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Variant Rule: Wild Cards: Hands
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==Unique Sets== Unique Sets are specific series of cards that have completely unique hand effects, or can be used for their hand ability if they are part of a hand. *'''High 7''': 7,5,4,3,2 : ''Lady Luck just ain't with you tonight is she? Nothing's going right at all... Still, you got your Card, your wits and desperation, maybe with those, you'll make it out of here.'' <br>While High 7 is in play, the PC doesn't have to use his cards and can instead opt to use dice rolling to determine his rolls. This hand lasts 1 conflict at the most. <br> *'''Dead Man's hand''': A♣A♠8♣8♠: ''The Reaper walks with you today, someone is going to die... maybe you, maybe someone who sets you off just wrong... maybe someone you never even met who you just crossed paths with... but someone is gonna bleed out before Dawn breaks, the Reaper wants his toll for coming all this way...'': <br>When the Dead Man's hand is played, any damage done to any NPC, no matter how minor, is an automatic kill, and any damage done to any PC is tripled. This effect lasts the entire encounter and cannot be undone by the Player. <br> *'''Red Man's hand''': A♥A♦8♥8♦: ''Funny, I coulda sworn I remember you from somewhere. Well, unless you're carrying something of value, you'd best move along, stranger. You too, mister Black...'': <br>When the Red Man's hand is played, the Dead Man's hand, if it is in play, is automatically removed, and any attempts to escape or diffuse the situation automatically succeed. However, anyone who participates cannot remember anyone else in the conflict. <br> *'''Six Tits''': 3 Queens: ''Well, damn, who do you got under the table- Mom?! You're in fer it now, you mother-kissing bastard!'': <br>Should the Six Tits come out, the PC that played it may use any kind of suit for an action, as long as they can describe how the change in suit works with the action. <br> *'''Four Horsemen''': 4 Kings: ''It's not often that a 'slinger travels with company, even less so when Hell itself is on their heels. Either you got extremely lucky, or everything's gone downhill. Likely both.'': <br>When the Four Horsemen is played, any PC may decide the outcome of one event in the present or future, at the cost of the Dealer deciding the outcome of two events. <br> *'''The Dirty''': 6♥ 9♥: ''Some call this 'dinner for two', but me? I call it one hell of a time.'': <br>The Dirty can be played in combat as a Three Of A Kind; if played out of combat, one NPC of the PC's choice immediately changes disposition to a positive, perhaps even sexual, relationship with the PC. <br> *'''Sweet 16''': A 10 and a 6: <br> *'''Forest''': 4 3s: ''Got wood? Well, you do now.'': <br>Before the effects of a Four Of A Kind are resolved, the PC may make one alteration to the landscape that was not specified before by the GM. <br> *'''Old Smokey''': 3 6s: ''You have the Devil's own luck tonight, things might go bad, things might go good... whatever happens, people are going to sing of this day for years to come'': <br>Any and all conflict rolls either fail in the most spectacular way possible, or pass in the most spectacular way possible. <br> *'''30 Miles of Bad Road''': 3 10s: ''Long way to go, and all of it hell. Well, unless you got the Vagabond...:'' <br>Travel time now has multiple random encounters every day. If the Ten of Diamonds is a Card in the possession of the PCs, then once per day, they can decide what their next encounter is going to be. This lasts until the campaign ends or a character dies. <br> *'''TNT''': 10♥10♦: ''Hoo boy. You just had to bring out the big guns, didn't you?'': <br>Place a die in the middle of the table, with the face-up number being the number of people around the table. Whenever anyone holding a Card acts, lower the die counter by one. When it reaches zero, the encounter ends immediately in an explosion big enough to tip a cow over from twenty paces away. <br> *'''Big Slick''': J♠ A♠: ''Well, hot damn, that's Blackjack dead. Nice going, 'slinger, seems the Cards are in your favour... Or perhaps you made a devilish deal with the Dealer...:'' <br>When Big Slick is played, each PC may acquire a new Card or trade one of their Cards for another random one. If in combat, the PC who played this may use the power of any Card (excluding the Jokers) for the rest of the encounter. *'''Lil' Slick''': any other matching J+A: ''An' that's Off-Blackjack, 'slinger. You didn't tell me you had this kinda luck... Either that, or one hell of a favour owed...:'' <br>When Lil' Slick is played, the PC that played it may acquire a new Card or trade one of their Cards for another random one. If in combat, the PC who played this may use the power of any Card they may have seen or discovered in the campaign (excluding the Jokers) for the rest of the encounter. <br> *'''Bullets''': 2 Aces: ''Give me an extra turn dealer, or I'm gonna give you two bullets; where do you want 'em?'': <br>Instead of having a 7 hand deck, you now in any conflict, have an 8 hand deck. This lasts until the campaign ends or the character dies. ----------------- {{Template:Wild_cards}}
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