TEXT: The Deck of Many Actions
   
  Method 2: Adventure Use
  The players choose 3 cards (or more if the 
  GM wants more cinematic action) prior to 
  starting an adventure.  At any point during 
  the adventure, a player may spend an Action 
  Point to use the card.  At the end of the 
  adventure, the cards are returned to the deck.
  Content Manager: 
  Charles Rice, Chris Davis
  Layout: 
  Chris Davis
  Requires the use of the d20 Modern 
  Roleplaying Game, published by 
  Wizards of the Coast, Inc.
  d20 Modern and Wizards of the Coast 
  are trademarks of Wizards of the Coast, 
  Inc. in the United States and other 
  countries and are used with permission. 
  ‘d20 System’ and the ‘d20 System’ logo 
  are trademarks of Wizards of the Coast, 
  #95
  The Deck of Many Actions
  By Charles Rice and Chris Davis
  Welcome to The Deck of Many Actions. 
  What is The Deck of Many Actions? They 
  are cards drawn at the beginning (or during) 
  an adventure to spice things up and give the 
  PCs a chance to perform a special actions.
  How to use The Deck of Many 
  Actions
  The Deck of Many Actions can be used 
  two ways, depending on how you want to 
  integrate them into your game:
  Method 1: Campaign Use
  At any point during an adventure (or prior 
  to starting), the player may choose to spend 
  an Action Point to draw a card from the 
  deck.  The character keeps the card and may 
  use it immediately or any time in the future 
  (including a future adventure).  A player 
  may only draw or use one card per round 
  (just like spending an Action Point) and may 
  not have more than 3 cards at any time (the 
  GM could adjust the maximum number of 
  cards to make the game more cinematic).  
  Once used, the card is shufﬂed back into the 
  deck.
  
  The Deck of Many Actions
   
  Spending Action Point Cards on behalf of 
  other Players.
  Sometimes a card cannot help the player that 
  draws it.  For example, a player my draw 
  the 6 of Clubs and already posses the Cleave 
  feat.  This player may choose to use a card 
  and apply the beneﬁts to another player, but 
  he or she must still spend the Action Point.
  Action Point Cards
  Hearts (Love, 
  Friendship, Allies)
  Ace of Hearts: Remember 
  the Maine! Play when 
  a comrade or ally has 
  fallen (unconscious, 
  incapacitated, dying or 
  dead). All remaining allies 
  gain a +2 morale bonus to ranged and melee 
  attack rolls, melee damage rolls and saving 
  throws for 1-6 round + your Charisma 
  modiﬁer
  King of Hearts: Nick of time: You arrive 
  just in time to help a comrade or NPC, even 
  if you being there is totally implausible or 
  impossible. 
  Queen of Hearts: Heartbreaker: A member 
  of the opposite sex, who also works for one 
  of your opponents is smitten with you and 
  helps you at a crucial time in a non-combat 
  way, either with information or helping you 
  escape.
  Jack of Hearts: Reinforcements! Ally 
  arrives 
  10 of Hearts: Human Shield: Take one 
  successful attack against an ally within 30 
  feet of you 
  9 of Hearts: Rolodexterity: An old friend 
  shows up with a skill you lack, but need (1 
  rank of skill per character level) at just the 
  right time
  8 of Hearts: Hometown: For whatever 
  reason the adventure takes place in a locale 
  where you grew up or spent a lot of time 
  as a youth. You gain a +2 circumstance 
  bonus on all Bluff, Diplomacy and Gather 
  Information skill checks for the next 24 
  hours + a number of hours equal to your 
  Charisma modiﬁer 
  7 of Hearts: Old Flame: You run into an 
  old girlfriend or boyfriend who is willing 
  to help you in minor ways (loaning you a 
  car or perhaps some money- aiding you in a 
  Wealth check).
  6 of Hearts: Bonds of friendship: You and 
  one ally gain the beneﬁts of the Teamwork 
  feat (+2 bonus on attack and skill checks) 
  for 1-6 rounds + your Charisma modiﬁer
  5 of Hearts: Distraction: Some random 
  weirdness distracts your opponent, allowing 
  you to make a Bluff check as a free action 
  to attempt to feint (either for combat or to 
  hide). 
  4 of Hearts: Informant: +4 bonus on all 
  Gather Information skill checks for 1-6 
  hours + a number of hours equal to your 
  Charisma modiﬁer
  3 of Hearts: Smooth: +4 bonus on all 
  Diplomacy skill checks for 1-6 hours + a 
  number of hours equal to your Charisma 
  modiﬁer  
  2 of Hearts: Liar, Liar: +4 bonus on all 
  Bluff skill checks for 1-6 hours + a number 
  of hours equal to your Charisma modiﬁer 
  
