a location of his choice.

Once activated the card has no special effects: the Player does not know that he has gained a dwelling, but he may start receiving letters, or a messenger, or someone looking for him to hand him the keys to a house...

33

33 - Crowd

Figure 33 represents a crowd of people gathering around a man.

Effects

The Player who activates this Figure is transported to a location of the GM's choosing, where he is considered a criminal, accused of assassinating a famous person (a ruler or king) of the country to which he is transported. Ideally, a separate adventure should be developed on this story, although the Player should know nothing about the effects of this card as soon as it is activated.

34

34 - Wall

Figure 34 represents a well-built brick wall.

Effects

The player's physicality is altered: his Constitution score increases by five points, but his Charisma decreases by two points. This effect is permanent. Afterwards, roll a twenty-sided die.

  • 1-10: The next path the player takes will be full of obstacles and difficulties: the way may be closed, walled off, barred forever. The place might be inaccessible, or unapproachable.
  • 11-20: The player gains the ability to cross any wall, even if it is made of stone or iron. This ability is treated as if the Player were under the effect of the equivalent spell.

35

35 - [Empty]

Figure 35 is completely blank, without any image or writing. It appears to reflect, as if it were the surface of a mirror, the face of the Player.

Effects

Roll a twenty-sided die.

  • 1-5: The Spirit appears and allows the Player to ask a question on any subject, and the Spirit is obliged to answer with truth.
  • 6-15: The Spirit appears and the player suffers the effects of the Confusion spell for 1d4 days.
  • 16-20: The Spirit appears and allows the Player to ask three questions on any subject, and the Spirit is obliged to answer with truth.

36

36 - Ruins

Figure 36 represents a set of ruins of an ancient temple. The ruins are white in colour and appear to have been constructed from an unknown material.

Effects

This figure has two consecutive effects:

  • 1: The Player gains some ranks in all skills involving Knowledge that their class possesses, at the GM's discretion.
  • 2: The Player rolls a twenty-sided die. If the result is 17 or higher, he gains the ability to speak and write the ancient languages that have disappeared. This will lead the Player to discover a whole host of information hidden in previously unreachable levels of knowledge, and eventually, to embark on a dangerous quest to uncover an ancient secret. Should the Player fail the roll, the Player loses the ability to speak for 1d4 days.

37

37 - Silver vial

Figure 37 represents a silver vial with a depiction of a unicorn and a tree, with a crescent moon in the background.

Effects

The Player who activates this Figure gains three vials of the same appearance as the card illustration. Each vial is usable 3 times before running out. The vials have the following effects, based on a roll with a 6-sided die:

  • 1: The Player gains the ability equivalent to "Talk to Animals" for 1d4 days.
  • 2: The Player gains the ability equivalent to "Stepping Without Trace" for 1d4 days.
  • 3: Player gains the skill equivalent to "Talking to the Dead for 1d4 days.
  • 4: Player gains the skill equivalent to Summoning Elementals for 1d4 days.
  • 5: Player gains the equivalent ability to summon demons for 1d4 days.
  • 6: Player gains the equivalent ability to summon angels for 1d4 days.

The consequences of these abilities are at the GM's discretion.

38

38 - Landscape

Figure 38 depicts a rural landscape: an arched bridge dominates the scene and crosses a river with three small waterfalls. On one side of the bridge, the ruins of a castle or guard post; while to the lower right three cows and a shepherd relax in the sun.

Effects

The player who activates this figure may add ranks to a profession or background of his choice. If he does not possess these skills he may choose to assign it from scratch for each class level he possesses.

39

39 - Bone Keys

Figure 39 represents a bunch of bone keys. The keys are white in colour and appear to have been made from human bones.

Effects

The Player who activates this Figure gets a bunch of keys made from apparently human bones. He has no idea what they might open (nor does the GM?).

40

40 - Book

Figure 40 represents a parchment book with runes engraved on the cover. The book is closed by a golden clasp.

Effects

The player deducts points from three skills decided by the GM. It is a curse that can only be removed with a high level spell.

41

41 - Mace

Figure 41 represents an iron mace with a chain. The mace is black in colour and the chain is red. On the handle appears to be engraved the word 'Khel-Thal Ut Varganar'.

