Adventure Cards (Q4 2018)

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Alenysturathe
Posts: 90
Joined: Wed Aug 29, 2018 11:29 am

Adventure Cards (Q4 2018)

Post by Alenysturathe »

Q4 2018

[dice:2a22b3u3]43208:0[/dice:2a22b3u3]
Character Tracker
Alenysturathe Character Sheet
Parry: 6; Toughness: Dragon: 34 (16 MDC); Human: 14 (6)
ISP: 4/10; PPE: 10/10
Psionic Powers: Boost/Lower, Clairvoyance, Invisibility
Rifle: 0/20 shots
Grenades: 0/8
Anti-tank laser: 3 eclips, 1/shot
Metamorphosis: 6/6 hours
Bennies: 2/3
Common Bond
Elan: +2 to benny rolls
Fear
I Know a Guy
Impervious to Fire, Poison, Disease
Low Light Vision: Ignore Dim and Dark penalties
Powers: Boost/Lower, Clairvoyance, Intangibility (Armor, Superpower), Invisibility
Slow Regeneration: Natural healing once per day
  • Regeneration (charm): Natural healing once per hour
Adventure Card:
  • Last Stand: Your hero and any adjacent allies gain +2 Parry and Toughness. Allies who move into contact after the card is played gain the bonus as well. The effect ends when a Joker is dealt.
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Antipas
Bronze Patron
Bronze Patron
Posts: 205
Joined: Wed Sep 26, 2018 10:19 pm

Re: Adventure Cards

Post by Antipas »

[dice:1uswxf05]43211:0[/dice:1uswxf05]

Flesh Wound
Play to cause a wounded Extra to
rise immediately, un-Shaken and
unharmed. The Extra must have
been wounded in the current
“scene” (typically a combat or
immediately thereafter).
Antipas
Antipas, True Atlantean Undead Slayer
Pace: 6 Parry:7 Toughness: 25
Wounds: 0/3 Fatigue 0/3
PPE: 24/24
Constant Effects:
Powers on:
Combat Edges: Martial Artist, Tattoo Harmony, Sweep,
Bennies: 3/3
Characters Imperator (main acc), Malavish, Antipas, Drexler
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Luke
Posts: 249
Joined: Wed Oct 03, 2018 11:06 am

Re: Adventure Cards

Post by Luke »

Adventure Deck

Q4 2018

Novice: [dice:3otv1par]43635:0[/dice:3otv1par]: [27] Joker's Gone Wild:
Play this card to swap your initiative card with any Joker drawn for initiative.

Seasoned: [dice:3otv1par]43635:1[/dice:3otv1par]: [5] Out of the Frying Pan:
Play to avoid death, capture, or some other bad situation for your
hero or any ally. The situation leads to some new trouble, however, as
determined by the GM.
Luke _
Luke
Pace: d4 [d8]; Parry: 5 Toughness: 6 (0) [18 (3)]
Combat-Relevant Edges & Abilities:
  • List of Abilities
  • Elan & Brave
Wounds: 0 / 3 ; Fatigue: 0 / 2 ; ISP/PPE: N/A
Bennies: 4 / 4
Adventure Cards:
  • [2] Peace:
    Your hero is able to improve the attitude of a group in an encounter, perhaps by recognizing someone in the crowd, showing respect, or offering a bribe. It doesn’t work on true enemies—only “neutrals” who happen to cross paths with your party.
  • [25] Hidden Stash:
    Your hero scrounges up a generic type of item of your choosing, such as food and water, shelter, a box of ammo, enough money for a room, etc.
Luke
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Ames Jean-louis
Posts: 76
Joined: Sun Sep 02, 2018 2:15 pm

Re: Adventure Cards

Post by Ames Jean-louis »

Q4 2018: [dice:3uo85o4c]44225:0[/dice:3uo85o4c] = Adrenaline Surge
viewtopic.php?t=7384
Bennies: 2/3
Pace: 6; Parry: 4; Toughness: 9 (2)
Wounds 0/3
ISP: 9/10
Fatigue 0/2
Dominion: 8
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Koshnek
Diamond Patron
Diamond Patron
Posts: 427
Joined: Tue Jul 17, 2018 8:43 pm

Re: Adventure Cards

Post by Koshnek »

The Savage Rifts site makes use of the Adventure Deck, which provides some small but significant benefit when played. Novice characters draw one card per quarter; More experienced characters can draw and hold one card per rank (Seasoned is two, Veteran is three, etc.) but can still only play one card per quarter. (You can also buy extra cards with EP or get them by being a Patron - those don't count toward the hold limit and can be played at any time.) Cards may be traded 1 for 1 between characters in the same group. So if your cybernetic techno-warrior draws the "Arcane Inspiration" card, it can be traded to the mage for their "BOOM! Headshot" card.

The deck can be found here (ignore the "Held By" names--those are for the ones people have bought with EP or Patronage):
Adventure Card

Just roll a 1d54 below and look up which card that corresponds to. Be mindful of your draw number; the card numbering is one off from the row numbers in the spreadsheet (Row 2 is Card 1, Row 3 is Card 2, and so on). Go ahead and post which card(s) you drew below. Cards are drawn first come first serve, so if you get a roll that has already been rolled by someone else, just note it and reroll.
IZ3 GM Bennies 5/5
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Tsume
Posts: 69
Joined: Sun Oct 14, 2018 5:22 pm

Re: Adventure Cards

Post by Tsume »

  • Q4 2018: [dice:1qa5dutx]44657:0[/dice:1qa5dutx]
    • Florence Nightingale
    • Play this card to gain +2 on heal checks on the current patient. Spend a Benny: Gain +4 on heal checks on the current patient.
Status Tracker
Tsume

Wounds: 0 / 3 ; Fatigue: 0 / 2 ; PPE: 10 / 10
Bennies: 1 / 3
Adventure Cards:
Pace: d6
Parry: 14
Fighting 12 /2 = 6 +2
Racial +3
Block Edge: +1
HJ +1
Vambrace +1
Toughness: 13 (4)
Note: Biological, Metal, Fire/Heat, and Light based attacks can only shake the character unless they are magical or psionic based mega damage attacks.
  • Cursed with Awesome: reroll 1 on wild die unless crit failure.
  • 1 / 1 Awesome Moment: declare before rolling, add wild die to your trait roll.
  • Dirty Fighter: +2 to Trick maneuvers
  • Might Blows: Double Damage on being dealt a Joker.
  • Keen Sense Hearing: +2 to notice checks involving sound.
  • Low Light Vision: Ignore penalties for bad lighting in all but pitch darkness.
  • AB: Miracles
    • Healing (PPE: 3)
    • Succor (PPE: 1)
Nyaccent Rules
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