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.
Other Uses: If the GM is using a Planing and Operation scene outlined in the freedom squad (multiple dramatic tasks of increasing difficulty) playing an adventure card will automatically net you 2 automatic successes.
You may draw now or wait until its officially Q1 2019.
Please check with your GM prior to playing them.
Q1 2019 Adventure Cards!
- Pender Lumkiss
- Diamond Patron
- Posts: 3648
- Joined: Thu Mar 09, 2017 9:00 pm
Q1 2019 Adventure Cards!
Field Team Six Bennies
- Jude Maverick
- Diamond Patron
- Posts: 668
- Joined: Tue Feb 28, 2017 6:17 am
- Location: Chicago suburbs
Re: Q1 2019 Adventure Cards!
[dice:1cgak83o]47657:0[/dice:1cgak83o]
12 - 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.
13 - Speedy Gonzales - Expend this card to gain +2 to your Pace for the rest of the scene.
19 - Teamwork - Your hero and any adjacent allies add +4 to their next trait rolls. The allies must be adjacent when the card is played to receive the bonus.
I'm due a 4th one, I realized.
[dice:1cgak83o]47657:1[/dice:1cgak83o]
Adrenaline Surge: Your hero gets an additional and immediate turn (including new movement).
12 - 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.
13 - Speedy Gonzales - Expend this card to gain +2 to your Pace for the rest of the scene.
19 - Teamwork - Your hero and any adjacent allies add +4 to their next trait rolls. The allies must be adjacent when the card is played to receive the bonus.
I'm due a 4th one, I realized.
[dice:1cgak83o]47657:1[/dice:1cgak83o]
Adrenaline Surge: Your hero gets an additional and immediate turn (including new movement).
Last edited by Jude Maverick on Wed Jan 09, 2019 4:37 am, edited 3 times in total.
Character Tracker
- Libertas Magicum
- Bronze Patron
- Posts: 642
- Joined: Fri Feb 17, 2017 3:02 pm
Re: Q1 2019 Adventure Cards!
Novice [dice:twg1l8c6]47818:0[/dice:twg1l8c6] Re-Draw [dice:twg1l8c6]47818:4[/dice:twg1l8c6]
Seasoned [dice:twg1l8c6]47818:1[/dice:twg1l8c6]
Veteran [dice:twg1l8c6]47818:2[/dice:twg1l8c6]
Bonus from Enemy [dice:twg1l8c6]47818:3[/dice:twg1l8c6]
Seize the Day - The character acts as if he had drawn a Joker this combat round.
Lucky Break - Play this card to completely negate the damage from one attack.
Mechanical Malfunction - A device malfunctions in some way: guns jam, bow strings break, etc. The device can be fixed by a Repair roll at -4 and 10 minutes work.
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.
Seasoned [dice:twg1l8c6]47818:1[/dice:twg1l8c6]
Veteran [dice:twg1l8c6]47818:2[/dice:twg1l8c6]
Bonus from Enemy [dice:twg1l8c6]47818:3[/dice:twg1l8c6]
Seize the Day - The character acts as if he had drawn a Joker this combat round.
Lucky Break - Play this card to completely negate the damage from one attack.
Mechanical Malfunction - A device malfunctions in some way: guns jam, bow strings break, etc. The device can be fixed by a Repair roll at -4 and 10 minutes work.
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.
Libertas Magicorum
OOC Comments
Re: Q1 2019 Adventure Cards!
Novice [dice:1dz5pagw]47937:0[/dice:1dz5pagw] = Taken, reroll [dice:1dz5pagw]47937:4[/dice:1dz5pagw] = Reroll [dice:1dz5pagw]47937:5[/dice:1dz5pagw] = 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.
Seasoned [dice:1dz5pagw]47937:1[/dice:1dz5pagw] = 22 - Better You Than Me: Play when your hero has been hit by an attack to cause an adjacent character to suffer the attack instead.
Veteran [dice:1dz5pagw]47937:2[/dice:1dz5pagw] = 34 - Cutting In Line: Draw 3 initiative cards and keep the highest.
Heroic [dice:1dz5pagw]47937:3[/dice:1dz5pagw] = 33 - Extra Effort: Play to add +1d6 to any trait roll. This roll may Ace.
Seasoned [dice:1dz5pagw]47937:1[/dice:1dz5pagw] = 22 - Better You Than Me: Play when your hero has been hit by an attack to cause an adjacent character to suffer the attack instead.
Veteran [dice:1dz5pagw]47937:2[/dice:1dz5pagw] = 34 - Cutting In Line: Draw 3 initiative cards and keep the highest.
Heroic [dice:1dz5pagw]47937:3[/dice:1dz5pagw] = 33 - Extra Effort: Play to add +1d6 to any trait roll. This roll may Ace.