Adventure Cards (Q1 2019)

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Koshnek
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Adventure Cards (Q1 2019)

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.

Feel free to redraw your adventure cards, or keep the ones you have, as you see fit. You may draw now or wait until its officially Q1 2019.
IZ3 GM Bennies 5/5
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Antipas
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Re: Adventure Cards (Q1 2019)

Post by Antipas »

[dice:rptyg5di]47587:0[/dice:rptyg5di] Rabbit out of my hat.
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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Alenysturathe
Posts: 90
Joined: Wed Aug 29, 2018 11:29 am

Re: Adventure Cards (Q1 2019)

Post by Alenysturathe »

[dice:3svcen24]47661:0[/dice:3svcen24]

Not Today: Play after any other character’s attack roll to cause it to automatically fail. This is a critical failure.
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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Tsume
Posts: 69
Joined: Sun Oct 14, 2018 5:22 pm

Re: Adventure Cards (Q1 2019)

Post by Tsume »

[dice:1xdhdu3c]47918:0[/dice:1xdhdu3c]

Theme Song: It’s one of those “inspiring music movie moments” when the heroes get their second wind! You and all allies who can see your signal or hear your voice (walkie-talkies count) recover automatically from Shaken status and any Fear effects, due to your inspiring words.
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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Azumi Archambault
Posts: 49
Joined: Thu Aug 30, 2018 3:19 pm

Re: Adventure Cards (Q1 2019)

Post by Azumi Archambault »

[dice:2mea437x]47979:0[/dice:2mea437x] = Villanious Verbosity!!

"Please, tell me more about your great master plan while my friends and I maneuver to destroy you."
Active Powers:
Lady Azumi Archambault
Human Cyber-Knight
Attributes: Agility d8, Smarts d6, Spirit d8, Strength d4, Vigor d6
Statistics: Charisma 8, Pace 8, Parry 8, Toughness 14 (6), Strain 0
Skills: Fighting d10, Healing d6+2, Notice d6, Persuade d10+8, Psionics d6, Shooting d4, Stealth d10, Streetwise d8+8
Hindrances: Heroic, Loyal, Wanted (Rogue Agent of the Coalition States)
Edges: Assassin, Champion, Charismatic, Connections (Black Market), Healer, Improved Frenzy, Minor Psionic, Scrounger, Strong Willed, Tricky Fighter and Very Attractive
Special Abilities: Cyber-Armor (+2 Toughness as Free Action), Cyberkinetic Combat (−2 to be hit by tech attacks), Psi-Sword (2d8+1d4, AP 6 or AP 2 w/ 2 blades), Right Behind Me (Choose any spot on map to start / Stealth roll = The Drop) [1st Rd only], +2 Common Knowledge with creating forgeries
Powers: Knight’s Inspiration [Boost Trait] (2 ISP), Preternatural Reflexes [Deflection] (2 ISP), Adrenaline Surge [Quickness] (4 ISP), Warrior’s Repose -from armor [Healing] (3 ISP)
Equipment: CK Medium Armor (+6 Arm, +1 TN, FEV, Healing), Wilk’s 320 Laser Pistol (18/36/72, 2d6, AP2, RoF 1, Shots 20, SA), NG-L5 Laser Rifle (25/50/100, 3d6+2, AP 2, RoF 1, Shots 20, SA), TK Shield (+4 Armor vs Ranged Attacks, +2 Parry, 1 PPE per hour to activate), NG-S2 Survival Kit, Silver Cross, Green Stone of the Capitan, 600 crs.
XP: 0/5
EP: 2
Wounds: 0/3; Fatigue: 0/2; ISP: 7/10
Bennies: 7/3
Adventure Cards
  • #35: Seize the Day - Azumi acts as if she had drawn a Joker this combat round.
  • #37: Villanious Verbosity - An opposing Wild Card loses his next action by gloating about his master plan.
Azumi's Character Sheet
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Luke
Posts: 249
Joined: Wed Oct 03, 2018 11:06 am

Re: Adventure Cards (Q1 2019)

Post by Luke »

Novice [dice:16fpvj1h]48020:0[/dice:16fpvj1h]
Adrenaline Surge
Your hero gets an additional and immediate turn (including new movement).


Seasoned [dice:16fpvj1h]48020:1[/dice:16fpvj1h]
Ace
Play instead of rolling to make a trait test with a single automatic raise.
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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HollyTalayuki
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Joined: Wed Jan 16, 2019 4:32 pm

Re: Adventure Cards (Q1 2019)

Post by HollyTalayuki »

[dice:2o8y2vju]49014:0[/dice:2o8y2vju] Holly Adventurer Novice Roll
Result 3: Enemy Card
Play at the beginning of the game
session. A villain of the GM’s choice
becomes your character’s sworn enemy
and you may not soak wounds caused
directly by him. Starting now, you draw
an extra Adventure Card each game
session until the enemy is “retired.”

Extra Adventurer Card:
[dice:2o8y2vju]49014:1[/dice:2o8y2vju]
Result 49: Epihany
Something you never understood
before suddenly “clicks.” You gain a
d6 in any skill you previously did
not have for the remainder of this
game session.
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