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Card-based Luck and Distractions
Optional rules for GDi games, specifically Coyote Trail.
Contributor: Precis Intermedia *Created: Jan 20, 2007Modified: Jan 14, 2019System: genreDiversion i

Standard playing cards can be used to represent fate or luck. At the beginning of an adventure, shuffle the deck of cards. Each player rolls one die and draws a number of cards equal to the result. Both number and face cards have distinct functions, as do suits (clubs, hearts, diamonds, and spades). By playing a card, its effects are applied and then the card is discarded. When a character runs out of cards to play, he is literally out of luck (unless, of course, the dice favor him). Aces
Aces are very lucky cards. They produce an automatic task when played. The character need not make a task roll as the ace guarantees success. They can also instigate powerful distractions and eliminate damage, as described below. Face Cards
When playing face cards, the amount of damage (either fatigue or injury, but not both at the same time) sustained by the character from a single attack or event is reduced. The exact amount of reduction is determined by the card played (see table below).
 Card  Damage Reduction 
 Jack  1 grade 
 Queen  2 grades 
 King  3 grades 
 Ace  all damage 
Number Cards: 1 to 5
When playing a number card from one to five, that value is added to the character’s skill total for a task based on the card’s suit (see table below).
 Suit  Tasks 
 Clubs  Fitness-based 
 Spades  Awareness-based 
 Diamonds  Reasoning-based 
 Hearts  Influence and Creativity-based 
Number Cards: 6 to 10 (and Aces)
When playing a number card from six to ten, or an ace, a distraction is created, often giving the character an advantage over his opponents (see the Distractions Table below). This distraction can be a result of the actions of the character, an extra, or even the environment. Once initiated, the opponent must make a composure task with a difficulty determined by the card played. The ability used for the composure task is determined by the card’s suit—consult the table above. Even if successful, the opponent receives a penalty on his task during the current turn if he has not already acted. If the opponent fails the task, however, the distraction become too much, and he may not act until next turn (this includes defensive actions). In addition to the opponent’s decreased ability to act, some distractions may also cause him to sustain fatigue or injury. Optional Rule: Jokers
The Joker should normally be removed from the deck before drawing cards, but the gamemaster may keep it in the deck as an option. The Joker can be played with any other card in order to match that card’s effects to another character. In other words, a player may use a Joker and a four of hearts, for example, to add four to the skill total of an influence-based task attempted by one of his character’s allies. Distractions Table
 Card Value  Description  Composure Difficulty  Penalty 
 6  The distraction is minor, and diverts an opponent’s attention long enough to create a slight advantage. Examples include hiccups, sneezes, and nosebleeds.  trivial  +2diff 
 7  The distraction stems from harmless extras, and is an obstacle to an opponent’s goals. Examples include stumbling next to, sneezing on, and flashing an opponent.  routine  +3diff 
 8  The distraction is caused by harmless environmental situations, and hampers an opponent’s actions. Examples include sudden gusts, heavy rains, and muddy paths.  complex  +4diff 
 9  The distraction is perpetrated by aggressive extras, and inflicts harm on an opponent by way of an automatically-successful attack, but may not inflict more than 3fat. Examples include attacks by wild animals, local constables, and insane peasants.  challenging  +5diff 
 10  The distraction is manifested by powerful environmental disturbances, and inflicts fatigue or injury—roll two dice. One die represents the amount of damage (1 to 5), while the second one determines if the damage is fatigue or injury (odds is fatigue and evens is injury). Examples include wind-blown debris, densely-packed hail, and freezing temperatures.  impossible  +6diff 
 Ace  The distraction is of epic proportion, and can even knock out (but not kill) an opponent. The exact degree of damage is up to the gamemaster, but it should leave an opponent unconscious or nearly incapacitated. Examples include sandstorms, floods, electrical strikes, and even attacks by hordes of indians or soldiers.  impossible   

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