Effects

The Player who activates this Figure gains an iron mace called Varganar, a powerful (and sentient) artefact that allows the Player to summon a demon of equal level to his own, once per day. The demon is subject to the Player's control for 1d4 days, after which, if not destroyed, it returns to its plane of existence.

42

42 - Dimensional Sextant

Figure 42 represents an explorer wielding a planar sextant. The name of the Figure is evanescent and changeable. Sometimes the characters appear to be written backwards.

Effects

The Player and 1d6 of allies are transported to a random Plane (GM's choice). All creatures transported in this way will be on the Random Plane with no ogos or equipment: they will be transported to a place of the GM's choosing (on the same plane, or another...). If the characters manage to find the objects without dying, among them they will also find a Dimensional Sextant, a powerful artefact that allows them to travel between Planes of existence. The Dimensional Sextant can be used once a day.

43

43 - Forest

Figure 43 depicts a detail of a landscape typical of the dense, tropical forests of the South.

Effects

Rolling a twenty-sided die.

  • 1-10: The player is transformed into a random animal at the GM's discretion. The transformation is permanent and can only be removed with a high level spell.
  • 6-10: The player is transported to a forest of the GM's choice.
  • 11-15: The Player gains the ability to transform into a random animal, at the GM's discretion. The transformation lasts 1d4 hours.
  • 16-20: Roll a twenty-sided die. From this point on, the Player is subject to a curse that transforms them into a random animal, at the GM's discretion. The transformation lasts 1d4 hours.

44

44 - Moon (Full)

Figure 44 represents the full moon.

Effects

The player gains a permanent bonus to all saving throws, at the GM's discretion.

45

45 - Sun (Waning)

Figure 45 represents the waning Sun.

Effects

The Player receives a 3 point malus in 3 characteristics chosen by the GM. The malus is permanent. He subsequently gains a bonus of fifty permanent hit points and a bonus of twenty in the four elemental resistances (fire, cold, electricity, acid).

46

46 - Bolt

Figure 46 shows a figure watching a lightining bolt in the sky.

Effects

The player who activates this Figure gains an artefact known as the Quiver of Virtue. It contains an infinite number of energy arrows. A high-level spell can make the quiver disappear and return it to the planes of existence from which it came.

47

47 - Rune of the Ancient Spruce

Figure 47 depicts a rune in green, with a representation of a stylised spruce tree.

Effects

The player who activates this Figure is instantly transformed into a centuries-old fir tree, with hit points equal to half those he had at the time of the Figure's activation. From this moment on, apart from hit points, he is for all intents and purposes considered a tree and not a Player, nor a non-player character, nor a character under the effects of a spell. The curse can only be removed by an ancient ritual that only a small group of people know.

48

48 - Gloves

Figure 48 depicts a pair of red gloves with runes engraved on them. The gloves appear to have been made from an unknown skin.

Effects

The player who activates this Figure gains a pair of gloves called Infernal Gloves. The Infernal Gauntlets are a powerful artefact that allows the Player to summon a demon of equal level to his own, once per day. The demon is subject to the Player's control for 1d4 days, after which, if not destroyed, it returns to its plane of existence.

49

49 - Infant

Figure 49 represents an infant playing with a wooden toy. The infant has an expression of joy on his face.

Effects

The Player who activates this Figure must change his age by a score equal to the years he would be if he were an infant. If the Player is already an infant, the Figure has no effect. The Player retains the memory, spells and abilities he possessed before being transformed by the Figure. It is at the GM's discretion to determine whether a high level spell can remove the curse.

50

50 - [?]

Figure 50 represents a vortex of crawling chaos. The name of the Figure is evanescent and changeable. Sometimes the characters appear to be written backwards.

Effects

The Player is forced to draw another card and activate it immediately.

51

51 - Globe (Black)

Figure 15 represents a black globe, with a black aura around it. The globe is suspended in the air and appears to be able to move autonomously.

Effects

The Player activating this Figure rolls a twenty-sided die.

  • 1-10: The Player's class changes to Wizard or Sorcerer (at the GM's discretion) and assumes a level equal to half the character's level at the time of the Figure's extraction (e.g., if the Player is level 10, the new class level will be 5).
  • 11-19: The player is shocked by a wave of magical power and must make a roll to resist it. If unsuccessful, the player is placed in a coma for 1d4 hours.
  • 20: The player's class changes to Wizard or Sorcerer (GM's discretion).

