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Comments: 8
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Rating: 3.7
Condition: Normal
ID: 521


January 16, 2006, 10:31 pm

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Cheka Man

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Soul Pass


This card when used in a strange ritual lets you talk to one dead person, but there is a catch

When you glance at it, it is the same size as a regular playing card but other worldly symbols are on each side of the card. On each card is printed a different chant. It is said that eleven of these one-use cards remain.

Created by a man who had been in perfect balance between good and evil during his life. He created each card individually, no two cards were the same.

The man tried to sell one to a witch, the witch knew what the man intended to use each card for a she placed a curse on them.

In order to use the card and speak to the dead, a special ritual must be done.

1. The card must be on the correct side, one for Heaven one for Hell

2. The card must be in the middle of a summoning circle

3. A chant (specific to each card) must be said

4. You must wait one minute for each year old the person was

5. The soul comes and speaks to you. While you speak to the soul a little bit of your own soul is drained with each passing moment.

The man, ignoring the witch’s warnings, used one of his cards and spoke for an hour; his soul had been drained by then

Magical Properties:

Allows you to speak to a single dead person after a ritual is done. With each passing moment you are speaking, a bit of your own soul is drained

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Comments ( 8 )
Commenters gain extra XP from Author votes.

August 19, 2004, 0:26
Your posts are getting better. This one has an interesting feel to it, even though it is not very complex.
Cheka Man
September 13, 2004, 17:47
Simple but very good. And I think phone bills on this planet cost a lot-this is the ultimate *phone bill*. 5/5
Voted Cheka Man
December 28, 2006, 20:37
I can vote again-yay
Voted manfred
December 29, 2006, 2:57
Could use some more development, but the idea is there.
Voted valadaar
December 29, 2006, 7:49
Good idea. Needs more meat :)
Voted MoonHunter
December 29, 2006, 10:57
Huh. I thought I had voted on this.

Okay people, Reed has not been here for a while. So if you want to improve upon this, just start throwing out comments and ideas.

These cards always struck me as vaguely Amberititic, with a Shadow of a Noble being the card's creator. (Could be of the blood, who knows). They seem to embody cosmic forces, yet at the same time, be a shadow of the trumps.

The story about the witch and the curse and the selling of the card is just odd. So I ignore it.

So there are 11 cards left floating around, each with celestrial script.. balancing the good and the evil to allow for access to the unliving.

The chants? where are those. I would assume they are on the cards.

Now this "cost" works pretty well for manna use/ power points systems. Over expenditure can be lethal. So in a Basic Roleplaying, you would lose one pow point per 3 minutes, thus dying when you reach sufficiently low. Manna would make it easier for a mage to use this, but a fighter with a low manna, would not last as long. In more simplistic systems, harder to resolve... perhaps using long term fatigue or hits lost.

Any one want to add or suggest anything?
December 29, 2006, 14:47
This is a high cost for speaking with the dead, a dark curse as well, I feel this could also be played by aging the summoner, taking a year of life for every minute, but that is harsh as well. Why not just use a cheaper, less deadly way to call the dead. Now, if you could substitute the target of the curse with another in your place, you could sacrifice children in your pursuit of knowledge leaving them old men or tapped. Oh man, this is harsh if used right.
Voted Stephie
June 22, 2008, 10:49
I really like this idea, but I feel it needs more to it. Perhaps more of an explanation of the history.

Random Idea Seed View All Idea Seeds

       By: Almar

While setting up camp for the night, the PC's are aproached by another group of adventurers who seem nice enough. The road is somewhat dangerous and the other group suggests camping together. The two bands split watches, one adventurer from each group watching at once. The night goes by without incident, the next day the PC's travel with the other group as they are going the same way.

The group consists of Hordel the ranger, who is skilled with the bow. Hordel is a quiet man who speaks little but appears quite skilled. Dremar is a barbarian who is a little excentric, he seems to be an excasive drinker and thiunk that battle is the solution to everything. He appears to be a stout and powerful fighter with his greataxe. Ferrin is the leader of the group, a rouge by trade. He is daft and witty, speaking with the PCs often and asking many questions. He fights with finesse with his rapier. Preminitat as a cleric but he will not say which god he worships. He uses his spells to empower and heal his party and fights with a club. He sticks close to Ferrin. Ferrin is a great talker and tells much of himself and his party, but asks even more about the history and capabilities of the PCs. He tells of some adventures his party has had, and they seem like an interesting group of mercenaries. Hordel is quite and has little interest in speaking with the PCs, he ignores most questions. He spends a lot of time with Dremar and sometimes Ferrin. Dremar seems to not care about any questions ansked to him, nor does he seem to know the answers. He seems battle hardened and is a simple man. Preminitat rarely starts conversations but will speak with the PCs. However, some of his accounts of the party's history seem to condradict those of Ferrin.

The Party spends another night and day with Ferrin's group. One of four things can happen on the third night.
1: While eating dinner around the fire, Ferrin gets into an argument with one of the PCs when he/she mentions the discepincies between Ferrin's stories and Preminitat's.
2: Hordel gets mad after repeated questioning about his life from the PCs.
3. Preminitat gets mad after repeated questioning from the PCs about what god he worships.
4: One of the PCs rejects the offer of a drink from Dremar and he takes it as an insult.
All of these scenarios result in a battle between the parties. If Ferrin's party is defeated and still lives he swears vengance. His party may then cross paths with the adventurers again.

Encounter  ( Locations ) | November 15, 2003 | View | UpVote 0xp

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