Dork 20 Deck
The "Dork20 Deck" is an accessory from Atlas Games. It is supposedly
for any d20 System games, but it is clearly fantasy oriented (i.e.
spells and magic). It recommends that all players start with four
cards dealt from the Dork20 Deck, with the option to be buy more
during the session for XP equal to 100 x his character's Hit Dice.
The GM can also award cards at his discretion. The cards and
their open content text are listed below, divided into six
categories:
- Roll Modifiers
- Save Modifiers
- Ability Bonuses
- Combat Benefits
- Magic Benefits
- Miscellaneous
Roll Modifiers
- Attention To Detail
- Add a +10 bonus to one Search check specified by this
card's player.
- Beginner's Luck
- Add 1d20 to one untrained skill check specified by this card's
player.
- Dumb Luck
- This card's player rolls 2d6 and subtracts the total from a d20
roll of his choice; however, if he rolls doubles, the total is
added to the d20 roll instead of being subtracted from it.
- Eagle Eyes
- Add a +10 bonus to one Spot check specified by this card's
player.
- First Strike
- Add a +4 bonus to one Initiative roll specified by this card's
player.
- Fleetfoot
- Add a +10 feet to a character's Speed for this encounter.
- Holy Moly
- Add a +4 bonus to a Turn or Rebuke undead check, or to a Turn
or Rebuke undead damage roll.
- Honey Tongues
- Add a +10 bonus to one Bluff check specified by this card's
player.
- Lie Detector
- Add a +10 bonus to one Sense Motive check specified by this
card's player.
- Mistaken Identity
- Add a +10 bonus to one Disguise check specified by this
card's player.
- Peacemaker
- Add a +10 bonus to one Diplomacy check specified by this card's
player.
- Save It For Later
- Play this card when a player or the GM rolls a natural 20 in
the course of the game; climbing small trees repeatedly until a
20 comes up doesn't meet this requirement. The player or GM
saves the 20 for the use of any character of his choice at a
later time during the same game session, and rerolls this
check; he doesn't need to specify which character until he's
ready to use the 20.
- Sharp Ears
- Add a +10 bonus to one Listen check specified by this card's
player.
- Take Two
- A player or the GM rerolls a die roll just made. Even if the
new roll is worse, he must keep it.
- War Monger
- Add a +10 bonus to one Intimidation check specified by this
card's player.
- Windfall
- Add a +4 bonus to any one d20 roll specified by this card's
player.
Save Modifiers
- Nine Lives
- Add a bonus to a character's Reflex save equal to the difference
between his total result and the DC; the character then gets a
penalty equal to that bonus on his next Reflex save this game
session.
- Opening
- One character automatically fails a save against an action
taken by another character. This cannot be countered with Nine
Lives, Stubborn, or Tough As Nails.
- Serendipity
- One character automatically succeeds at a save against an
action taken by another character.
- Stubborn
- Add a bonus to a character's Will save equal to the difference
between his total result and the DC; the character then gets a
penalty equal to that bonus on his next Will save this game
session.
- Tough As Nails
- Add a bonus to a character's Fortitude save equal to the difference
between his total result and the DC; the character then gets a
penalty equal to that bonus on his next Fortitude save this game
session.
Ability Bonuses
- Cunning
- Temporarily increase a character's Intelligence or Charisma
score, as specified by this card's player, by +5 for this
encounter; afterwards, that character taqkes 1 point of
temporary Wisdom score damage as his heightened sense of his
own craftiness clouds his judgement. This damange returns
after one day.
- Adrenaline
- Temporarily increase a character's Dexterity or Strength score,
as specified by this card's player, by +5 for this encounter;
afterwards, that character takes 1 point of temporary
Constitution score damage for pushing himself too hard. This
damage returns after one day.
- Contemplation
- Temporarily increase a character's Wisdom or Intelligence score,
as specified by this card's player, by +5 for this encounter;
afterwards, that character takes 1 point of temporary
Dexterity score damage as his deep thoughts cause a
disconnection between mind and body. This damage returns after
one day.
- Discipline
- Temporarily increase a character's Constitution or Wisdom score,
as specified by this card's player, by +5 for this encounter;
afterwards, that character takes 1 point of temporary
Charisma score damage as he becomes too intractable to be
likeable. This damage returns after one day.
- Mighty Thews
- Temporarily increase a character's Strength or Constitution score,
as specified by this card's player, by +5 for this encounter;
afterwards, that character takes 1 point of temporary
Intelligence score damage as the residual testosterone keeps
him from thinking clearly. This damage returns after one
day.
- Sly
- Temporarily increase a character's Charisma or Dexterity score,
as specified by this card's player, by +5 for this encounter;
afterwards, that character takes 1 point of temporary
Strength score damage as his own insidious guile saps his vital
energies. This damage returns after one day.
- Retaliation
- A character makes an attack of opportunity against someone who
just dealt melee damage to him, even if an attack of
opportunity wouldn't normally be allowed. The character uses
the damage he took as a bonus to his damage roll, and the
attack of opportunity doesn't count toward the character's
normal per-round limit.