52

52 - Hills

Figure 52 represents a hilly landscape, with a river running through it. In the background, a group of adventurers.

Effects

The Player is approached by a group of people who know a particular key to a mission he is carrying out. However, these characters are actually against the Player's interests because they will do anything to prevent him from solving the mission. It is up to the Player to decide whether:

  • eliminate them (in which case they will disappear instead of dying)
  • make them go their own way and leave him alone (in which case, the Character will receive bonuses at the GM's discretion)

In case he succeeds in the second scenario, the characters may reveal that they have been imprisoned by the Figures of Koth: some of the (many) adventurers forced to serve Spirit of the Deck and the Figures, cursed by some effect from the past that forced them to obey. If the Player succeeds in freeing them, he may earn additional bonuses at the GM's discretion, but the Deck Spirit may well be happy with this choice...

53

53 - Jewels

Figure 53 represents a female woman wearing a rich set of jewels.

Effects

The Player loses all magic items he possesses. In the case of not possessing any, he loses all items of value that he possesses. If he does not possess any, he loses the first item in order of value (monetary) that he possesses. Subsequently, he buys a huge bounty on his own head, in a city of the GM's choice.

54

54 - Library

Figure 54 represents a library with wooden shelves and books of all kinds. The library is illuminated by a dim light.

Effects

The player acquires three new skills at the discretion of the GM. The skills are related to knowledge and reading. In case the Player does not possess these skills, he may assign them from scratch for each class level he possesses.

55

55 - [Black Figure]

Figure 55 is completely black: a surface that appears to absorb light. There are no images, no writing.

Effects

This Figure is the most dangerous of the Figures: it was created to prevent the deck from acquiring a high number of Bearers, so that the immense powers of the deck would not be used for purposes other than the will of the Spirit of the Figures. The Player makes a saving throw (or equivalent) at the discretion of the GM: If he fails the throw, his soul enters the dimensional space of the Figure, which can hold an unlimited number of souls.

In the dimensional space, there is a number of souls at the GM's discretion: all previous Figure Bearer beings. The Player can interact with them, and some of them are so ancient that they do not even speak common language. Needless to say, should the Player talk to the souls (and they talk to him), upon returning to the Material Plane he will be able to acquire a range of Knowledge that might otherwise be impossible to acquire on the Material Plane.

Should he succeed with the previous saving throw, nothing happens for 1d6 minutes. Thereafter, should he have the Figure in his hand again, he is forced to roll a twenty-sided die. If the result is greater than 17, the player may decide whether to release a soul locked in dimensional space inside the figure. If it is less, roll another die: in this case, if the result is less than or equal to five (5), all souls will be released from the deck...

56

56 - Encampments

Figure 56 represents an encampment of adventurers.

Effects

The Player activating the Figure and allies do not receive nightly attacks from monsters or other creatures for 1d4 months. In addition, for 1d4 of months they may sleep half the standard hours of rest for spell and hit point recovery (8 hours becomes 4). Then roll a twenty-sided die. If the result is equal to or greater than 15, the Player will encounter a group called the "Fellowship of Travel", a group of adventurers who specialise in travel and discovery spells: they may offer to transport the Player and his allies to any point in the world, or they may create a Portal and more.

57

57 - Mineshaft

Figure 57 represents the entrance and exterior of an abandoned mine.

Effects

The Player discovers (in a way and at a time decided by the GM) access to an ancient, long-forgotten mine or dungeon. The place has a unique background, some ideas might be as follows:

  • It is rumoured to lead directly to one of the Ancient Portals of Yoth, a huge place of knowledge and antiquity, older than any known civilisation.
  • It passes through the Underground and is said to be one of the few links between the surface and an immense underground city, perhaps a new Ancient Ruin.
  • The mine is said to have many levels, many of which are still unexplored. Some of these levels may be connected to places of worship of ancient deities, or to places of magical power, or to places of knowledge.
  • It seems that the dungeon is the cleverly disguised refuge of a group of adventurers who have retired from the adventurous life and live in peace and tranquillity.
  • Some claim that the dungeon is where the Deck of Figures was created, and that there is a direct connection to the Spirit of Figures...

58

58 - Rings

Figure 58 represents a set of rings scattered on a table.

Effects

The Player may decide to duplicate 1d4 of magic items he possesses, or by touching one. The GM will decide if this is also valid for magic items that cannot be duplicated (e.g. an artefact). Note to GM: Duplicating an Artifact is a very dangerous operation that could have unpredictable consequences.