  The Deck of Many Actions
   
  Diamonds (resilience, 
  resistance)
  Ace of Diamonds: Just 
  a ﬂesh wound: The next 
  successful attack inﬂicts 
  minimum damage 
  King of Diamonds: Lucky 
  break: Reroll a failed saving throw. 
  Queen of Diamonds: Like a rock: Gain a 
  +4 bonus on all rolls to resist being tripped, 
  disarmed or grappled for the next 1-6 rounds 
  + your Constitution modiﬁer
  Jack of Diamonds: Just warming up: 
  Second wind (as the talent) 
  10 of Diamonds: Who needs sleep? Remove 
  the fatigue or exhausted condition
  9 of Diamonds: Guardian Angel: +2 divine 
  bonus on saving throws for 1-6 rounds + 
  Wisdom modiﬁer 
  8 of Diamonds: Don’t go into the light! 
  Automatically stabilize at negative hit 
  points. 
  7 of Diamonds: Left for dead: Appear dead 
  to all opponents or survive an attack that no 
  one assumes you could survive (such as a 
  massive explosion). 
  6 of Diamonds: Nothing to fear: You are 
  immune to fear and intimidation for the next 
  1-6 rounds + your Constitution bonus
  5 of Diamonds: But fear itself: +4 bonus on 
  all Intimidate skill checks for 1-6 hours + 
  your Constitution modiﬁer
  4 of Diamonds: Snake doctor: You are 
  immune to poison for the next 1-6 rounds + 
  your Constitution bonus 
  3 of Diamonds: Mind over body: You do 
  not suffer any ill effects from hunger, thirst 
  or environmental damage for the next 24 
  hours + a number of rounds equal to your 
  Constitution modiﬁer
  2 of Diamonds: Resilient: +4 bonus on all 
  Concentration skill checks for 1-6 hours + a 
  number of hours equal to your Constitution 
  modiﬁer
  Spades (movement, 
  insight)
  Ace of Spades: Iron 
  mind: +4 bonus on all Will 
  saving throws for the next 
  1-6 rounds + a number 
  of rounds equal to your 
  Wisdom modiﬁer 
  King of Spades: On your game: +4 to skill 
  checks based on a random ability score 
  for the next 1-6 hours + a number of hours 
  equal to your Wisdom modiﬁer
  Queen of Spades: Sting like a bee: You may 
  make one additional attack at your highest 
  base attack bonus. This attack as well as all 
  other attacks this round take a -2 penalty to 
  hit. 
  Jack of Spades: Like the wind: +10’ bonus 
  to movement for 1-6 rounds + Dexterity 
  modiﬁer 
  10 of Spades: Float like a butterﬂy: +2 
  Dodge bonus to Defense for 1-6 rounds + 
  Dexterity modiﬁer 
  
  The Deck of Many Actions
   
  9 of Spades: Duck and Cover: You gain the 
  beneﬁts of the Evasion talent on your next 
  Reﬂex saving throw. 
  8 of Spades: Flash of Inspiration: +8 
  Insight bonus to one skill check 
  7 of Spades: Muse: +2 bonus to one skill 
  check for the next 24 hours + a number of 
  hours equal to your Wisdom modiﬁer
  6 of Spades: Land on your feet: You suffer 
  minimum damage from a single fall
  5 of Spades: The sentinel: +2 bonus on all 
  Spot and Listen skill checks for 1-6 hours + 
  your Wisdom modiﬁer 
  4 of Spades: The shadow: +2 bonus on all 
  Hide and Move Silently skill checks for 1-6 
  hours + your Dexterity modiﬁer 
  3 of Spades: Niagara Falls: +4 bonus on 
  all Balance skill checks for 1-6 hours + your 
  Dexterity modiﬁer
  2 of Spades: Like a cat: +4 bonus on all 
  Tumble skill checks for 1-6 hours + your 
  Dexterity modiﬁer
  Clubs (combat, 
  morale)
  Ace of Clubs: Bang! You 
  gain the beneﬁts of the 
  Double Tap feat on your 
  next successful ﬁrearms 
  attack roll, provided 
  the weapon meets the 
  requirements for that feat. 
  King of Clubs: Pop! You inﬂict maximum 
  damage on your next successful attack. 
  Queen of Clubs: Lucky Shot: A critical 
  threat is automatically conﬁrmed 
  Jack of Clubs: Come get some: +2 morale 
  bonus to all attack rolls for 1-6 rounds + 
  your Strength modiﬁer 
  10 of Clubs: Let’s get busy: +1 morale 
  bonus to melee attack and damage rolls for 
  1-6 rounds + Strength your modiﬁer 
  9 of Clubs: Ferocious attack: All Massive 
  Damage Saves triggered by your melee 
  attacks are increased by +5 for the next 1-6 
  rounds + your Strength modiﬁer 
  8 of Clubs: Revenge: You gain the Enemy 
  feat (+2 to attack rolls and skill checks 
  against one opponent) for 1-6 rounds + your 
  Strength modiﬁer 
  7 of Clubs: The hammer: You gain a +2 
  morale bonus to unarmed attack and damage 
  rolls and provoke no attacks of opportunity 
  for unarmed attacks for 1-6 rounds + 
  Strength your modiﬁer 
  6 of Clubs: You want some of this? You gain 
  the beneﬁts of the Cleave feat for 1-6 rounds 
  + your Strength modiﬁer 
  5 of Clubs: Bulldozer: You gain a +2 morale 
  bonus to charge attacks for 1-6 rounds + 
  Strength your modiﬁer 
  4 of Clubs: Heat of battle: You gain the 
  beneﬁt of the Power Attack feat on one 
  melee attack roll
  3 of Clubs: Like a ﬁsh: +4 bonus on all 
  Swim skill checks for 1-6 hours + your 
  Strength modiﬁer 
  2 of Clubs: Mountain man: +4 bonus on 
  all Climb skill checks for 1-6 hours + your 
  Strength modiﬁer 
  
  The Deck of Many Actions
   
  Open game license
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  15 COPYRIGHT NOTICE
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  Modern System Reference Document Copyright 2002, Wizards of 
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  Charles Ryan, based on material by Jonathan Tweet, Monte Cook, 
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  Modern Dispatch #95 2004, RPGObjects; Author Charles Rice
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