Red Deck: “Failure” Cards
1. Whisper of the Forsaken
Effect: An unsettling voice murmurs words of abandonment into the ears of an ally within 20 feet, causing them to lose focus.
The targeted ally receives a -1 penalty to all saving throws for the next two rounds.
Roleplay Element: The ally is momentarily consumed by feelings of betrayal, shaking their confidence in their own abilities to resist harm or enchantment.
2. Veil of False Comradeship
Effect: A distant enemy within 40 feet senses the feelings of betrayal within your ranks and is empowered.
The enemy gains a temporary 5-point boost to their hit points for the next round.
Roleplay Element: Sensing a brief fissure in your party’s unity, the enemy is invigorated, gaining a temporary but noticeable advantage in their vitality.
3. Curse of the Abandoned
Effect: The essence of betrayal hovers around the party, dulling the edge of your weapons and the focus of your spells.
All damage dealt by your party is reduced by 1 for the next round.
Roleplay Element: A spectral mist representing feelings of being betrayed envelops your weapons and magical focus, slightly lessening their efficacy.
Green Deck: “Crit” Cards
1. Echo of Loyalty
Effect: Your critical hit releases an energy that reminds your allies that they are not alone.
All allies within 15 feet gain a +1 bonus to their next attack roll.
Roleplay Element: The success of your attack reinforces the idea that betrayal is an anomaly, not a destiny. This aura of unity provides a temporary boost to your allies’ resolve.
2. Traitor’s Demise
Effect: Your attack carries the weight of vindication, striking fear into the heart of an enemy.
The next attack roll against that specific enemy receives a +2 bonus.
Roleplay Element: Your critical hit resonates with the experiences of those who have been betrayed, filling the targeted enemy with dread and making them more susceptible to the next attack.
3. Armor of the Wronged
Effect: A force field of righteous anger emanates from you, providing temporary protection to an ally of your choice within 20 feet.
The chosen ally gains a +1 to their Armor Class for the next round.
Roleplay Element: The energy of your critical hit coalesces into a protective shield around an ally, as if the spirits of those betrayed have united to guard against further harm.
Once the effects of these cards have been enacted and their influence on the gameplay and roleplay noted for completion, each card is returned to the bottom of its respective deck.