59

59 - Dices

Figure 59 represents a set of black coloured dice. Some appear to be very old, others present singular shapes and faces with unknown characters, and still others appear to be of modern workmanship.

Effects

The player is forced to draw three Figures and activate two of his choice. Initially he can decide whether or not to activate the first one: if the card has a negative effect (loss, curses or similar), the Deck may decide to change Bearer.

60

60 - Abyss

Figure 60 represents a deep abyss, with rocks jutting downwards. Some rocks are covered with moss.

Effects

The player must make a saving throw at the GM's discretion. If he fails it, his Intelligence score drops to zero. He will be in a constant state of absence, as if his body no longer possessed the will to act, think and move. He is to be considered a non-player character under the control of the GM. In order to maintain himself, the body must be fed daily and allowed to rest, as if the Player had slipped into a coma. This state can only be removed with a high level spell: but only within 1d4 days. After this period, the Player's body will die and his soul will be absorbed into the Figure Deck.

61

61 - Demon

Figure 61 represents a small demon with horns and a tail. The demon has a strange expression of on his face.

Effects

The Player gains a mace called "Demonic Ruin". This is a powerful artefact that allows the Player to deal duplicate damage to demons and control them once hit, for 1d4 days. After which, if not destroyed, it returns to its plane of existence.

62

62 - Cornucopia

Figure 62 represents a black-coloured cornucopia. The cornucopia is filled with fruit and vegetables.

Effects

The Player loses 30 years of life if human, 1/3 if elf, 1/2 if dwarf. He then gains a number of gold coins equal to the years lost, equal to years per 1000 gold coins. For example, if the Player has lost 30 years, he will earn 30,000 gold coins.

63

63 - Fields

Figure 63 represents a country landscape: a group of peasants are working in the fields.

Effects

Figures appear in front of the player:

  • 30 - Desert
  • 32 - Country
  • 38 - Landscape
  • 43 - Forest
  • 52 - Hills
  • 64 - Marshes
  • 74 - Volcano
  • 84 - Ocean

The Player may choose a Figure from among these.

64

64 - Marshes

Figure 64 represents a marshy landscape, with a river running through it. In the background, a group of adventurers.

Effects

The Player and 1d4 of allies are affected by a curse called the 'Curse of the Lost Wanderer'. The effects of this spell vary from 1d4 of days to 1d4 of months, at the GM's discretion. The curse consists of the loss of all directions to a location. For example, if the adventuring party of which the Player is a member must travel to a location, it is forgotten by the characters, it does not appear on maps, the party cannot find any information, etc... This curse can be important on a narrative level for the GM, to lose track of a place, of a character, of an object that perhaps the GM considers too important to be found. This Figure can be considered a "neutral" Figure, as it has no positive or negative effects, but can be used to create interesting situations.

65

65 - Sun (Rising)

Figure 65 represents the rising Sun.

Effects

The player receives a bonus of 3 points in 3 characteristics chosen by the GM. The bonus is permanent. He subsequently gains a fifty permanent hit point malus and a twenty point malus in the four elemental resistances (fire, cold, electricity, acid).

66

66 - [Unnamed Figure]

Figure 66 has no name but represents the figure of Death embracing a blonde woman, who appears to be wearing necromancer's clothes. The woman appears to be in some way a slave of Death.

Effects

The player is trapped on a half-plane in a location that resembles a large arena. He must fight a demonic creature of a higher level than his own, at the GM's discretion. If he wins, he will return to the Material Plane with everything he managed to take with him from his adventure. If he loses, his soul will be absorbed by the Figure Deck.

67

67 - Beggars

Figure 67 represents a group of beggars begging an adventurer. The adventurer also appears to be a beggar.

Effects

The Player is approached by a beggar (when, is at the GM's discretion) who will ask him for money. If the Player gives him money, the beggar will thank him and reveal to the Player important information for his quest. If the Player does not give him money, the beggar curses him with a peculiar spell: the Player will constantly lose money or valuable items in circumstances that seem fortuitous (while crossing a bridge, in combat, while sleeping, etc.). In order for the curse to be removed, the Player will have to find the beggar and offer him a precious object.

68

68 - Diamonds

Figure 68 represents a set of black diamonds.

