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Matriarch Decks: RPG Card Mechanics

The document describes Matriarch Decks, an alternative to dice for role-playing games. It uses a standard deck of playing cards divided into four suits to act as four 12-sided dice. Cards are drawn from the suits to randomly generate numbers from 1-12. The document provides examples of how card draws can simulate common dice rolls. It also describes how the creator used Matriarch Decks to develop rules for their role-playing game character abilities.

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efeliz
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0% found this document useful (0 votes)
10 views2 pages

Matriarch Decks: RPG Card Mechanics

The document describes Matriarch Decks, an alternative to dice for role-playing games. It uses a standard deck of playing cards divided into four suits to act as four 12-sided dice. Cards are drawn from the suits to randomly generate numbers from 1-12. The document provides examples of how card draws can simulate common dice rolls. It also describes how the creator used Matriarch Decks to develop rules for their role-playing game character abilities.

Uploaded by

efeliz
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as ODT, PDF, TXT or read online on Scribd

Using the Decks

Matriarch [Link] now have four "Matriarch Randomness: Drawing from separate
Decks," each with twelve cards in decks insures randomness and allows
Aces count as 1, Jacks as 11, and
shuffled order. duplication. E.g. if a 7♢ is drawn there
Decks Queens count as 12, all other cards
count as numbered. To "Draw a Card"
will not be another 7 in the diamond
deck. Still there is a fair, 1-in-12 chance
means to deal a card from any deck and
by Thomas Davis of drawing a 7 from the clubs deck.
place it face up, producing a random
number from 1-12. A drawn card is kept
For those interested in Role Playing
Games (RPGs) but wanting an
face up until effects are determined, then Case Study: Élan
cut or shuffled back into the same deck
alternative to the sometimes unusual
dice required for those games,
from which it came. VITAL
Matriarch Decks uses one standard deck I first created Matriarch Decks to drive
Often a card is dealt from a specific my own Élan VITAL (ÉV) character
of playing cards and can quickly stand
Matriarch Deck. For instance to "Draw a rules. In ÉV, there are four main
in for many of these dice. Four
Club" means to deal a card specifically abilities, mental abilities default to red,
Matriarch Decks (effectively four
from the Matriarch Deck of Clubs. and physical abilities, to black, thus:
twelve-sided "dice") can be assembled
using the following simple steps:
Drawn cards can act as other dice too: Verve ♡ is drawn from Hearts,
Preparing the Decks # 1-2 1-3 1-4 1-6 Intellect ♢ from Diamonds,
A 1 1 1 1 Matriarch Decks
1 produce numbers
1. Shuffle a standard deck (about seven
2
3
1
1
1
1
1
1 2 from 1-12, so, a
Thew ♠ from Spades; and
riffles is best), then turn it face up. 4 1 1 2 2 division table can
5 1 2 2 3 be used to Alacrity ♣ from Clubs.
2. Sort the cards into separate piles by 6 1 2 2 3 simulate: a coin
7 2 2 3 4 toss (1-2), a three- So, in ÉV, "Draw Intellect and Alacrity"
suit. Remove Jokers and Kings, but 8 2 2 3 4 sided "die" (1-3, means drawing a Diamond and a Club.
leave the rest in their order as shuffled. 9 2 3 3 5 also called 1d3),
10 2 3 4 5 and four sided
3. Discard Jokers and place Kings J 2 3 4 6 (1d4) and six sided Whenever attempting something with an
Q 2 3 4 6 (1d6) dice as well.
sideways, face up on the table. The uncertain outcome, the player draws one
kings will be used only as markers. For example, to make a game roll of "3d6" draw a card for the primary ability being used
♡, ♢, and ♠, read results from the 1-6 column and and adds that ability score to the card. If
4. Order the Kings in "Matriarch order" sum for a total of 3-18. If a game has scores that
the total is high enough (13 is the
left-to-right: ♡♢♠♣ are checked simultaneously, assigning each one a
default suit lets them all be drawn at once. typical difficulty in ÉV) then the attempt
(Hearts, Diamonds, Spades, Clubs.) gets a "Hit" (a degree of success). For
example to intimidate a suspect, the
5. Turn each suit pile face down, each Order: Drawing from the same deck
player draws a Heart and adds it to his
beneath the King of the same suit. prevents duplicates. Players can find an
Verve score, a result of 13 or higher is a
order by each drawing a spade, highest
Hit.
goes first, and there will be no ties.
Ability + Card > Difficulty ➠ Depending on the situation, the player Each Ace drawn subtracts a Hit, and
might draw again. If properly equipped, each Queen awards an additional Hit. If Resisting, draw normally, each Hit
Hit
draw a second card for another ability. raises the foe's difficulty by 1.
If proficient, draw a third card for yet < 0 Hits: Fumble and -1 Luck Assisting costs -1 Hit. Add any
another ability. So up to three cards may 0 Hits: The task simply failed remaining Hits to the ally's attempt.
be drawn. E.g. an interrogator who 1 Hit: Task succeeds but with strife
investigated the suspect's house would 2 Hits: Task succeeds as planned Matriarch Decks is released under the
Creative Commons Attribution 4.0
be equipped with evidence, an Intellect 3 Hits: Task succeeds with avail International License. You are free to share
card could be drawn. If the character > 3 Hits: Critical Success +1 Luck and adapt this material for any purpose,
was a domineering Bailiff or Barbarian, including commercially, as long as you give
a Thew card could apply for proficiency. Having Disadvantage costs -1 Hit attribution. Matriarch Decks uses the free
fonts Liberation Serif and Blackwood Castle.
Having Advantage or sacrificing -1
Luck lets any one card be re-drawn.

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