Odd Luck Charms
Odd Luck Charms
Odd Luck Charms
Luck
Charms
A playing card RPG
By Jason Tocci
We call them “objects.”
No one knows where they came from, or
why they do what they do. A bottle that
stores opinions; maternity jeans that grant
diplomatic immunity; a lighter that
explodes the nearest four-door sedan.
Over a hundred have been identified—all
seemingly ordinary, mass-produced items,
manufactured no later than 1993. Each
indestructible, each with a unique effect.
Any reports of specific effects—including
those described in this document—may be
vague, incomplete, or entirely inaccurate.
Most people have no idea objects exist.
Those who do—a loose community of
oddballs and obsessives known for half-
baked heists, ham-handed investigations,
and ill-advised negotiations—are called
“collectors.” Because while one object may
seem useless, a collection of them is
another matter entirely.
Before you play…
Establish roles. One player acts as game
moderator (GM), devising a scenario and
running the world at large. Other players
each play the role of a character they make.
Discuss content. This game is written as a
mix of silly and serious, but there’s quite a
range in there. Do you want to veto killing?
Mind control? (Anyone can veto or suggest
revising/skipping content during play, too.)
Shuffle the deck. Everyone shares a poker
deck. Shuffle in 1 joker and place it face
down; then, cut the deck and put the other
joker near the middle. (For a wackier game,
shuffle both jokers into the top half.)
♠ Foreboding ♠ Crumbling
♥ Inaccessible ♥ Worn
♣ Open, at least ♣ Well maintained
♦ Welcoming ♦ Pristine
♠
A The Pen sinks 4.67 cm into whatever
it's thrown at
2 The Pocket Knife allows its bearer to
perform parkour as long as they
scream at the top of their lungs
3 The Kazoo dispatches a SWAT team to
its location when blown
4 The Lighter, when flicked, explodes
the nearest 4-door sedan
5 The Nail File causes small animals to
rain from the sky
6 The Compact can be used to commu‐
nicate through the mirror of any
public restroom
♠
7 The Floppy Disk appears to be a
convincing badge for “Inspector #9”
8 The Digital Watch makes whatever
limb it’s on safely detachable
9 The Trowel attracts birds that desper‐
ately seek to impress
10 The Sandpaper makes its bearer
utterly fascinating to people in
uniform
J The Staple Gun grants super speed, or
tetanus, until the staple falls out
Q The Scissors can cut holes that might
lead to outer space
K The Umbrella provides a sense of
closure, and also laryngitis
Objects
♥
A The Guitar convinces whoever hears it
that dogs just went extinct
2 The Sponge absorbs light, and
squeezes out its bearer’s saliva
3 The Backpack stores and retrieves
items from a coat check in Duluth
4 The Calculator makes its bearer hear
all nearby people’s thoughts as
undifferentiated shouts
5 The Spoon can powerfully attract all
nearby ferromagnetic items
6 The Radio plays static that causes
weightlessness
7 The Flashlight disintegrates matter
according to unknown criteria
♥
8 The Egg Timer induces retching in
whoever hears it go off
9 The Hairbrush emits an extremely
annoying, high-pitched whine
10 The Bottle can remove and store one
opinion until reopened
J The Toothbrush can open any lock; it
takes 5 hours, 12 minutes, 8 seconds
Q The Fork slices cleanly through fabrics
when swung as if it were a blade 0.98
meters long
K The Briefcase opens to reveal a fresh
plate of pasta, every time
Objects
♣
A The Eyeglasses show whatever the
nearest brown-eyed person sees
2 The Right Shoe allows its wearer hop
along any surface, at any angle
3 The Belt makes whatever it wraps
around glow bright green
4 The Teething Ring transports its
bearer to the moon while it’s bitten
5 The T-Shirt makes strangers think
they know, but can’t recall, its wearer’s
name
6 The Bathrobe makes its wearer invis‐
ible, but also sightless
7 The Sunglasses reveal those who
recently had a birthday or committed
murder
♣
8 The Maternity Jeans grant their
wearer diplomatic immunity
9 The Left Shoe allows its wearer to walk
backward though mineral matter
10 The Wedding Ring allows its wearer to
safely bite through and eat most
metals
J The Glove allows its wearer to snap
their fingers to trigger alarms
Q The Coat replaces its wearer’s left
hand with 3 tentacles of something
terrifying
K The Bandana causes its wearer to
exhale blue smoke, and grants them
the ability lift anything with a gas
engine
Objects
♦
A The Coffee Mug causes a sudden rash
whenever someone tells a lie
2 The Iron can heal gunshot wounds by
bashing the shins
3 The Plush Alligator sows discord in its
wake
4 The Softball moves whoever catches it
13 minutes, 7 seconds forward in time
5 The Rubber Band teleports whoever
shoots it to wherever it lands
6 The Keychain enables—and
compels—its bearer to survive
dangerous falls
7 The Snow Globe can make a person
blurt out a random, private detail
♦
8 The Bar of Soap allows its bearer to
heat their skin to 103°C
9 The Dryer Sheet makes its bearer
extremely persuasive while rhyming
10 The Die breaks the nearest femur
when it rolls a prime number
J The Penny fills everyone nearby with a
powerful desire to punch its bearer
Q The Ceramic Pig makes people drop
things
K The Key is known to exist, but its effect
has yet to be determined
2-object interactions
A Slowly freeze anything you blow on
2 Know the name of everyone you see
3 Bare skin clings to walls like a spider
4 Levitate self at walking speed
5 Turn invisible until you blink or wink
6 One finger can poke through anything
7 Safely jump up to 2 stories high
8 Nothing can knock you off your feet
9 Resist all harm while standing still
10 Immune to effects of other objects
J Hold breath to become intangible
Q Move small objects with a thought
K Animals attack anyone nearby who
thinks ill of you
3-object interactions
A Control the weather nearby
2 Disintegrate a person with a glance
3 Teleport anywhere within several km
4 Create lifelike illusions from memory
5 Move faster than the eye can follow
6 Strength and durability of a backhoe
7 Touch to cure any injury or ailment
8 Be in two places at once
9 Manipulate gravity nearby
10 Touch anything to “read” its history
J Control machines like puppets
Q People feel compelled to help you
K Exert telekinesis strong enough to
hurl a car
No one knows where they came from, or
why they do what they do.
2+ players, 1 acting as GM