Effects

Roll a four-sided die.

  • 1: The Player gains a bag full of black coloured precious stones. The value of the stones is equal to 1d4 of a thousand gold coins.
  • 2: The Player gains a bag full of black coloured precious stones. The value of the stones is equal to 1d6 of thousands of gold coins.
  • 3: The Player gains a bag full of black gemstones. The value of the stones is equal to 1d8 of thousands of gold coins.
  • 4: The Player gains a bag full of black coloured gemstones. The value of the stones is equal to 1d10 of thousands of gold coins.

69

69 - Gemini

Figure 69 represents twins playing with a wooden toy. The twins have an expression of joy on their faces.

Effects

The Player who activates this figure feels nothing and suffers no effect. In reality, somewhere on the Material Plane an exact copy of the Player of opposite alignment and purpose is created, which will attempt to find him and defeat him in every way. The Player can only end the effect of the Figure by killing its twin. If the Player does not kill his twin, the twin will kill him and take his place. Note to GM: the effects of this Figure are different from those of Figure 96.

70

70 - Globe (Blue)

Figure 70 represents a blue globe, with a blue aura around it. The globe is suspended in the air and appears to be able to move autonomously.

Effects

The Player who activates this Figure rolls a twenty-sided die.

  • 1-10: The Player's class changes to Bard or Thief (at the GM's discretion) and assumes a level equal to half the character's level at the time the Figure is drawn (e.g., if the Player is level 10, the new class level will be 5).
  • 11-19: The player is shocked by a wave of magical power and must make a roll to resist it. If he fails, the player is put in a coma for 1d4 days.
  • 20: The player's class changes to Bard or Thief (at the GM's discretion).

71

71 - Altar

Figure 71 represents a stone altar with a human figure lying on it. The altar is decorated with symbols of unknown deities.

Effects

Roll a six-sided die:

  • 1-3: The Player is forced to change deities and forcibly choose a new deity of opposite alignment to the previous one (consequently causing the wrath of the old deity, at the GM's discretion).
  • 4-6: The player gets the help of his deity (or of a deity if he has none) who will come to his aid in case of grave danger. The help may be of various kinds, at the GM's discretion.

72

72 - Coins

Figure 72 represents a set of gold coins.

Effects

The Player receives 1d20x1000 gold coins. Should he be without any (i.e. have no coins) the Player also gains an item of value at the GM's discretion. In case he has no item and no coins with him, the Figure has no effect.

73

73 - Hourglass

Figure 73 represents a black hourglass. The hourglass is filled with sand.

Effects

The Player rolls an eight-sided die:

  • 1: The Player permanently loses two points of Strength.
  • 2: The player permanently loses two points of Dexterity.
  • 3: The player permanently loses two Constitution points.
  • 4: Player permanently loses two points of Intelligence.
  • 5: Player permanently loses two points of Wisdom.
  • 6: The player permanently loses two points of Charisma.
  • 7: Player permanently loses twenty hit points.
  • 8: The player permanently loses one level in their main class.

The effects of this Figure are not reversible even with a high level spell.

74

74 - Volcano

Figure 74 represents a volcano in eruption. The volcano is surrounded by a rocky landscape.

Effects

The player rolls a six-sided die:

  • 1: The Player and 1d4 of allies are transported to the Fire Elemental Plane.
  • 2: The player gains the ability to summon a (small) Fire Elemental as per the related spell.
  • 3: Player gains the ability to summon a Fire Elemental (medium) as per related spell.
  • 4: Player gains the ability to summon a Fire Elemental (large) as per related spell.
  • 5: The player gains a magical item with fire-related abilities at the GM's discretion.
  • 6: The Player gains the ability to cast a free fire spell of level equal to his main class level, once per day.

75

75 - Market

Figure 75 depicts an open-air market with a group of merchants selling all kinds of objects.

Effects

If the Player has a Charisma score of fifteen or higher, for 1d4 months the merchants will offer that Player their goods at a 50% discount to the actual value of the goods. Otherwise, if the Player who drew the Figure possesses a Charisma score of less than fifteen, merchants will offer that Player their goods at a 50% premium to the actual value of the goods.

76

76 - Shield

Figure 76 represents a black shield. The shield is decorated with heraldic coats of arms of unknown lineages.

