Savage Ravenloft has a Setting Rule called Power of the Tarot, this basically means the use of what is called the Adventure Deck.
The Adventure Deck is an extra deck of cards for Savage Worlds, though rather than determining initiative order they are instead used to provide one-off extra and special effects for the game. Each player draws one card per rank (one for Novice, two for Seasoned, etc) each session, but they can only play one card per session unless they take the Destiny's Child Edge that allows two cards to be used each session. Extra cards can be brought with EP or can be gotten by being a Patron on the site's Patreon, these don't count towards the hold limit and can be played at any time.
The deck (shamelessly stolen from the Deadlands game) can be found here, though ignore the held by labels;
Adventure Deck
Just roll 1d54 and then check column A to see what card you've drawn. This will be done on a first come first served basis, so just reroll if you get a card taken by somebody else.
They can be traded, but must be an actual trade and not just given away.
2019 Q2 Adventure Cards
GM: stormwell
- OtherMother
- Posts: 24
- Joined: Thu Jan 03, 2019 3:12 pm
Re: 2019 Q2 Adventure Cards
Post by OtherMother »
Novice Draw [dice:2ezxibgs]51418:0[/dice:2ezxibgs]
Contact Your hero sees an old friend or acquaintance who might help him in his current quest somehow. Of course, he may also ask for a favor in return.
Contact Your hero sees an old friend or acquaintance who might help him in his current quest somehow. Of course, he may also ask for a favor in return.
Other Mother, Created
Stats
Agility: d4; Smarts: d6; Vigor: d6; Strength: d6; Spirit: d8
Pace 6/d6; Parry 5;
Skills:
Healing d6
Fighting d4
Survival d6
Repair d6
Focus d8
Perform d6
Common Knowledge d4 (-4)
Stealth d4
Athletics d4
Notice d4 (-2)
Language (Faerie) d8
Language (Mordentish) d8
Language (Handtalk) d8
Fear d6-2
Dark Powers: d6+2
Edges:
Linguist: Faerie, Mordentish, Handtalk
Arcane Background: Gifted
Powers: Relief, healing, empathy, protection, environmental protection
Hindrances:
Vow-Major: Protect children at all costs; Clueless; Outsider; Outlander; Code of Honor; Can't Swim; Iron Allergy
PP: 15/15
Bennies: 3/3
Pace 6/d6; Parry 5;
Skills:
Healing d6
Fighting d4
Survival d6
Repair d6
Focus d8
Perform d6
Common Knowledge d4 (-4)
Stealth d4
Athletics d4
Notice d4 (-2)
Language (Faerie) d8
Language (Mordentish) d8
Language (Handtalk) d8
Fear d6-2
Dark Powers: d6+2
Edges:
Linguist: Faerie, Mordentish, Handtalk
Arcane Background: Gifted
Powers: Relief, healing, empathy, protection, environmental protection
Hindrances:
Vow-Major: Protect children at all costs; Clueless; Outsider; Outlander; Code of Honor; Can't Swim; Iron Allergy
PP: 15/15
Bennies: 3/3
- Alba Dawnherald
- Posts: 17
- Joined: Tue Nov 13, 2018 1:23 pm
Re: 2019 Q2 Adventure Cards
Post by Alba Dawnherald »
[dice:c8q7di4h]51420:0[/dice:c8q7di4h] 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.
[dice:c8q7di4h]51420:1[/dice:c8q7di4h] Speedy Gonzales
Expend this card to gain +2 to your Pace for the rest of the scene.
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.
[dice:c8q7di4h]51420:1[/dice:c8q7di4h] Speedy Gonzales
Expend this card to gain +2 to your Pace for the rest of the scene.
- Samuel Cooper
- Posts: 9
- Joined: Sun Apr 07, 2019 8:56 am
Re: 2019 Q2 Adventure Cards
Post by Samuel Cooper »
[dice:2zu54yu4]51783:0[/dice:2zu54yu4]
Deadly Blow: Play after damage is rolled to double the total of a successful melee attack.
[dice:2zu54yu4]51783:1[/dice:2zu54yu4]
Epiphany: 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.
Traded Epiphany to Alba for:
Speedy Gonzales: Expend this card to gain +2 to your Pace for the rest of the scene.
Let me know if any of my draws are still in play from last quarter!
Deadly Blow: Play after damage is rolled to double the total of a successful melee attack.
[dice:2zu54yu4]51783:1[/dice:2zu54yu4]
Epiphany: 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.
Traded Epiphany to Alba for:
Speedy Gonzales: Expend this card to gain +2 to your Pace for the rest of the scene.
Let me know if any of my draws are still in play from last quarter!
Samuel Cooper
Samuel Cooper, Human Lamplighter
Pace: 6(d6); Parry: 6(1) Toughness: 5(1)
Combat-Relevant Edges & Abilities:
Bennies: 3/3
Adventure Cards
Pace: 6(d6); Parry: 6(1) Toughness: 5(1)
Combat-Relevant Edges & Abilities:
- Cursed: Allies suffer -2 to use beneficial magic on you, and enemies gain +2 when using harmful magic on you.
- Berserk: Smarts roll or become Berserk after being Wounded or Shaken by damage. At any time while berserk, may roll Smarts -2 (as a free action) to remove Berserk.
- Brave: Add +2 to Fear checks and subtract 2 from Fear Table results.
- Ghost Sight: Is always aware of ghosts; +2 vs Fear checks and only roll a d12 on the Fear Table from Ghosts.
- Marksman: If no movement in a turn, may ignore 2 points of penalties from Called Shots, Cover, Range, Scale, or Speed. This stacks with Aim and applies to each Shooting or throwing action that turn.
- Musketeer: Reduces Reload of black powder weapons by 1. Gain +1 on Fighting rolls with bayonets or while using firearms as improvised weapons.
Bennies: 3/3
Adventure Cards
- Deadly Blow: Play after damage is rolled to double the total of a successful melee attack.
- Speedy Gonzales: Expend this card to gain +2 to your Pace for the rest of the scene.
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