SW5e The Deck of Destiny - GM Binder
SW5e The Deck of Destiny - GM Binder
SW5e The Deck of Destiny - GM Binder
BY ROOK
Special thanks to Kris and That Lore Guy for
proofreading this, and giving me the green
light to present this to you guys!
Many of you are familiar with the most dreadful item in
5e for players and DMs alike: The Deck of Many Things.
Taking considerable time, I have built one for Star Wars
5e. Now, before you dismiss the idea outright, let me
explain what I have done:
I have, from the ground up, built this deck to be used with
our system. It contains 14 cards (7 Good, 7 Bad) and
almost all game breaking cards have been changed or
removed entirely. Also, the Good cards have been
signi cantly bu ed, while the Bad cards have been nerfed
somewhat to prevent them from ruining a campaign.
There is still serious risk to be considered when pulling
from the Deck, but the bene ts are actually worth it, so
already, this is an item worth having.
ITEM DESCRIPTION:
A RECTANGULAR DURASTEEL DATA PAD 4
INCHES LONG AND 3 INCHES WIDE, ORNATELY
DECORATED IN GOLD AND SILVER, WITH A
LARGE RED BUTTON IN THE MIDDLE. THIS
ARTIFACT SEEMS ANCIENT, AND GLOWS WITH
AN UNNATURAL POWER.
A Lore check of 20 or higher will reveal that this device
is of Rakatan make, the same race responsible for the
creation of the Star Forge.
The player in possession of the Deck must declare
the number of times they'd like to activate the Deck,
and must activate it that many times unless stated by a
card.
GOOD CARDS:
Credits - An image of a bag appears on the
Deck, and an identical bag appears on your
belt. The bag quickly begins to get heavier,
and soon, the bag is the size of your head. It
clinks with the sound of metal.
The player gains a pouch containing fty gold credit
chips, worth 1,000 Credits each (50,000 Credits).
BAD CARDS:
Dark Lord - An image of a dark helmet
appears. The air around you becomes cold,
and a growing sense of terror and dread
begins to fill you. Suddenly, you feel that
you and your friends are not alone.
A Force Apparition of Darth Vader appears behind the
players and attacks the one who activated the card,
regardless of alignment or timeline. The party ghts
Vader for 10 combat rounds.
If Vader is defeated or held o without knocking a player
unconscious, he gains respect for the party and returns to
his time after a short dialogue with the players. The
players may ask Vader any questions they want.
Anyone who is knocked unconscious during this ght
must make Death Saving Throws, and is immune to all
healing e ects for 24 hours. If any players are knocked
unconscious, Vader returns to his time without speaking
to the players. DM determines Vader Stats.
Note: This is meant to be a scaled challenge for your
party. Make this a particularly strong story moment for
your party. Flex those homebrew muscles! For an o cial
stat block, refer to the Sith Cyborg on page 91 of Kit Fisto’s
Expanded Villains Guide, pinned in the Scum and Villainy
chat.