Red Deck: “Failure” Cards
1. Gleam of Overconfidence
Effect: An ally within 30 feet becomes excessively optimistic, underestimating threats.
The chosen ally suffers a -2 penalty to their Armor Class until the start of their next turn.
Roleplay Element: The ally is imbued with a radiant beaming confidence that clouds their judgement, making them underestimate the dangers around them. Their smile and relaxed posture show this misplaced assurance.
2. Light of Betrayal
Effect: A gleaming aura emanates from you, making an enemy within 40 feet stronger.
The enemy gains advantage on their next attack roll.
Roleplay Element: A radiant light escapes from you, captured by the enemy who interprets it as a sign of a cosmic favor. Empowered, they beam with a newfound eagerness for their next attack.
3. Flash of Weakness
Effect: A flash of bright light affects you or an ally within 20 feet, making your weapons or spells less effective.
The affected individual suffers a -1 penalty to their next damage roll.
Roleplay Element: A beaming light surrounds the chosen one momentarily, distracting enough to dampen the effectiveness of their next attack. The light almost seems to mock their efforts.
Green Deck: “Crit” Cards
1. Shining Success
Effect: A radiant glow envelops an ally within 30 feet, sharpening their focus.
The chosen ally gains a +2 bonus to their next saving throw.
Roleplay Element: As the attack succeeds, a beaming light of validation envelopes an ally, filling them with a sense of purpose and resilience against upcoming dangers.
2. Luminous Handicap
Effect: A glaring beam of light aims at an enemy within 40 feet, hindering their sight.
The enemy has disadvantage on their next attack roll.
Roleplay Element: A focused beam of light momentarily blinds the enemy, who has to squint through the glaring illumination, affecting their precision for the next attack.
3. Glow of Fortitude
Effect: A soft glow settles over you or an ally within 20 feet, offering protective qualities.
The targeted individual gains +3 temporary hit points.
Roleplay Element: The person is imbued with a serene, beaming light that settles around them like a protective cocoon, providing a shield against incoming damage.
Each card brings a beaming element into the game mechanics, altering the dynamics subtly. The radiance emitted either strengthens or weakens participants in the scene, contributing a shimmering layer to the ongoing narrative. Once the effects have been executed, the cards should be placed back at the bottom of their respective decks for future use.