Effects

The Player rolls a twenty-sided die: the result is the number of knights that will appear in front of the Player at the moment he activates the Figure. The knights are to be considered allies of the Player and are subject to the rules of followers and henchmen, like any other non-player character.

77

77 - Globe (Red)

Figure 77 represents a red globe, with a red aura around it. The globe is suspended in the air and appears to be able to move autonomously.

Effects

The Player who activates this Figure rolls a twenty-sided die.

  • 1-10: The Player's class changes to Warrior or Barbarian (GM's discretion) and assumes a level equal to half the character's level at the time of the Figure's extraction (e.g., if the Player is level 10, the new class level will be 5).
  • 11-19: The player is shocked by a wave of magical power and must make a roll to resist it. If he fails, the player is put in a coma for 1d4 days.
  • 20: Player's class changes to Warrior or Barbarian (GM's discretion).

78

78 - Tools

Figure 78 represents a wall of tools, presumably burglar's tools.

Effects

The Player gains a complete set of burglar's tools. The set is indestructible and forged according to an ancient ritual that makes it capable of opening any lock, even magical ones. The set is also capable of opening Portals, but only if the Player knows the password to open them.

79

79 - Full Armour

Figure 79 represents complete armour in black. The armour is decorated with symbols of unknown deities.

Effects

The Player who activates the Figure may no longer wear any type of armour, protective or otherwise. If the Player is already wearing armour, it disintegrates and the Player permanently loses 1d4 Constitution points. If the player is not wearing any type of armour, the figure has no effect.

80

80 - Stairway (Descending)

Figure 80 depicts an ornate flight of stairs that seem to climb vertiginously downwards.

Effects

The Player activating this Figure rolls a twenty-sided die.

  • 1-4: The Player adds one level to his class
  • 5-19: The Player subtracts one level from his class
  • 20: The Player subtracts two levels from his class.

81

81 - Man

Figure 81 represents the portrait of a nobleman. The figure appears to follow the Player with his eyes.

Effects

The Player who activates this Figure changes sex to become a man. If he is already male, this Figure has no effect.

82

82 - Knight (White)

Figure 82 represents a knight in white armour.

Effects

If the Player is of good alignment, Leromax, a winged unicorn, appears, rideable only by the Player. The steed obeys only the commands of the Player who drew the Figure and remains in the material plane for 1d4 days. If the Player is of evil alignment, the Figure has no effect.

83

83 - Staff

Figure 83 represents a gnarled staff, black in colour, with a sphere tied to the top end.

Effects

The Player gains an artefact known as the 'Rod of the Living Simulacrum' which has the following properties:

  • The rod can be used to store the soul of a living being of any level or type, through a process known only to necromancers and sorcerers. Through this process, the soul trapped in the orb may be resurrected at any time, at the Player's discretion, and the creature thus brought back to life will suffer no ill effects. The essence of the creature trapped in the Sphere is sentient and aware of what is happening around it, but cannot communicate with the outside world. Being trapped in a Sphere is a terrible and lonely experience, which can lead to madness: the Sphere contains an actual half-plane called the 'Temple of the Soul', a place where the soul is housed before being brought back to life. The Temple is an immense place, with a series of corridors and rooms that stretch into infinity. The soul trapped in the Sphere can move freely within the Temple, but cannot leave.

Whoever wields the staff also gains various healing powers at the discretion of the GM, such as the ability to cure diseases, heal wounds, raise the dead, etc...

84

84 - Ocean

Figure 84 represents an ocean at sunset.

Effects

The Player gains possession of a medium-sized merchant ship (at the GM's discretion), docked at the port of a major world city, by means of a Deed of Ownership that appears among the Player's possessions. The ship has a total of fifteen men each with a specific job description (sailors, cooks, etc.). The ship also has a captain, a helmsman and a first officer. The player may decide to hire more men for his ship, but he will have to pay them a monthly salary. Below are some spits for further development:

  • If the Player wants to investigate the ship, he may discover that in an earlier period it belonged to a group of pirates, who used it to raid and pillage. The ship was abandoned by the pirates after they were killed by a group of adventurers. The ship was then sold to a merchant who used it for commercial purposes.
  • Some sailors find a map hidden under the rudder shaft. The map shows the location of a hidden treasure on an unknown island. The treasure was hidden by a group of pirates who then abandoned the ship.
  • Some sailors, especially if the Player is struggling or has no interest in commanding the ship, might plot against him to take control of the ship. The Player might discover the plot and decide to kill the rebel sailors, or he might decide to leave the ship and return to shore.