Combat Benefits
- Elusive
- When this card is applied to a character, one attack of
opportunity against him misses.
- Glancing Blow
- A character takes half damage from a single attack made with a
melee or ranged weapon.
- Instant Action
- One character gets an extra standard action this round, but
must make a Fortitude save DC 15 to avoid being dazed for the
next round, during which time he is unable to take actions.
- Missed My Vital Spot
- A critical hit just scored does only normal damage.
- Vital Blow
- Instead of rolling, when a character scores a critical thread
this card makes it a critical hit automatically.
- Weeping Wound
- This card makes one attack made with a melee or ranged weapon
automatically a critical threat.
Magic Benefits
- Counterspell
- A character automatically counterspells one spell as specified
by this card's player with any spell chosen by the character's
player that is of the same or higher spell level. The
character does not need to make a Spellcraft check, and casting
the counterspell is a free action.
- Mystic Recharge
- A spellcasting character regains a spell specified by this
card's player that the character has already used or otherwise
lost. After the spell is used again, the character takes 1
point of temporary Constitution damage, which returns after one
day.
- Power Surge
- When played immediately before or after a spell is cast, this
card boosts the spell as if by the metamagic feat chosen by
this card's player; the GM may limit this choice to Empower
Spell, Enlarge Spell, Extend Spell, Heighten Spell, Maximize
Spell, Quicken Spell, Silent Spell, Still Spell and Widen
Spell, and the spell uses the higher-level spell slot specified
by the feat.
Miscellaneous
- Ability Mastery
- A character affected by this card uses one of his special
abilities or class features one time as if he were 3 levels
higher. This card's player specifies the ability or feature
affected.
- Act With Precision
- A character takes 20 on any one skill check specified by this
card's player, even one that normally disallows taking 20, in
the same amount of time that making a single check would
take.
- Burst of Speed
- A character specified by this card's player takes one extra
move action when this card is played.
- Eye of the Beholder
- Choose any two characters. One of them makes a Bluff or
Diplomacy check vs the other's Sense Motive skill. If the
first character succeeds, the second character is smitten with
him as per the charm monster spell for one hour.
- First Aid
- A character who has negative hit points and is losing hit
points returns to 0 hit points and is now stable. He is
conscious but disabled.
- Flesh Wound
- Lethal damage just scored is converted to nonlethal damage.
- A Friend In Need
- An NPC whose Hit Dice are equal to or lower than the character
to whom this card is applied comes to his aid for this
encounter; this card's player can suggest possibilities, but
the identity of this NPC and his actions are up to the GM. The
NPC will expect a favor of equal value in the future, which
will also be determined by the GM.
- Hidden Reserve
- A magic item or a character's special ability or class feature
specified by this card's player that has limited uses and is
used up is activated one more time, immediately after this card
is played. After this use, the character takes 1 point of
temporary Constitution score damage, which returns after one
day, or the object is destroyed.
- Insight
- The target character realizes something he missed before,
whether due to an unsuccessful roll or an overlooked
roleplaying opportunity, as determined by the GM; for example,
he may realize the key to a riddle was in a chamber where a
Search roll failed, or that a character is keeping a secret
that may lead the party to the heart of the adventure's
plot.
- Inspiration
- One player draws enough cards from the Dork20 Deck to bring his
hand back up to four.
- Just What I Need
- A player discards one card of his choice from his hand in order
to draw the card of his choice from the discard pile.
- Karma Twin
- This card duplicates the effect of a second card played at the
same time; the effects can stack or the two cards can be played
on different targets.
- Lithe
- A character's armor check penalty doesn't apply for one skill
check or he automatically succeeds at one arcane spell failure
roll, as specified by this card's player.
- Move As One
- For this encounter, the entire party or another group of allied
characters uses the Hide or Move Silently check of one of its
members. Whose roll is used is determined by this card's
player before any dice are rolled.
- Power Nap
- The party or another group of allied characters gets a full
night's rest in half the time.
- Scathing Insult
- A character hurls such an effective insult that unless the
target makes a Will save DC 20 + 1 per HD that the affronting
character has, the victim of the abuse becomes shaken,
suffering a -2 penalty on attack rolls, saving throws, skill
checks, and ability checks for the rest of this encounter. The
character's player must describe the insult.
- Second Wind
- A character regains his character level in hit points, to a
maximum of his normal maximum hit points. Also, if he was
exhausted he is now considered fatigued, and if he was fatigued
he is now considered rested.
- Seller's Market
- Something a character possesses is of unusual value to an NPC
he is dealing with. The NPC will give the character twice its
normal value if the character agrees to the sale, but the GM
determines what the item is.
- These Are My Lackeys
- For this encounter, the entire party or another group of allied
characters uses the Disguise or Bluff check of one of its
members. Whose roll is used is determined by this card's
player before any dice are rolled.
John H. Kim <jhkim-at-darkshire-dot-net>
Last modified: Sun Jan 23 01:22:05 2005