Bothering

Red Deck: Failure Cards

Card 1: “Irritating Mistake”

Effect:

Upon failing your attack, a cloud of botheration emanates from you, affecting one random ally within 10 feet. This ally suffers a -1 penalty to their concentration checks for the next turn.

Roleplay Emphasis:

Your failure isn’t just a miss; it generates an intangible annoyance that envelops the nearby area. One of your allies can’t shake the nagging feeling this creates, making it more difficult for them to focus on tasks requiring concentration.

Card 2: “Grating Presence”

Effect:

An enemy within 20 feet senses your unsettling aura and is emboldened, gaining a +1 bonus to their next attack roll.

Roleplay Emphasis:

Your bungled action conveys a sense of weakness, almost like an invitation for punishment. One enemy becomes noticeably less respectful of your capabilities and feels a heightened level of confidence for their next strike.

Card 3: “Disruptive Fail”

Effect:

A loud, jarring noise occurs as a result of your failure, affecting all creatures within a 15-foot radius. All affected creatures must make a new initiative roll.

Roleplay Emphasis:

Your failed action produces a disruptive sound that unsettles everyone close by. Friends and foes alike lose their current rhythm, forcing a reshuffle of the turn order as each tries to regain their composure.

Green Deck: Crit Cards

Card 1: “Intrusive Triumph”

Effect:

Your critical success sends a ripple of annoyance toward one enemy within 30 feet, imposing a -1 penalty to their saving throws for the next round.

Roleplay Emphasis:

Your highly effective action not only hits its mark but also causes a disruptive aura that extends toward an enemy. This individual feels a twinge of irritation, making it difficult for them to defend against effects that require a saving throw.

Card 2: “Provocative Success”

Effect:

One ally within 20 feet is inspired by your successful action, gaining a +1 bonus to their next skill check.

Roleplay Emphasis:

Your successful action reverberates positively with one of your allies. Spurred by this, they decide to put in the extra effort on their next skill-related task, as if goaded into proving their own worth.

Card 3: “Annoyingly Perfect Hit”

Effect:

The precision of your strike causes a minor tremor in the immediate 10-foot radius. All enemies within this zone suffer a -1 penalty to their AC until the end of your next turn.

Roleplay Emphasis:

Your attack is not just a hit; it’s annoyingly perfect. This level of mastery imposes a subtle form of aggravation on your enemies, causing them to lose a fraction of their defensive posture as they involuntarily question their own skills in comparison.

By incorporating these cards, moments of irritation and annoyance can be seamlessly woven into the gameplay dynamics, offering intriguing opportunities for role-playing and tactical decision-making.