85

85 - Chains

Figure 85 represents an adventurer wrapped in spiked chains.

Effects

The player gains the Chains of Hatred of Nerzul, a powerful artefact with these characteristics:

  • They are to be considered an exotic weapon whose damage is at the GM's discretion. When performing a critical hit, the chains can imprison the target and wrap around them until they disintegrate. Each time this power is used, the Chains grow an inch, becoming complex to wield. Chains can grow up to a maximum of 10 metres. Once reached, the Chains will begin to envelop the Player's body, until they suffocate and kill him. Chains can only be destroyed by a high-level spell.

86

86 - Flutes

Figure 86 represents four beautifully crafted wooden flutes.

Effects

The Player rolls a ten-sided die. The Player receives a flute (at the GM's discretion for details) from the following:

  • 1: Player gains the Flute of the Nymph (allows control of Nymphs and water spirits)
  • 2: Player gains the Flute of Discord (allows control of Imps or abyssal spirits)
  • 3: Player gains the Flute of War (allows control of beasts and other animals).
  • 4: Player gains the Flute of Destruction (grants power equivalent to Barbarian Wrath)
  • 5: Player gains the Flute of Peace (grants the power to freeze humanoids)
  • 6: Player gains the Flute of Fear (grants the power to frighten enemies)
  • 7: Player gains the Flute of Joy (grants the power to charm humanoids)
  • 8: Player gains the Flute of Death (grants the power to kill a creature)
  • 9: Player gains the Flute of Life (grants the power to resurrect a dead creature)
  • 10: Player gains the Flute of Vision (grants the power to see the future).

87

87 - Barn

Figure 87 represents a barn with horses.

Effects

The Player gains a warhorse, a draft horse and a saddle horse. The horses are black in colour and are endowed with a black aura. The horses also have above-average intelligence and can communicate with the Player. The horses are also able to teleport to a location of the Player's choice, once a day.

88

88 - War

Figure 88 represents a group of soldiers running towards the Player.

Effects

The Figure is transformed into reality: the Player and 1d4 of allies are instantly transported to the location where a battle is taking place. The Player and his allies may decide whether to join one of the two warring factions, or to fight against both factions. The Player and his allies may decide not to fight and flee, but in this case the Figure has no effect.

89

89 - Vials

Figure 89 represents a set of black ornate vials. The vials are filled with a red liquid.

Effects

Roll a six-sided die:

  • 1-3: The Player increases their size by 2 sizes, permanently.
  • 4-6: Player decreases their size by 2 sizes, permanently.

90

90 - Dagger

Figure 90 represents a black-coloured dagger. The dagger is decorated with symbols of unknown deities.

Effects

The Player is contacted (in the night or at another location of the GM's choice as long as he is alone) by a powerful Thieves and Assassins Guild who engage him for a mission. If he accepts, he will gain the Guild's favour. If he refuses, the Guild will consider him an enemy and try to kill him.

91

91 - Runes

Figure 91 represents a set of black runes. The runes are engraved on a stone.

Effects

The Player gains the ability to cast a one-time Wish spell or equivalent (at the GM's discretion). This power may be used to cancel the effects of a Figure.

92

92 - The Eye

Figure 92 represents an abominable, sphere-like creature with tentacles and eyes.

Effects

The Player gains a condition called 'Third Eye', resulting in the opening of a true third eye on his forehead. It grants the power to see with the eyes of another creature of the Player's choice, up to a distance of 1km. It allows one to see in the dark as if it were daylight, to see through illusions and to see invisible creatures. The power cannot be activated at will, but is active at all times. Seeing things that should not be seen can lead to madness. The power can only be removed with a high level spell.

93

93 - Blood

Figure 93 represents a young woman, in the guise of a vampire.

Effects

The Player rolls a twenty-sided die:

  • 1-5: The Player is afflicted with a curse called Bloodlust. He must feed on an amount of blood at the GM's discretion to sustain himself, or he will die. The blood may be of any kind, but must be fresh. The player may choose to feed on animal blood, but in this case he must feed on twice the amount of blood.
  • 6-10: The player gains the ability to transform into a bat once per day, for a duration of 1d4 hours.
  • 11-15: The player cannot withstand being exposed to direct sunlight and must wear a cloak or hood for protection. If exposed to direct sunlight, the Player suffers 1d4 damage each round. If the Player is exposed to direct sunlight for more than 1d4 rounds, he dies.
  • 16-20: The player becomes a vampire in addition to his race.

94

94 - Elder

Figure 94 depicts an elderly man with a cane. The elderly man has an expression of wisdom on his face.

Effects

The Player who activates this Figure must change his age by a score equal to the years he would be if he were an elder. If the Player is already an elder, the Figure has no effect. The Player retains the memory, spells and abilities he possessed before being transformed by the Figure. It is at the GM's discretion to determine whether a high level spell can remove the curse.

95

95 - Orb (White)

Figure 95 represents a white orb, with a white aura around it. The globe is suspended in the air and appears to be able to move autonomously.

Effects

The Player who activates this Figure rolls a twenty-sided die.

  • 1-10: The Player's class changes to Cleric or Paladin (at the GM's discretion) and assumes a level equal to half the character's level at the time of the Figure's extraction (e.g., if the Player is level 10, the new class level will be 5).
  • 11-19: The player is shocked by a wave of magical power and must make a roll to resist it. If he fails, the player is put in a coma for 1d4 days.
  • 20: The player's class changes to Cleric or Paladin (GM's discretion).

96

96 - [Mirror]

Figure 96 has no name but only a representation of a mirror.

Effects

Warning: the GM should consider carefully before proposing such a mission: it may be too difficult for the Players and could lead to the death of one or more characters.

The figure represents a Portal to the mysterious and unknown Realm of Mirrors: the Player and 1d4 of his allies must make a saving throw or be dragged into the mysterious plane. The Mirror Realm is to be considered the twin of the Material Plane, and is in fact an exact copy of it. The Mirror Realm is inhabited by creatures similar to those of the Material Plane, but with an opposite alignment. For example, if a good elf exists in the Material Plane, an evil elf will exist in the Mirror Kingdom. The Realm of Mirrors is a dangerous place, where the Player and his allies will face dangers of all kinds, because reality is the opposite of what they know. Every object (and subject) in the Realm of Mirrors yearns to conquer the Material Plane by any means possible: the consequences of this desire are unpredictable. The Player and his allies will have to find a way back to the Material Plane before it is too late. The Realm of Mirrors is an immense place, stretching into infinity. The Player and his allies will have to find a way back to the Material Plane, before it is too late. How they get back there is at the discretion of the GM.

97

97 - Dragon

Figure 97 depicts a red dragon flying over a mountainous landscape.

Effects

A dragon of age, size, colour and membership at the discretion of the GM summons the Player and his allies to his lair. He will swear allegiance to the Player and serve him in any way possible, in return for a mission the Player must perform for him. The dragon is able to teleport to a location of the Player's choice, once a day. This will be a rather complex mission, considering the prize at stake: the mission is also subject to a time limit. Note to GM: the dragon could be an ally or an enemy of the Player, at the discretion of the GM.

98

98 - The Eye (Low)

Figure 25 represents the symbol of an eye with rays converging downwards. The name of the figure is written in an unknown language.

Effects

The Player receives the attentions of a powerful creature from another Plane. The creature's intentions are unclear, but it seems to be interested in the Player. The creature may be an ally or enemy of the Player, at the GM's discretion.

99

99 - [Unknown Language]

Figure 99 represents something difficult to describe: it appears to be a collection of black basalt towers, scattered in an infinite space. The towers are connected to each other by a black energy.

Effects

Warning: the GM should consider carefully before proposing such a quest: it may be too difficult for the Players and may lead to the death of one or more characters.

The Player who activates this Figure will find himself transported, along with 1d4 of his allies, to the mysterious and insane "Otherworld": a dark and crazy place, dominated by chaos, by creatures beyond human comprehension and where the laws of physics make no sense. The Player and his allies must find a way back to the Material Plane before it is too late. How they get back there is at the discretion of the GM.

100

100 - Spirit (White)

Figure 01 represents the Spirit of Figures, white in colour, in the act of pointing at the Player.

Effects

The Spirit appears and places the entire pack of Figures in front of the Player. The Spirit allows the Player to draw a card of his choice. The Player must declare the number of the card he wishes to draw. If the Player does not declare the number of the card, the Figure has no effect.